gaming machines

The gaming machine addresses the lack of distinctive presentation in conventional machines by incorporating a reservation system and dynamic visual effects, enhancing player engagement and excitement.

JP7718731B2Active Publication Date: 2025-08-05DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024078605
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-14
Publication Date
2025-08-05
Estimated Expiration
2041-08-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack distinctive presentation means to enhance player engagement and excitement.

Method used

The gaming machine incorporates a determination means for storing reservation symbols, a display means with multiple rendering and performance capabilities, and a system for executing actions based on the number of stored reservations, allowing for varied and dynamic visual effects and actions.

Benefits of technology

The solution provides a gaming machine with distinctive presentation means, enhancing player engagement through dynamic and varied visual effects and actions, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine having features in presentation means.SOLUTION: A game machine is provided, including: determination means for performing a determination; reservation storage means capable of storing, as reservation, a right to perform a variable display of symbols up to a predetermined upper limit number, based on a detection of a game ball by detection means; and presentation means. Further, the presentation means can execute a first action and the first action is not to be executed based on a certain number (a first number) of reservations having been stored, but the first action is an action to be executed based on a certain number of reservations that is greater than the first number of reservations having been stored.SELECTED DRAWING: Figure 35
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]

[0002] A pachinko machine is known as one type of gaming machine. Some pachinko machines execute various effects while changing game states according to the progress of the game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-200302 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in the presentation of conventional gaming machines.

[0005] An object of the present invention is to provide a gaming machine having distinctive presentation means. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises a determination means for making a determination, a reservation storage means for storing the right to display a variable symbol up to a predetermined upper limit as a reservation based on the detection of a gaming ball by the detection means, and a performance means. A display means; A gaming machine equipped with the rendering means includes a first rendering means and a second rendering means, and the display means is capable of executing a certain rendering; The aforementioned First the directing means is capable of executing a first action; the first performance means is capable of executing a second action, and the second performance means is capable of executing a third action;The first operation is not performed based on a certain number (hereinafter referred to as the "first number") of reservations being stored, but is performed based on a certain number of reservations that is greater than the first number of reservations being stored. the law of nature , The first effect means may start executing the second action after a first image related to the first effect means is displayed in the certain effect, and the display means may display a second image related to the determination result of the determination means after displaying the first image. There are a first case in which the second action is executed at a first timing after the start of displaying the first image in the certain effect, a second case in which the second action is executed at a second timing that is later than the first timing after the start of displaying the first image in the certain effect, and a third case in which the second action is not executed even when the display of the first image in the certain effect is started. In the first case, the display means displays the second image after starting to display the first image, and in the second case, the display means displays the second image after starting to display the first image. the display means displays the second image after starting to display the image of the first image, in the third case, the display means does not display the second image after starting to display the first image, the first performance means ends the second action before the end of display of the second image in either the first case or the second case, the second action has a longer action time than the first action, the display means does not display an image related to the first performance means before starting to execute the first action, the display means does not display an image related to the second performance means before starting to execute the third action, the first action is not an action related to the determination result of the determination means, the second action is an action related to the determination result of the determination means, and the third action is an action related to the determination result of the determination means. This is a gaming machine characterized by the above. [Effects of the Invention]

[0007] According to the gaming machine of the present invention, it is possible to provide a gaming machine with distinctive presentation means. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 2] This is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a simplified front view of the game board as seen from the front side (player side). [Figure 4] 1 is a circuit block diagram of a control unit. [Figure 5] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 6] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 7] (a) Flowchart of main processing executed by CPU 404 of first sub-control unit 400. (b) Flowchart of command reception interrupt processing of first sub-control unit 400. (c) Flowchart of timer interrupt processing of first sub-control unit 400. (d) Flowchart of image control processing of first sub-control unit 400. [Figure 8] (a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. [Figure 9]10A is a diagram showing an example of a starting dialogue determination table, and FIG. 10B is a diagram showing an example of a character pattern determination table (first time). [Figure 10] (a) is a diagram showing an example of a character pattern determination table (second and third times), (b) is a diagram showing an example of a character pattern determination table 2 (pursuit). [Figure 11] FIG. 10 is a diagram showing an example of an option pattern determination table. [Figure 12] 10A to 10R are diagrams showing a time series of Example 1 of the decisive battle reach effect. [Figure 13] 10(a) to 10(k) are diagrams showing a time series of Example 2 of the decisive battle reach effects. FIG. 10(h') to 10(k') are diagrams showing a part of Example 3 of the decisive battle reach effects in time series. [Figure 14] 10A to 10G, 10E and 10E are diagrams showing an example of a card select effect. 10H to 10M are diagrams showing an example of an episode select effect. [Figure 15] 1 is a perspective view of the appearance of a pachinko machine 100 according to the present embodiment, as seen from the front side (player side). [Figure 16] 1 is a rear view of the pachinko machine 100 seen from the back side. [Figure 17] FIG. 2 is a schematic front view of the game board 200 as seen from the front side (player side). [Figure 18] FIG. 1 is a functional block diagram of a pachinko machine 100. [Figure 19] These are examples of display patterns for a pachinko machine 100, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 20] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 21] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 22]A flowchart showing the processing flow in the first sub-control unit 400 of the pachinko machine 100, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 23] A flowchart showing the processing flow in the second sub-control unit 500 of the pachinko machine 100, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 24] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 25] 1. (a) is a table summarizing the types of jackpots and the game status after the jackpot game, and (b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG. [Figure 26] FIG. 10 is a diagram showing an example of a stepwise transition from the normal stage to the rear stage. [Figure 27] 27A to 27C are diagrams showing a step-by-step continuation of the example shown in FIG. 26. [Figure 28] This is a diagram showing an example of the steps from entering the sea zone to the sky zone until hitting the jackpot. [Figure 29] 29A to 29C are diagrams showing a step-by-step continuation of the example shown in FIG. 28. [Figure 30] This is a diagram showing an example in which power is interrupted during the final display of a decorative pattern but is immediately restored. [Figure 31] FIG. 10 is a diagram showing an example of event look-ahead prediction in stages. [Figure 32] 32A to 32C are diagrams showing a continuation of the example shown in FIG. 31 in stages. [Figure 33] 33A to 33C are diagrams showing a step-by-step continuation of the example shown in FIG. 32. [Figure 34] FIG. 10 is a diagram showing a modified example of event pre-reading advance notice in stages. [Figure 35]10A is a diagram showing a table relating to the reel vibration effect A, and FIG. 10B is a diagram showing a table relating to the reel vibration effect B. FIG. [Figure 36] This is a diagram showing the stages when the reel vibration effect A is performed and when it is not performed. [Figure 37] This is a diagram showing another example in stages, continuing from FIG. 36(3). [Figure 38] 10 is a diagram showing another example in which the reel vibration effect B is performed in stages. FIG. [Figure 39] FIG. 10 is a diagram showing a table relating to button vibration effects. [Figure 40] 10A to 10C are diagrams showing an example of button vibration effects in stages. [Figure 41] 10A is a diagram showing a table relating to background effects, and FIG. 10B is a diagram showing a table relating to mini character effects. [Figure 42] FIG. 10 is a diagram showing an example of mini character presentation in stages. [Figure 43] This is a diagram showing an example of the reel vibration effect B and mini character effect being performed in stages. [Figure 44] (a) is a diagram showing a schematic representation of the amount of operation of the effect button 136, (b) is a diagram showing a schematic representation of the amount of operation of the upper button 1910 arranged on the operation key unit 190, and (c) is a diagram showing a schematic representation of the amount of operation of the operation lever 137. [Figure 45] 13 is a diagram showing a table summarizing button-related images related to the effect button 136. FIG. [Figure 46] FIG. 10 is a diagram showing a table summarizing lever-related images related to the operating lever 137. [Figure 47] (a) is a diagram showing the relationship between the image type of the operation effect, the type of development effect, and the expected probability of a jackpot, and (b) is a diagram showing a determination table for the introductory effect that starts during a normal reach. [Figure 48](a) is a diagram showing the relationship between the image type of the operation effect and the expected degree of winning, (b) is a diagram showing the relationship between the cut-in effect performed during SP Reach 1 and the expected degree of winning, and (c) is a diagram showing the determination table for the introductory effect that starts during SP Reach 1. [Figure 49] 10(a) is a diagram showing a gold cut-in image, and (b1) to (b4) are diagrams showing introduction performance pattern 3. FIG. [Figure 50] (a) is a diagram showing the relationship between the image type of the operation effect and the expected probability of a jackpot, and (b) is a diagram showing a determination table for the introductory effect that starts during SP Reach 2. [Figure 51] 10 is a timing chart showing four specific examples (A) to (D). [Figure 52] FIG. 52 is a diagram showing the specific example shown in FIG. 51(A) in stages. [Figure 53] FIG. 52 is a diagram showing the specific example shown in FIG. 51(B) in stages. [Figure 54] FIG. 51B is a diagram showing the specific example shown in FIG. 51C in stages. [Figure 55] This is a figure showing the continuation of Figure 54. [Figure 56] FIG. 52 is a diagram showing the specific example shown in FIG. 51(D) in stages. [Figure 57] This is a figure showing the continuation of Figure 56. [Figure 58] FIG. 51(B) is a diagram showing a stepwise modification of FIG. 51(A). [Figure 59] FIG. 51B is a diagram showing a modification of FIG. 51B in stages. [Figure 60] This is a diagram showing what happens when the front frame door 106 is opened while an operation performance is being performed. [Figure 61] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). [Figure 62] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 63] This is a rear view of the pachinko machine. [Figure 64](a) is a simplified front view of the game board as seen from the front side (player side), and (b) is an enlarged view of various lamps mounted on the main control lamp board located on the game board. [Figure 65] A diagram explaining the configuration of the variable winning device. [Figure 66] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 67] Examples of display patterns for pachinko machines, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a regular pattern. [Figure 68] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 69] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 70] (a) is a diagram showing an example of the contents of the table for determining whether a regular drawing is correct or not, (b) is a diagram showing an example of the contents of the table for determining whether a special drawing 1 is correct or not, (c) is a diagram showing an example of the contents of the table for determining whether a special drawing 2 is correct or not, (d) is a diagram showing an example of the contents of the allocation table for determining special drawing 1, (e) is a diagram showing an example of the contents of the allocation table for determining special drawing 2, (f) is a diagram showing an example of the contents of the special drawing miss 1 variation pattern table, and (g) is a diagram explaining the transition of the variation pattern table for special drawing 1. [Figure 71] (a) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during normal times, (a-1) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during normal times with a reach, (b) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during time reduction a, (c) is a diagram showing an example of the contents of the deviation fluctuation pattern selection table during time reduction b / c, (d) is a diagram showing an example of the deviation fluctuation pattern selection table during quick time, and (d-1) is a diagram showing an example of the deviation fluctuation pattern selection table during quick time with a reach and miss. [Figure 72]These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 73] These are flowcharts showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, and (c) is a flowchart of the second sub-control unit timer interrupt processing. [Figure 74] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 75] This is a diagram showing an example of a presentation related to the decorative pattern change display centered on the decorative pattern display device of the pachinko machine of this embodiment in stages. [Figure 76] FIG. 76 is a diagram showing the continuation of the example of the rendering shown in FIG. 75 in stages. [Figure 77] This is a diagram showing an example of the presentation in stages during a jackpot game centered around a decorative pattern display device. [Figure 78] This is a diagram showing an example of the presentation in stages in the electric support state (time-saving state a) centered on the decorative pattern display device. [Figure 79] This figure shows the continuation of the example of the rendering shown in Figure 78 in stages. [Figure 80] 10A and 10B are diagrams showing an example of a performance before and after a power outage in stages. [Figure 81] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 82] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 83] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 84] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 85]10A and 10B are diagrams showing an example of the effects that occur during the transition to and end of crispy time. [Figure 86] This is a diagram showing an example of a presentation involving a decorative pattern change display centered on a decorative pattern display device, step by step. [Figure 87] 10A to 10C are diagrams showing an example of the effects that occur after the transition to and end of revival time in stages. [Figure 88] 10A and 10B are diagrams showing another example of the effects before and after a power outage in stages. [Figure 89] This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 90] This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 91] This is a diagram showing the stages of an example of a preview performance in a decorative pattern change display. [Figure 92] 1 is a front view of an enclosed type pachinko machine to which the present invention can be applied. [Figure 93] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). [Figure 94] 1 shows a gaming machine according to a modified example of the present invention, where (a) shows a casino machine 2000, (b) shows a mobile phone 3000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a portable gaming machine 4000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a home video game machine 5000 having a memory unit for storing electronic data that realizes the present invention, and (e) shows a data server 6000 that stores electronic data that realizes the present invention. [Figure 95] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 96] This is a rear view of the pachinko machine. [Figure 97] (a) is a simplified front view of the game board as seen from the front (player's side), and (b) is an enlarged view of the various lamps mounted on the main control lamp board located on the game board. [Figure 98] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 99] These are examples of display patterns on a pachinko machine, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 100] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 101] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 102] (a) is a diagram showing an example of the contents of the table for determining whether a regular drawing is correct, (b) is a diagram showing an example of the contents of the table for determining whether special drawings 1 and 2 are correct, and (c) is a diagram showing an example of the contents of the allocation table for determining special drawings. [Figure 103] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 104] A flowchart showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 105] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 106] This is a diagram showing an example of a presentation, step by step, centered on the decorative symbol display device 208 of the pachinko machine shown in Figure 95. [Figure 107] A figure showing the display mode of the hold icon displayed in the pachinko machine 100 shown in Figure 95. [Figure 108] A diagram showing the decorative body provided on the second performance movable body 8. [Figure 109] This is a diagram showing, in stages, an example of a presentation in which the display mode of the variable icon and the display mode of the background when displaying a reach title are related. [Figure 110] 10A and 10B are diagrams showing an example of a zone effect in which animation is displayed on the sub LCD display device in stages. [Figure 111] This is a diagram showing an example of a super reach effect in which the display mode of the hold icon and the light emission mode of the star-shaped effect lamp 206 are related to each other. [Figure 112] This is a diagram showing in stages an example of a presentation in which the display mode of the hold icon and the display mode of the decorative body provided on the second presentation movable body 8 are related. [Figure 113] This is a diagram showing, in stages, an example of a performance similar to the performance in which the second performance movable body 8 shown in Figure 112 moves. [Figure 114] 10A is a diagram showing a reach title background color determination table, FIG. 10B is a diagram showing a light emission color determination table for the light emitting unit 71, and FIG. 10C is a diagram showing a lord's kimono color determination table. [Figure 115] 1 is a perspective view of the appearance of a slot machine to which the present invention can be applied, seen from the front side (player side). [Figure 116] 1 is a perspective view of the appearance of a pachinko machine 100 according to the present embodiment, as seen from the front side (player side). [Figure 117] 1 is a rear view of the pachinko machine 100 seen from the back side. [Figure 118] FIG. 2 is a schematic front view of the game board 200 as seen from the front side (player side). [Figure 119] FIG. 1 is a functional block diagram of a pachinko machine 100. [Figure 120] These are examples of display patterns for a pachinko machine 100, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 121] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 122]10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 123] A flowchart showing the processing flow in the first sub-control unit 400 of the pachinko machine 100, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 124] A flowchart showing the processing flow in the second sub-control unit 500 of the pachinko machine 100, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 125] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 126] 116. (a) is a table summarizing the types of jackpots and the game status after the jackpot game, and (b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG. [Figure 127] FIG. 10 is a diagram showing a step-by-step example of the time-shortened game state ending and transitioning to a non-time-shortened game state shortly before the time-shortened game state ends. [Figure 128] 128 shows a step-by-step continuation of the example shown in FIG. 127. [Figure 129] FIG. 129 is a diagram showing, in stages, an example in which the length of the pullback period is different from the example shown in FIG. 128. [Figure 130] 130 shows a step-by-step continuation of the example shown in FIG. 129. [Figure 131] FIG. 10 is a diagram showing a step-by-step example of a case where there is no pullback period. [Figure 132] FIG. 10A is a diagram showing a list of songs that can be selected when a predetermined condition is not met, and FIG. 10B is a diagram showing a list of songs that can be selected when a predetermined condition is met. [Figure 133] FIG. 10 is a diagram showing a list of songs that are selected after a predetermined condition is met at least once. [Figure 134] 127(h) is a diagram showing an example different from the example shown in FIG. 127 in stages. [Figure 135] This figure shows in stages an example in which the first reserve icon h21 among the reserve icons of special chart 2 is displayed in gold at the time when the pattern change display of the last special chart that can maintain the time-saving game state has ended. [Figure 136] 10A to 10C are diagrams showing an example of operating the operation key unit 190 in a stepwise manner while the music selection display MC is displayed. [Figure 137] This is a diagram showing a step-by-step example of operating the operation key unit 190 during a jackpot game that has started without a predetermined condition being met. [Figure 138] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine (for example, a pinball gaming machine such as a pachinko machine 100 or a reel gaming machine such as a slot machine) according to the present invention will be described in detail with reference to the drawings.

[0010] <Overall structure> First, the overall configuration of a pachinko machine 100 according to a first embodiment of the present invention will be described with reference to Figure 1. This figure is a perspective view of the exterior of the pachinko machine 100 as seen from the front side (player side).

[0011] The pachinko machine 100 is a gaming machine that allows players to win profits when certain conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).

[0012] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation store.

[0013] The main body 104 is provided inside the outer frame 102, and is a door member that has a locking function and serves as the base body of the gaming machine, which is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 inside. A staff member of the store (game store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 1041 is provided to detect when the main body 104 is opened.

[0014] The front frame door 106 is a door element with a locking function and a frame-like shape that is attached to the front of the main body 104 (the front side of the pachinko machine 100) via a hinge portion 112 so that it can be opened and closed freely. The front frame door 106 can also be opened and closed by a gaming parlor staff member, and a front frame door sensor 1061 is also provided to detect when the front frame door 106 is opened. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at its opening, and a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U are attached to its front side. The rear surface of the front frame door 106 and the front of the gaming board 200 define a space in which the playing area 124 is located. The front frame door 106 is an example of a door body. In this embodiment, a lamp that uses an LED as a light source is also referred to as a lamp.

[0015] The ball storage tray door 108 is a door member with a locking function that is attached to the underside of the main body 104 on the front of the pachinko machine 100 so that it can be opened and closed freely. The ball storage tray door 108 is opened by pressing an opening lever 1081 that can be operated with the front frame door 106 open. A ball storage tray door sensor 1082 is also provided to detect when the ball storage tray door 108 is open. The ball storage tray door 108 is equipped with a ball storage tray 126 capable of storing multiple balls (hereinafter sometimes simply referred to as "balls") and having a passageway for guiding the balls to the launching device 110, a ball removal button 130 operated by the player to eject the balls stored in the ball storage tray 126 from the ball storage tray 126, a ball launch handle 134 operated by the player to launch the balls guided to the launching device 110 into the playing area 124 of the game board, an effect button 136 operated by the player to change the effect mode of various effect devices, a button lamp 138 built into the effect button 136 and illuminating the effect button 136, and a ball lending operation button 140 that issues a ball lending instruction to a card unit (CR unit) installed in the game parlor. Also, although not shown in FIG. 1, a return operation button is also provided to the right of the ball lending operation button 140 to issue an instruction to the card unit to return the player's balance. Furthermore, it also has an operation key unit 190 on which a cross key and an enter button are arranged.

[0016] The launching device 110 is attached to the lower part of the main body 104 and includes a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the ball with the tip of the launching rod 146. While the ball launching handle 134 is continuously operated by the player, the launching device 110 launches a ball toward the playing area 124 of the game board every predetermined launch period (for example, 0.6 seconds), and is an example of a launching means.

[0017] <Rear view> FIG. 2 is a rear view of the pachinko machine 100 of FIG. 1 as seen from the back side.

[0018] At the top of the back of the pachinko machine 100, there is provided a ball tank 150 with an opening that opens upward for temporarily storing balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed at the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.

[0019] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.

[0020] The sprocket is configured to be rotatable by the dispensing motor, and temporarily retains balls that have passed through the tank rail 154 and flowed down into the dispensing device 152, and by driving the dispensing motor to rotate it by a predetermined angle, it sends out the temporarily retained balls one by one below the dispensing device 152. In other words, the dispensing device 152 is a type of ball feeding device that applies a driving force to the balls to transport them.

[0021] The payout sensor is a sensor for detecting the passage of a ball sent out by the sprocket, and outputs either a high or low signal when a ball is passing, and the other signal when no ball is passing to the payout control unit 600 (see FIG. 4). A ball that has passed this payout sensor travels through a ball rail (not shown) and reaches a ball storage tray 126 arranged on the front side of the pachinko machine 100, and when a predetermined award condition is met, the pachinko machine 100 awards (pays out) to the player an amount of game value (balls) according to the award condition through this configuration.

[0022] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 4) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 4) that performs control processing for presentations based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 4) that performs control processing for presentations based on processing information generated by the first sub-control unit 400, and an error release switch that constitutes the payout control unit 600 that performs control processing for the payout of balls and that is operated by a gaming store clerk to release an error. a power supply board case 184 that houses a power supply board 182 that constitutes a power supply control unit 660 (see Figure 4) that supplies power to various electric gaming machines and that is equipped with a power switch 178 that turns the power on and off by operation of an amusement store clerk and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on; and a CR interface unit 186 that sends and receives signals between the payout control unit 600 and the card unit.

[0023] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which the machine can be set to one of multiple settings with at least different jackpot probabilities. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed.

[0024] The bonus feature ratio / setting display 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is installed in a manner that is visible to store staff. The bonus feature ratio / setting display 196 is composed of two-digit 7-segment LEDs arranged above and below, with a single-digit 7-segment LED modularized on the right side. The bonus feature ratio monitor is an indicator that notifies the bonus feature ratio (YH) and the consecutive bonus feature ratio (RY), and the setting monitor is a monitor for checking the current setting. The bonus feature ratio / setting display 196 is composed of single-color LEDs, such as red, green, blue, and white, but may also be capable of emitting light in three colors: red, green, and orange, or may be a full-color LED. At least a portion of the bonus feature ratio / setting display 196 may be mounted on the game board 200, for example, to be visible to the player. In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162.

[0025] <Front view> FIG. 3 is a simplified front view of the game board 200. Here, arrows d2 and d3 indicate the directions when the pachinko machine 100 is fixed in place. Arrow d2 indicates the width direction (sometimes referred to as the left-right direction) of the pachinko machine 100, and when viewed from the front, the left hand may be referred to as the left and the right hand as the right. Arrow d3 indicates the height direction (sometimes referred to as the up-down direction) of the pachinko machine 100, and the higher side may be referred to as the top and the lower side as the bottom. Although not shown in FIG. 3, in the depth direction (sometimes referred to as the front-to-back direction) of the pachinko machine 100, the near side may be referred to as the front side or the front side, and the far side may be referred to as the rear side or the back side.

[0026] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. After the game board 200 is attached to the main body 104, the game area 124 can be observed through the opening.

[0027] Various structures can be adopted for the mounting structure of the game board 200 to the main body 104, but for example, a structure can be adopted in which the left side portion 200a of the game board 200 as seen from the front is inserted into the left side of the main body 104 as seen from the front (the hinge portion 112 side), and the game board 200 is rotated around this as the rotation center while the right side portion 200b of the game board 200 as seen from the front is pressed against the main body 104 to set it in place, and such a structure may improve workability.

[0028] The game board 200 is a unit in which various parts are attached to a game board 201, which is a plate-shaped main body. The game board 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface displaying characters and the like of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters and the like of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the game board 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game to make it impossible to continue playing) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.

[0029] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched ball.

[0030] The area of the game board 200 other than the play area 124 may be referred to as a non-play area. The play area 124 and the non-play area can be distinguished by the outer rail 202 as a boundary. Furthermore, the area inside the area through which the ball passes when the ball's launch strength is maximized may be referred to as the play area 124. The play area 124 may include an area through which the ball does not pass due to the presence of a performance device or the like within the play area 124. The play area 124 may be referred to as a flow-down area because the ball flows down during play, and the non-play area may be referred to as a non-flow-down area because the ball does not flow down during play except for maintenance or accidents. The entire play area 124 may be referred to as a flow-down area, but an area through which the ball does not flow down due to the presence of a performance device or the like may also be referred to as a non-flow-down area.

[0031] A decorative symbol display device 208 is disposed approximately in the center of the play area 124. A main control lamp board 254 is provided below the play area 124, and on this main control lamp board 254, a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol hold lamp 216, a first special symbol hold lamp 218, a second special symbol hold lamp 220, a high probability lamp RK, an electric support lamp RD, a right hit lamp RM, and a round display lamp RR are disposed. Note that, hereinafter, normal symbols may be referred to as "normal symbols" and special symbols may be referred to as "special symbols."

[0032] The decorative symbol display device 208 is a display device for displaying various decorative symbols and effects, and in this embodiment is configured as a liquid crystal display (LCD). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a center symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c each display a different decorative symbol, and the effect display area 208d displays an image used in the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information, and other display devices may be used, including, for example, a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector.

[0033] The normal map display device 210 is a display device for displaying normal maps, and in this embodiment is composed of two vertical LEDs. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are each composed of two rows, one above the other, for a total of eight LEDs.

[0034] The normal symbol reservation lamp 216 is a lamp for indicating the number of reserved normal symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of normal symbol variable games. The first special symbol reservation lamp 218 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. In addition, the second special symbol reservation lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games.

[0035] The high probability lamp RK is a lamp that indicates that the game state is in a high probability state where a jackpot is likely to occur, or that it will enter a high probability state. The electric support lamp RD is a lamp that indicates that the variable display time of the normal pattern will be shortened. The right hit indicator lamp RM is a lamp that indicates that the game is in a jackpot game state, a probability variable state, or an electric support state, and that the player can benefit from this by hitting right. The round indicator lamp RR is a lamp that indicates the number of rounds in the jackpot game related to the jackpot when a jackpot occurs.

[0036] The game board 200 shown in FIG. 3 is provided with a warp device 242 and a stage 244 in an area where the ball can roll. The warp device 242 ejects balls that enter a warp entrance 242a, which is provided on the left side of the decorative symbol display device 208, from a warp exit 242b to the stage 244. The stage 244 is provided below and forward of the decorative symbol display device 208, and is a stage where the balls that have passed through the warp device 242 exhibit movements such as reciprocating and rotating. The reciprocating and rotating movements of the balls increase the time the balls stay on the stage 244. A stage cover 245 is provided on the stage 244.

[0037] In addition, a first movable effect unit 7 is placed above the play area 124 and supported by the main body 104. Furthermore, a second movable effect unit 8 is placed below and behind the stage 244 and supported by the main body 104, but the second movable effect unit 8 is not visible in FIG.

[0038] As shown in FIG. 3, a portion of the top of the play area 124 is covered with a decorative cover 203. The upper right portion of the play area 124 is covered with a decorative upper right cover 205, and a normal map start opening 228 is located behind (behind) the decorative upper right cover 205. The normal map start opening 228 is configured with a device called a gate or through chucker for determining whether a ball has passed through a predetermined area of the play area 124, and in this embodiment, one is disposed on the right side of the game board 200. When a predetermined ball detection sensor detects that a ball has passed through the normal map start opening 228, the pachinko machine 100 starts a normal map variable game using the normal map display device 210, but in this example, no prize balls are paid out. A predetermined number of prize balls (for example, one) may be paid out.

[0039] In this embodiment, one first special symbol start hole 230 (first start winning means) is disposed in the lower center of the game board 200. This first special symbol start hole 230 is provided at the right end of the lamp unit 9 extending to the left side.

[0040] When a predetermined ball detection sensor detects that a ball has passed through the first special symbol starting port 230, a predetermined number of prize balls (for example, four) are paid out and a special symbol variable game is started by the first special symbol display device 212. The balls discharged into the ball storage tray 126 can be freely taken out by the player, and with this configuration, prize balls are paid out to the player based on the winning combination.

[0041] In addition, when a predetermined ball detection sensor detects a ball entering the first special symbol start port 230 provided in the center bottom of the game board 200, the payout device 152 shown in Fig. 2 is driven to discharge a predetermined number of balls (for example, four) as prize balls into the ball storage tray 126, and a special symbol variable game is started by the first special symbol display device 212. The ball that entered the first special symbol start port 230 is guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0042] In this embodiment, the attacca unit 23 is provided in the lower right of the game area 124, and the attacca unit 23 is provided with a second special symbol start hole 232. The second special symbol start hole 232 will be described in detail in the description of the attacca unit 23 below.

[0043] In addition to the second special symbol starting hole 232, the attacca unit 23 is also provided with a variable winning hole (attacca) 235. The first special symbol starting hole 230, located at the lower center as shown in FIG. 3, is configured such that it is difficult for a ball to enter it when hit from the right. Meanwhile, a special route 244a is provided in the center of the above-mentioned stage 244, making it easier for a ball that reaches the stage 244 to enter the first special symbol starting hole 230 located at the lower center of the game board 200. It is also possible to aim for the first special symbol starting hole 230 from the left side without passing through the stage 244. Therefore, the first special symbol starting hole 230 located at the lower center of the game board 200 is a starting hole where a ball can be expected to enter when hit from the left.

[0044] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that do not enter any of the winning holes or starting holes to the back side of the pachinko machine 100 and then discharging them to the game island side.

[0045] In this pachinko machine 100, the player supplies the balls stored in the ball storage tray 126 to the launch position on the launch rail, and the launch motor is driven with a strength corresponding to the amount of operation of the operating handle by the player, and the balls are shot by the launch rod and launch hammer through the outer rail 202 and inner rail 204 into the playing area 124. Then, the balls that reach the top of the playing area 124 flow downward while changing direction by the ball direction changing member 236, playing pins, etc., and either win in various winning holes or starting holes, or reach the outlet 240 without winning in any winning holes or starting holes, or only passing through the normal starting hole 228.

[0046] In this embodiment, a discharged ball receiving port (not shown) that receives all balls discharged from the game board 200 is formed at the lower edge of the space 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of balls received in the discharged ball receiving port is provided at a predetermined position on the main body 104. The out ball detection sensor SWout may also be provided on the game board 200 side. In this embodiment, all balls discharged from the game board 200 (including balls discharged from the out port 240 and balls that have won in various winning ports) are received in this discharged ball receiving port and discharged to the outside of the pachinko machine 100 via a predetermined discharge passage, but it is also possible to configure so that only balls discharged from the out port 240 pass through the out ball detection sensor SWout.

[0047] In this embodiment, an example is shown in which a general winning hole is not provided in the right game area (lamp unit 9), but it may be provided. Also, if a general winning hole is provided, when a ball enters the general winning hole during a jackpot, a predetermined number of prize balls (for example, 1) may be paid out, and in this case, it is preferable to display the number of prize balls in the same way as when a ball enters the second special chart start hole 232.

[0048] <Attacker Unit> Next, the attacca unit 23 provided in the lower right portion of the gaming area 124 will be described.

[0049] The attacca unit 23 shown in Fig. 3 has an attacca front plate to which an attacca seal 2302 is attached. Note that in Fig. 3, the decorative pattern and the like of the attacca seal 2302 are omitted.

[0050] The attacca unit 23 has a variable winning opening 235, a second special chart starting opening 232, and an outlet opening in the attacca base plate.

[0051] <Variable winning slot> The variable winning opening 235 (variable winning means) changes the ease with which a ball can enter (win) depending on the advancement and retreat of a plate-shaped shutter member. The ball detection sensor for the variable winning opening 235 is positioned below the shutter member and facing upward. When the shutter member is advanced forward, the ball passes over the advanced shutter member, making it difficult for it to pass through the cylindrical ball detection sensor.

[0052] On the other hand, when the shutter member is retracted rearward, the ball rolling toward the variable winning opening 235 can pass through the cylindrical ball detection sensor.

[0053] The big win state and small win state described below are states in which it is easy to win a prize in the variable prize opening 235, and are states in which it is recommended to win a prize in the variable prize opening 235. When the ball detection sensor 2352 detects a ball entering, it is determined that a ball has entered the variable prize opening 235, and the payout device 152 is driven to discharge a predetermined number of balls (for example, 15 balls) into the ball storage tray 126 as prize balls.

[0054] When the shutter member is retracted while a ball is retained on the shutter member, the ball retained on the shutter member falls all at once and is detected by the ball detection sensor for the variable winning opening 235. While the variable winning opening 235 is in a state where it is easy to win, a ball that has passed through the shutter member and rolled into the variable winning opening 235 will not roll downstream of the variable winning opening 235, but will pass through the ball detection sensor and be guided to the back side of the pachinko machine 100, and then be discharged to the game island side.

[0055] <2nd special chart starting gate> A second special symbol starting hole 232 (second starting winning means) is arranged ahead of the ball that falls without entering the variable winning hole 235. The size of this second special symbol starting hole 232 is fixed, and the ball detection sensor for the second special symbol starting hole 232 is arranged facing upward.

[0056] When the ball detection sensor detects that a ball has entered, it is determined that the ball has entered the second special symbol start port 232, and the payout device 152 is driven to discharge a predetermined number of balls (for example, one ball) as prize balls into the ball storage tray 126, and also start a special symbol variable game by the second special symbol display device 214. The ball that has passed through the ball detection sensor passes through the first guide port, is guided to the back side of the pachinko machine 100, and is then discharged to the game island side.

[0057] <Control unit> Next, the circuit configuration of the control unit of this pachinko machine 100 will be described in detail with reference to Figure 4. Note that Figure 4 shows a circuit block diagram of the control unit.

[0058] The control unit of the pachinko machine 100 can be broadly divided into a main control unit 300 that controls the core of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of balls in response to commands sent by the main control unit 300, a launch control unit 630 that controls the launch of balls, and a power supply control unit 660 that controls the power supplied to the pachinko machine 100.

[0059] <Main control unit> First, the main control unit 300 of the pachinko machine 100 will be described.

[0060] The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300, and this basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT 314 for monitoring abnormalities in program processing. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 described below. The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock.

[0061] The basic circuit 302 also includes a random number generation circuit 318 (which has two built-in random number generation circuits) that derives a number in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 316a, a sensor circuit 322 that receives signals output by various sensors 320, including predetermined ball detection sensors, such as sensors that detect balls passing through each starting port, winning port, and variable winning port, as well as front frame door open sensors, inner frame open sensors, and lower tray full sensors, and outputs the amplification results and comparison results with a reference voltage to the random number generation circuit 318 and the basic circuit 302, and a predetermined pattern display device, such as a first special A drive circuit 324 for controlling the display of the symbol display device 212 and the second special symbol display device 214, a drive circuit 326 for controlling the display of a predetermined symbol display device, for example, the normal symbol display device 210, a drive circuit 330 for controlling the display of various status display units 328 (for example, the normal symbol hold lamp 216, the first special symbol hold lamp 218, the second special symbol hold lamp 220, the high probability lamp RK, the electric support lamp RD, the right hit lamp RM, the round display lamp RR, etc.), and a drive circuit 334 for controlling various solenoids 332 that open and close predetermined movable members, for example, the shutter member of the variable winning port 235, etc. are connected.

[0062] The random number generation circuit 318 generates random numbers to be used by the basic circuit 302. The random number generation circuit 318 generates random numbers in two main ways: counter mode and random number mode. In counter mode, a value that counts up (down) at a predetermined time interval is acquired and the acquired value is used as a random number. The random number mode has two further methods. In the first method, a random number seed is used to perform a calculation using a predetermined function (e.g., a modulus function) and the result of this calculation is used as a random number. In the second method, a value is read from a random number table in which values ranging from 0 to 65535 are randomly arranged, and the read value is used as a random number. The random number generation circuit 318 acquires irregular values by utilizing white noise superimposed on signals input from various sensors 320 to the sensor circuit 322. The random number generation circuit 318 uses the value thus obtained as the initial value for a counter that counts up (down) in counter mode, as a random number seed, or when determining the start position for reading from the random number table.

[0063] When the ball detection sensor detects that a ball has entered the first special symbol start hole 230, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random number generation circuit 318. The random number generation circuit 318, which has received this signal, latches the value at that timing of the random number generation circuit corresponding to the first special symbol start hole 230, and stores the latched value in a random number generation register built into the random number generation circuit 318 and corresponding to the first special symbol start hole 230. Similarly, when the random number generation circuit 318 receives a signal indicating that a ball has entered the second special symbol start hole 232, it latches the value at that timing of the random number generation circuit corresponding to the second special symbol start hole 232, and stores the latched value in a random number generation register built into the random number generation circuit 318 and corresponding to the second special symbol start hole 232.

[0064] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 to an information input circuit 350 provided in an external hall computer (not shown) or the like via this information output circuit 336.

[0065] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).

[0066] In addition, the main control unit 300 is provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).

[0067] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication with the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 and the dispensing control unit 600 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400 and the dispensing control unit 600, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 and the dispensing control unit 600 to the main control unit 300.

[0068] <Sub-controller> Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 has a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300, and this basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 414 as a system clock, and is connected to a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, various performance data, etc.

[0069] In addition, the basic circuit 402 is connected to a sound source IC 416 for controlling the speaker 120 (and amplifier), a drive circuit 420 for controlling various lamps 418 (for example, chance button lamp 138), a drive circuit 432 for driving and controlling the shading device 246, a shading device sensor 430 for detecting the current position of the shading device 246, a chance button detection sensor 426 for detecting the pressing of the chance button 136, a sensor circuit 428 for outputting detection signals from the shading device sensor 430 and the chance button detection sensor 426 to the basic circuit 402, and a VDP 434 (video display processor) that reads image data etc. stored in ROM 406 based on a signal from the CPU 404, generates a display image using the work area of VRAM 436, and displays the image on the decorative pattern display device 208.

[0070] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands, and this basic circuit 502 is equipped with a CPU 504, RAM 508 for temporarily storing data, I / O 510 for controlling input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock, and is provided with a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0071] In addition, the basic circuit 502 is connected to a drive circuit 516 for controlling the drive of the performance movable body 224, a performance movable body sensor 424 for detecting the current position of the performance movable body 224, a sensor circuit 518 for outputting a detection signal from the performance movable body sensor 424 to the basic circuit 502, a game board lamp drive circuit 530 for controlling the game board lamp 532, a game table frame lamp drive circuit 540 for controlling the game table frame lamp 542, and a serial communication control circuit 520 for controlling lighting via serial communication between the game board lamp drive circuit 530 and the game table frame lamp drive circuit 540.

[0072] <Dispensing control unit, firing control unit, power supply control unit> Next, the payout control unit 600, the firing control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described.

[0073] The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on signals such as commands sent by the main control unit 300, detects whether the payout of prize balls or loan balls has been completed based on a control signal output by the payout sensor 604, and communicates with a card unit 608 provided separately from the pachinko machine 100 via an interface unit 606.

[0074] The launch control unit 630 controls the launch motor 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs whether to allow or stop the launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity according to the amount of operation of the ball launch handle 134 by the player.

[0075] The power supply control unit 660 converts AC power supplied from outside to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit such as the main control unit 300 and the first sub-control unit 400, and each device such as the payout device 152. Furthermore, the power supply control unit 660 is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. Note that in this embodiment, the power supply control unit 660 supplies a predetermined voltage to the payout control unit 600 and the second sub-control unit 500, and the payout control unit 600 supplies a predetermined voltage to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but the predetermined voltage may be supplied to each control unit and each device via another power supply path.

[0076] <Main processing of main control unit> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 5. This figure is a flowchart showing the flow of the main control unit main processing.

[0077] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 5 in accordance with a control program previously stored in the ROM 306.

[0078] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables to be stored in the RAM 308 are initialized, and operation permission and an initial value are set to the WDT 314. In this embodiment, a value equivalent to 32.8 ms is set as the initial value to the WDT 314.

[0079] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.

[0080] In step S105, it is monitored whether the low voltage signal is ON, that is, whether the voltage monitoring circuit 338 is outputting a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects that the power supply has been cut off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 has not detected that the power supply has been cut off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.

[0081] In step S107, initial setting 2 is performed. In this initial setting 2, a numerical value that determines the period for periodically executing the main control unit timer interrupt processing described below is set in counter timer 312, a clear signal is output from a predetermined port of I / O 310 (e.g., a test output port, an output port to first sub-control unit 400), and settings are made to allow writing to RAM 308.

[0082] In step S109, it is determined whether or not the state before the power was cut off (before power was cut off) is to be restored, and if the state before power was cut off is not to be restored (if the basic circuit 302 of the main control unit 300 is to be set to its initial state), the initialization process (step S113) is carried out.

[0083] Specifically, first, it is determined whether a RAM clear signal, which is transmitted when an RWM clear switch 180 provided on the power supply board is operated by a store clerk or the like at an amusement parlor, is on (indicating that an operation has been performed), i.e., whether RAM clearing is necessary. If the RAM clear signal is on (if RAM clearing is necessary), the process proceeds to step S113 to initialize the basic circuit 302. On the other hand, if the RAM clear signal is off (if RAM clearing is not necessary), the process reads out power status information stored in a power status storage area provided in RAM 308 and determines whether this power status information indicates suspend. If the power status information does not indicate suspend, the process proceeds to step S113 to initialize the basic circuit 302. If the power status information indicates suspend, the process calculates a checksum by adding all 1-byte data stored in a predetermined area (e.g., all areas) of RAM 308 to a 1-byte register whose initial value is 0, and it is determined whether the calculated checksum result is a specific value (e.g., 0) (whether the checksum result is normal). If the checksum result is a specific value (for example, 0) (if the checksum result is normal), the process proceeds to step S111 to restore the state before the power outage, and if the checksum result is a value other than the specific value (for example, 0) (if the checksum result is abnormal), the process proceeds to step S113 to return the pachinko machine 100 to its initial state. Similarly, if the power status information indicates information other than "suspended", the process proceeds to step S113.

[0084] In step S111, power restoration processing is performed. In this power restoration processing, the value of the stack pointer stored in a stack pointer save area provided in RAM 308 at the time of power outage is read out and reset (main setting) to the stack pointer. In addition, the values of each register stored in a register save area provided in RAM 308 at the time of power outage are read out and reset to each register, and then interrupt permission is set. Thereafter, the CPU 304 executes the control program based on the reset stack pointer and registers, and the pachinko machine 100 returns to the state it was in at the time of power outage. That is, processing is resumed from the command next to the command (predetermined in step S115) executed immediately before branching to timer interrupt processing (described later) immediately before power outage. In addition, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 4. In this step S111, a power restoration command is set in the transmission information storage area. This power restoration command is a command indicating that the state at the time of power outage has been restored, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.

[0085] In step S113, initialization processing is performed. This initialization processing includes setting interrupt prohibition, setting the stack initial value to the stack pointer (main setting), and initializing all storage areas in RAM 308. Furthermore, here, a normal return command is set in the transmission information storage area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization processing of the main control unit 300 (step S113) has been performed, and like the power recovery command, it is sent to the first sub-control unit 400 in step S233 in the timer interrupt processing of the main control unit 300.

[0086] In step S115, after the interrupt prohibition setting, a basic random number initial value update process is performed. In this basic random number initial value update process, two random number counters for generating initial values for the normal winning random number counter and the special random number counter, respectively, and two random number counters for generating the normal timer random number value and the special timer random number value are updated. For example, if the range of values that can be taken as the normal timer random number value is 0 to 100, a value is obtained from the random number counter memory area for generating the normal timer random number value provided in RAM 308, 1 is added to the obtained value, and then stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 101, 0 is stored in the original random number counter memory area. Other initial value generation random number counters and random number counters are also updated in the same way. Note that the initial value generation random number counter is also updated in step S207, which will be described later.

[0087] The main control unit 300 repeatedly executes the process of step S115 except while performing timer interrupt processing that starts at predetermined intervals.

[0088] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 6. The figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0089] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.

[0090] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.

[0091] In step S203, the WDT is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0092] In step S205, an input port status update process is performed. In this input port status update process, detection signals from various sensors 320, including the front frame door open sensor, inner frame open sensor, bottom tray full sensor, and various ball detection sensors, are input via the input port of I / O 310 to monitor the presence or absence of detection signals, and are stored in signal status memory areas partitioned for each of the various sensors 320 in RAM 308. Using the detection signals of ball detection sensors as an example, information on the presence or absence of detection signals from each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal memory area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previous detection signal memory area partitioned for each ball detection sensor in RAM 308. Information on the presence or absence of detection signals from each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal memory area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previous detection signal memory area. In addition, the detection signals of each ball detection sensor detected this time are stored in the above-mentioned current detection signal storage area.

[0093] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared to determine whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While a ball passes through a ball detection sensor, this main control unit timer interrupt process, which repeatedly activates at very short intervals of approximately 2 ms, is activated several times. Therefore, each time the main control unit timer interrupt process is activated, the aforementioned step S205 checks for detection signals indicating that the same ball has passed the same ball detection sensor. As a result, detection signals indicating that the same ball has passed the same ball detection sensor are stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area. In other words, when a ball begins to pass a ball detection sensor, the following will occur: no second-to-last detection signal, a previous detection signal, and a current detection signal. In this embodiment, taking into consideration erroneous detection and noise from the ball detection sensor, if a detection signal is stored twice in succession after no detection signal, a win is determined to have occurred. The ROM 306 of the main control unit 300 shown in FIG. 4 stores winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time). In this step S205, if the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches predetermined winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time), it is determined that a ball has entered the variable winning opening 235, the first special symbol starting opening 230, or the second special symbol starting opening 232, or passed through the normal symbol starting opening 228. In other words, it is determined that a win has occurred in these winning openings 235 or these starting openings 230, 232, and 228.

[0094] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update processes, the value of the random number counter for generating the initial value, performed in step S115 above, is updated, and then two random number counters for generating the normal winning random number value, the special 1 random number value, and the special 2 random number value, respectively, used by the main control unit 300 are updated. For example, if the range of values that can be taken as the normal winning random number value is 0 to 100, a value is obtained from the random number counter memory area for generating the normal winning random number value provided in RAM 308, 1 is added to the obtained value, and the value is then stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 101, 0 is stored in the original random number counter memory area. Furthermore, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for generating the initial value corresponding to each random number counter is obtained and set in the random number counter memory area. For example, if a value is obtained from a random number counter for generating a normal winning random number value, which varies between 0 and 100, and the result of adding 1 to the obtained value is equal to the previously set initial value (e.g., 7) stored in a predetermined initial value storage area in RAM 308, a value is obtained as an initial value from the random number counter for generating an initial value corresponding to the random number counter for generating a normal winning random number value, and set in the random number counter for generating a normal winning random number value. At the same time, the newly set initial value is stored in the initial value storage area to determine whether the random number counter for generating a normal winning random number value has completed its next full cycle. In addition to the initial value storage area described above for determining whether the random number counter for generating a normal winning random number value has completed its next full cycle, RAM 308 also provides an initial value storage area for determining whether the random number counter for generating a special winning random number value has completed its full cycle. In this embodiment, separate counters are provided for obtaining the random number value for special number 1 and the random number value for special number 2, but the same counter may be used.

[0095] In step S211, a random number update process for effect is performed. In this random number update process, a random number counter for generating random numbers for effect used by the main control unit 300 is updated.

[0096] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol 1 display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212, a special symbol 2 display symbol update timer for timing the time for varying and stopping the symbol display on the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.

[0097] In step S215, a winning slot counter update process is performed. In this winning slot counter update process, when a prize is won at the winning slot 235 or the starting slots 230, 232, and 228, the value of the prize ball number storage area provided for each winning slot or each starting slot in RAM 308 is read, 1 is added, and the value is set to the original prize ball number storage area.

[0098] In addition, in step S217, a winning acceptance process is performed. In this winning acceptance process, it is determined whether or not there has been a win in the first special symbol start port 230, the second special symbol start port 232, the normal symbol start port 228, and the variable winning port 235. Here, the determination is made using the result of whether or not there is a match with the winning determination pattern information in step S203.

[0099] In step S221, a normal map status update process is performed. This normal map status update process is one of a plurality of processes corresponding to the normal map status. For example, in the normal map status update process during the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), an on / off drive control is performed to repeatedly turn on and off the 7-segment LED that makes up the normal pattern display device 210. By performing this control, the normal pattern display device 210 displays the variation of the normal map (normal map variation game).

[0100] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the opening and closing control of the normal map variable game and the second special game start port 232 is not being performed (the normal map state is inactive), and the number of reserved normal map variable games is 1 or more, a random number lottery based on the normal map winning random number stored in the random number memory area is used to determine whether the result of the normal map variable game is a win or a loss, and if it is a win, the win flag provided in RAM 308 is set to ON. If it is a loss, the win flag is set to OFF.

[0101] Next, special symbol status update processing is performed for each of special symbol 1 and special symbol 2. First, in step S225, special symbol status update processing (special symbol 2 status update processing) is performed for special symbol 2. This special symbol 2 status update processing is performed depending on the status of special symbol 2. For example, in the special symbol 2 status update processing during the special symbol 2 variable display (the value of the special symbol 2 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LED that constitutes the second special symbol display device 214. By performing this control, the second special symbol display device 214 performs the variable display of special symbol 2 (special symbol 2 variable play).

[0102] Next, in step S227, a special chart state update process (special chart 1 state update process) is performed for special chart 1. In this special chart 1 state update process, each process equivalent to the special chart 2 state update process described above is performed depending on the state of special chart 1. Each process performed in this special chart 1 state update process is the same as the process described in the special chart 2 state update process described above, with "special chart 2" replaced with "special chart 1", so the description will be omitted. Note that the order of the special chart 2 state update process and the special chart 1 state update process may be reversed.

[0103] When the special chart state update processing in step S225 and step S227 is completed, this time, the special chart related lottery processing is performed for each of the special charts 1 and 2. Here too, the special chart related lottery processing for the special chart 2 (special chart 2 related lottery processing) is performed first (step S229), and then the special chart related lottery processing for the special chart 1 (special chart 1 related lottery processing) is performed (step S231). In these special chart related lottery processing, the main control unit 300 performs the special chart 2 related lottery processing before the special chart 1 related lottery processing, so that even if the start conditions for the special chart 2 variable play and the start conditions for the special chart 1 variable play are met at the same time, the special chart 2 variable play will be in the process of changing first, and the special chart 1 variable play will not start changing. In addition, the notification of the results of the jackpot determination for the special symbol variable game by the decorative symbol display device 208 is performed by the first sub-control unit 400, and notification of the lottery results based on winning at the second special symbol start port 232 is given priority over notification of the lottery results based on winning at the first special symbol start port 230.

[0104] In step S233, a command setting and sending process is performed, and various commands are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of, for example, 16 bits, with bit 15 being strobe information (when on, indicates that data is being set), bits 11 to 14 being command type (in this embodiment, information that can identify the type of command, such as basic command, pattern change start command, pattern change stop command, winning performance start command, ending performance start command, jackpot round number designation command, power recovery command, RAM clear command, etc.), and bits 0 to 10 being command data (predetermined information corresponding to the command type).

[0105] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.

[0106] In step S235, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.

[0107] In step S237, a device monitoring process is performed. In this device monitoring process, the signal states of various sensors stored in the signal state memory area in step S205 are read to monitor the presence or absence of predetermined errors, such as the presence or absence of a front frame door open error or a lower tray full error. If a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or a lower tray full error is set in the transmission information to be sent to the first sub-control unit 400. In addition, various solenoids 332 are driven to control the opening and closing of the variable winning opening 235, and display data output via display circuits 324, 326, and 330 to the normal symbol display device 210, first special symbol display device 212, second special symbol display device 214, various status display unit 328, etc. is set to the output port (I / O 310). In addition, the output schedule information set in the payout request number transmission process (step S219) is output to the first sub-control unit 400 via the output port (I / O 310).

[0108] In step S239, it is monitored whether the low voltage signal is ON or not, and if the low voltage signal is ON (if a power cutoff is detected), the process proceeds to step S243, and if the low voltage signal is OFF (if a power cutoff is not detected), the process proceeds to step S241.

[0109] In step S241, timer interrupt end processing is performed. In this timer interrupt end processing, the values of each register temporarily saved in step S201 are set back to the original registers, interrupt permission is set, and the process then returns to the main processing of the main control unit shown in Fig. 5. Meanwhile, in step S243, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and the process then returns to the main processing of the main control unit described above.

[0110] <Processing of the first sub-control unit 400> Next, the processing of the first sub-control unit 400 will be explained using Figure 7. Figure 7(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 7(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 7(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400. Figure 7(d) is a flowchart of the image control processing of the first sub-control unit 400.

[0111] First, in step S301 in FIG. 1A, various initial settings are performed. When the power is turned on, the initialization process is first executed in step S301. This initialization process includes initial settings for the input / output ports and initialization of the storage area in RAM 408. In step S303, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305. In step S305, 0 is assigned to the timer variable.

[0112] In step S307, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300. In step S309, performance control processing is performed. For example, if a new command is received in step S307, processing such as reading performance data corresponding to this command from ROM 406 is performed, and if the performance data needs to be updated, performance data update processing is performed.

[0113] In step S311, if pressing of the chance button is detected, processing is performed to change the effect data updated in step S309 to effect data corresponding to the pressing of the chance button. In step S313, if the effect data read out in step S309 includes a command to the VDP 434, this command is output to the VDP 434 (details will be described later). In step S315, if the effect data read out in step S309 includes a command to the sound source IC 416, this command is output to the sound source IC 416. In step S317, if the effect data read out in step S309 includes a command to the various lamps 418, this command is output to the drive circuit 420. In step S319, if the effect data read out in step S309 includes a command to the shading device 246, this command is output to the drive circuit 432. In step S321, if the performance data read in step S309 contains a control command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S303.

[0114] Next, using the same figure (b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.

[0115] Next, using the same figure (c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at a predetermined period.

[0116] In step S501 of the first sub-control unit timer interrupt processing, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 of the first sub-control unit main processing, and the value is stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0117] In step S503 of the first sub-control unit timer interrupt processing, the control command set in step S319 is sent to the second sub-control unit 500, and the random number value for performance is updated.

[0118] Next, the image control processing of step S313 in the main processing of the first sub-control unit 400 will be described using Fig. 1(d). This figure is a flowchart showing the flow of the image control processing.

[0119] In step S601, an instruction to transfer image data is issued. Here, the CPU 404 first swaps the designation of the drawing areas, display area A and display area B, of the VRAM 436. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the decorative pattern display device 208. Next, the CPU 404 sets ROM coordinates (source address in ROM 406), VRAM coordinates (destination address in VRAM 436), etc. in the attribute register of the VDP 434 based on the position information table, and then sets a command to start transferring image data from ROM 406 to VRAM 436. The VDP 434 transfers the image data from ROM 406 to VRAM 436 based on the command set in the attribute register. Thereafter, the VDP 436 outputs a transfer end interrupt signal to the CPU 404.

[0120] In step S603, it is determined whether a transfer end interrupt signal has been input from the VDP 434. If a transfer end interrupt signal has been input, the process proceeds to step S605; if not, the process waits for the transfer end interrupt signal to be input. In step S605, parameters are set based on the performance scenario configuration table, attribute data, etc. Here, the CPU 404 instructs the VDP 434 on information about the image data that constitutes the display image (such as the coordinate axes of the VRAM 436, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in display area A or B of the VRAM 436 based on the image data transferred to the VRAM 436 in step S601. The VDP 434 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0121] In step S607, a drawing instruction is issued. In this drawing instruction, the CPU 404 instructs the VDP 434 to start drawing an image. The VDP 434 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 404.

[0122] In step S609, it is determined whether a generation end interrupt signal has been input from VDP 434 based on the completion of image drawing, and if a generation end interrupt signal has been input, the process proceeds to step S611, otherwise the process waits for the generation end interrupt signal to be input. In step S611, a scene display counter, which is set in a predetermined area of RAM 408 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0123] <Processing of the second sub-control unit 500> Next, the processing of the second sub-control unit 500 will be explained using Figure 8. Figure 8(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 8(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 8(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500.

[0124] First, in step S701 in FIG. 1A, various initial settings are performed. When the power is turned on, the initialization process is first executed in step S701. This initialization process includes initial settings for the input / output ports and initialization of the storage area in RAM 508. In step S703, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S705. In step S705, 0 is assigned to the timer variable.

[0125] In step S707, command processing is performed. The CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400. In step S709, performance control processing is performed. For example, if a new command is received in step S707, processing such as reading performance data corresponding to this command from ROM 506 is performed, and if the performance data needs to be updated, processing to update the performance data is performed.

[0126] In step S711, if there is a command from the first sub-control unit 400 to the game board lamp 532 or the game table frame lamp 542, this command is output to the serial communication control circuit 520. In step S713, if there is a command from the first sub-control unit 400 to the performance movable body 224, this command is output to the drive circuit 516, and the process returns to step S703.

[0127] Next, using the same figure (b), the command reception interrupt processing of the second sub-control unit 500 will be explained. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S801 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.

[0128] Next, using Figure 1(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0129] In step S901 of the second sub-control unit timer interrupt processing, 1 is added to the value of the timer variable storage area of RAM 508 described in step S703 of the second sub-control unit main processing shown in Figure 8(a) and stored in the original timer variable storage area. Therefore, in step S703, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S903 of the second sub-control unit timer interrupt processing, processing such as updating the random number value for presentation is performed.

[0130] <Decisive Battle Reach Production> Next, the decisive battle reach effect will be described. The decisive battle reach effect is one of the effects executed in a reach state, and in this example, the decisive battle reach effect is executed according to one of three types of effect patterns (decisive battle reach patterns 1 to 3).

[0131] Decisive Battle Reach Pattern 1 is a presentation pattern in which the presentation ends with the second attack, Decisive Battle Reach Pattern 2 is a presentation pattern in which the presentation ends with the third attack, and Decisive Battle Reach Pattern 3 is a presentation pattern in which the presentation ends with the third attack like Decisive Battle Reach Pattern 2, but there is a follow-up attack after the second attack. It goes without saying that the types and contents of the presentation patterns are not limited to this example.

[0132] When starting a decisive battle reach effect, the basic circuit 402 of the first sub-control unit 400 uses a random number value to perform a decisive battle reach pattern determination lottery to determine a decisive battle reach pattern.

[0133] In this example, in the lottery to determine the decisive battle reach pattern, if the special chart hit / miss judgment is a jackpot, one decisive battle reach pattern is selected from decisive battle reach patterns 1 to 3 (jackpot), and if the special chart hit / miss judgment is a miss, one decisive battle reach pattern is selected from decisive battle reach patterns 1 to 3 (miss).

[0134] <Starting dialogue decision table> 9(a) is a diagram showing an example of a start line determination table. After selecting a decisive battle reach pattern by a decisive battle reach pattern determination lottery, the basic circuit 402 of the first sub-control unit 400 performs a line determination lottery to determine the line pattern based on this start line determination table and the type of decisive battle reach pattern.

[0135] As a specific example, if the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (miss), the dialogue pattern will be selected as dialogue pattern 1 (dialogue content: "Follow me!") with an 80% probability of winning, dialogue pattern 2 (dialogue content: "Good opportunity!!") with an 18% probability of winning, and dialogue pattern 3 (dialogue content: "It's super hot!!!") with a 2% probability of winning.

[0136] On the other hand, when the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (jackpot), regardless of the type of decisive battle reach pattern, the dialogue pattern will be selected as dialogue pattern 1 (dialogue content: "Follow me!") with a 50% probability of winning, as well as dialogue pattern 2 (dialogue content: "Good opportunity!!") with a 35% probability of winning, and dialogue pattern 3 (dialogue content: "It's super hot!!!") with a 15% probability of winning.

[0137] In this example, the opening dialogue determination table is set so that the likelihood of winning a jackpot increases in the following order: dialogue pattern 1 (dialogue content: "Follow me!") < dialogue pattern 2 (dialogue content: "Good opportunity!!") < dialogue pattern 3 (dialogue content: "It's super hot!!!"). The content of the dialogue displayed at the start of the decisive battle reach performance can increase the player's anticipation of a jackpot.

[0138] <Character Pattern Determination Table (1st Time)> 9(b) is a diagram showing an example of a character pattern determination table (first time). After selecting a decisive battle reach pattern by a decisive battle reach pattern determination lottery, the basic circuit 402 of the first sub-control unit 400 performs a character pattern determination lottery (first time) to determine the first character pattern based on this character pattern determination table (first time) and the type of decisive battle reach pattern.

[0139] As a specific example, if the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (miss), as the first character pattern, character pattern 2 (attacking character type "princess") is selected with an 80% probability of winning, character pattern 3 (attacking character type "ninja") is selected with a 15% probability of winning, and character pattern 4 (attacking character type "lord") is selected with a 5% probability of winning, but character pattern 1 (attacking character type "ronin (enemy character)") and character pattern 5 (attacking character type "panda") are not selected.

[0140] On the other hand, if the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (jackpot), as the first character pattern, character pattern 2 (attacking character type "princess") is selected with a 50% probability of winning, character pattern 3 (attacking character type "ninja") is selected with a 30% probability of winning, and character pattern 4 (attacking character type "lord") is selected with a 20% probability of winning, but character pattern 1 (attacking character type "ronin (enemy character)") and character pattern 5 (attacking character type "panda") are not selected.

[0141] Note that character pattern 1 (attack character type "ronin (enemy character)") is a character pattern used when a loss (a miss in the hit / miss judgment) is confirmed in the decisive battle reach performance and the decisive battle reach performance ends, so character pattern 1 (attack character type "ronin (enemy character)") is not selected in the character pattern determination lottery (first time). Also, character pattern 5 (attack character type "panda") is a character pattern used when a win (a big hit in the hit / miss judgment) is confirmed in the decisive battle reach performance and the decisive battle reach performance ends, so character pattern 5 (attack character type "panda") is not selected in the character pattern determination lottery (first time).

[0142] In this example, the character pattern determination table (first time) is set so that the probability of winning a jackpot increases in the following order: Character Pattern 1 (guaranteed miss) < Character Pattern 2 < Character Pattern 3 < Character Pattern 4 < Character Pattern 5 (guaranteed jackpot), and the character pattern (type of attacking character) of the decisive battle reach performance can increase the player's anticipation of a jackpot.

[0143] <Character Pattern Determination Table (2nd and 3rd Times)> 10(a) is a diagram showing an example of a character pattern determination table (second and third times). After completing the character pattern determination lottery (first time), the basic circuit 402 of the first sub-control unit 400 performs a character pattern determination lottery (second time) to determine the character pattern for the second time based on this character pattern determination table (second and third times) and the type of decisive battle reach pattern.

[0144] In addition, after the character pattern determination lottery (second time) is completed (or, if there is a follow-up attack after the second attack, after the follow-up character pattern determination lottery is completed), a character pattern determination lottery (third time) is held to determine the third character pattern based on this character pattern determination table (second time, third time) and the type of decisive battle reach pattern.

[0145] As a specific example, in the case of Decisive Battle Reach Pattern 1 (miss), Character Pattern 1 (attack character type "ronin (enemy character)") is selected as the second character pattern with a 100% probability of winning.

[0146] In other words, in the case of decisive battle reach pattern 1 (miss), the first time the decisive battle reach performance is performed, a performance using either character pattern 2 (attacking character type ``princess''), character pattern 3 (attacking character type ``ninja''), or character pattern 4 (attacking character type ``lord'') is executed, and then the second time the decisive battle reach performance is performed, a performance using character pattern 1 (attacking character type ``ronin (enemy character)'') is executed, which confirms a loss in the decisive battle reach performance (a miss in the hit / miss judgment) and ends the decisive battle reach performance.

[0147] In the case of Decisive Battle Reach Pattern 2 (Miss) or Decisive Battle Reach Pattern 3 (Miss), as the second character pattern, character pattern 1 (attacking character type "ronin (enemy character)") is selected with a 60% probability of winning, character pattern 2 (attacking character type "princess") is selected with a 29% probability of winning, character pattern 3 (attacking character type "ninja") is selected with a 10% probability of winning, character pattern 4 (attacking character type "lord") is selected with a 1% probability of winning, and character pattern 5 (attacking character type "panda") is not selected.

[0148] In Decisive Battle Reach Pattern 3 (Miss), since there is a follow-up attack after the second attack, the second character pattern is determined by the second determination lottery, and then the follow-up character pattern is determined by the follow-up character pattern determination lottery described below, and then the third character pattern is determined by the character pattern determination lottery (third time).

[0149] In the case of Decisive Battle Reach Pattern 1 (jackpot), the second character pattern will be selected as Character Pattern 5 (attack character type "Panda") with a 100% probability of winning.

[0150] In other words, in the case of decisive battle reach pattern 1 (jackpot), the first time the decisive battle reach performance is performed, a performance using either character pattern 2 (attacking character type ``princess''), character pattern 3 (attacking character type ``ninja''), or character pattern 4 (attacking character type ``lord'') is executed, and then the second time the decisive battle reach performance is performed, a performance using character pattern 5 (attacking character type ``panda'') is executed, which confirms a win (jackpot with a hit / miss determination) in the decisive battle reach performance and ends the decisive battle reach performance.

[0151] In the case of Decisive Battle Reach Pattern 2 (Jackpot) or Decisive Battle Reach Pattern 3 (Jackpot), as the second character pattern, character pattern 2 (attacking character type "Princess") is selected with a 10% probability of winning, character pattern 3 (attacking character type "Ninja") is selected with a 25% probability of winning, character pattern 4 (attacking character type "Lord") is selected with a 40% probability of winning, character pattern 5 (attacking character type "Panda") is selected with a 25% probability of winning, and character pattern 1 (attacking character type "Ronin (enemy character)") is not selected.

[0152] In other words, character pattern 5 (attack character type "panda") is selected as the second or third character pattern only if the hit / miss judgment is a jackpot, so if a panda character corresponding to character pattern 5 (attack character type "panda") is displayed in the decisive battle reach performance, a jackpot is confirmed.

[0153] In addition, in Decisive Battle Reach Pattern 3 (jackpot), since there is a follow-up attack after the second attack, the second character pattern is determined by the determination lottery (second time), and then the follow-up character pattern is determined by the follow-up character pattern determination lottery (described below), and then the third character pattern is determined by the character pattern determination lottery (third time).

[0154] In Decisive Battle Reach Pattern 3, if "Character Pattern 1" or "Character Pattern 5" is determined as the second character pattern, no follow-up attack will be performed after the second attack.

[0155] <Character Pattern Determination Table 2 (Pursuit)> 10(b) is a diagram showing an example of character pattern determination table 2 (pursuit). When the decisive battle reach pattern is decisive battle reach pattern 3, after completing the character pattern determination lottery (second time), the basic circuit 402 of the first sub-control unit 400 performs a pursuit character pattern determination lottery to determine the character pattern of the pursuit based on this character pattern determination table 2 (pursuit) and the second character pattern (second attacking character) selected in the character pattern determination lottery (second time).

[0156] As a specific example, if the decisive battle reach pattern is decisive battle reach pattern 3 (miss) and the second character is a princess, the follow-up character pattern will be character pattern 3 (attack character type "ninja") with an 80% chance of winning, and character pattern 4 (attack character type "lord") with a 20% chance of winning, thereby selecting a character pattern different from the second character, the princess.

[0157] If the decisive battle reach pattern is decisive battle reach pattern 3 (miss) and the second character is a ninja, the follow-up character pattern will be character pattern 2 (attacking character type "princess") with an 80% chance of winning, and character pattern 4 (attacking character type "lord") with a 20% chance of winning, thereby selecting a character pattern different from the second character, a ninja.

[0158] If the decisive battle reach pattern is decisive battle reach pattern 3 (miss) and the second character is the Lord, the follow-up character pattern will be character pattern 2 (attack character type "Princess") with a 70% chance of winning, and character pattern 3 (attack character type "Ninja") with a 30% chance of winning, thereby selecting a character pattern different from the second character, the Lord.

[0159] If the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot) and the second character is a princess, the follow-up character pattern will be character pattern 3 (attack character type "ninja") with a 40% chance of winning, and character pattern 4 (attack character type "lord") with a 60% chance of winning, thereby selecting a character pattern different from the second character, princess.

[0160] If the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot) and the second character is a ninja, the follow-up character pattern will be character pattern 2 (attack character type "princess") with a 35% chance of winning, and character pattern 4 (attack character type "lord") with a 65% chance of winning, thereby selecting a character pattern different from the second character, a ninja.

[0161] If the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot) and the second character is Lord, the follow-up character pattern will be character pattern 2 (attack character type "Princess") with a 40% chance of winning, and character pattern 3 (attack character type "Ninja") with a 60% chance of winning, thereby selecting a character pattern different from the second character Lord.

[0162] In addition, if "Character Pattern 1" or "Character Pattern 5" is determined as the second character pattern, no follow-up attack will be performed after the second attack, but even if "Character Pattern 1" or "Character Pattern 5" is determined, a follow-up attack may be performed after the second attack.

[0163] <Choice pattern determination table> 11 is a diagram showing an example of an option pattern determination table. After completing the character pattern determination lottery (first), character pattern determination lottery (second), and character pattern determination lottery (third), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in each lottery and the type of decisive battle reach pattern.

[0164] <Choice Pattern Decision Table / Attacker: Ronin> If the attacking character is a Ronin (enemy character) and the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (miss), option pattern 1 (option contents: "Upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord") will be selected with a 35% chance of winning, option pattern 2 (option contents: "Upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord") will be selected with a 65% chance of winning, and option patterns 3 to 6 will not be selected.

[0165] If the attacking character is a Ronin (enemy character) and the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (jackpot), there is a 65% chance of winning to select option pattern 1 (option content: upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord) and a 35% chance of winning to select option pattern 2 (option content: upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord), and option patterns 3 to 6 are not selected.

[0166] <Choice Pattern Decision Table / Attack Character Princess> If the attacking character is Princess and the Decisive Battle Reach Pattern is Decisive Battle Reach Pattern 1 to 3 (miss), there is a 30% chance of selecting Choice Pattern 1 (Choice Contents: Upper Left: Ronin, Upper Right: Princess, Lower Left: Ninja, Lower Right: Lord), a 30% chance of selecting Choice Pattern 2 (Choice Contents: Upper Left: Ronin, Upper Right: Princess, Lower Left: Ronin, Lower Right: Lord), a 20% chance of selecting Choice Pattern 3 (Choice Contents: Upper Left: Princess, Upper Right: Ninja, Lower Left: Lord, Lower Right: Panda), a 20% chance of selecting Choice Pattern 4 (Choice Contents: Upper Left: Princess, Upper Right: Ninja, Lower Left: Lord, Lower Right: Princess), and Choice Patterns 5 to 6 are not selected.

[0167] If the attacking character is Princess and the decisive battle reach pattern is Decisive Battle Reach Pattern 1 to 3 (jackpot), there is a 15% chance of winning to select option pattern 1 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord"), a 15% chance of winning to select option pattern 2 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord"), a 30% chance of winning to select option pattern 3 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Panda"), a 30% chance of winning to select option pattern 4 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Princess"), a 10% chance of winning to select option pattern 6 (option content: "Upper left: Princess, upper right: Princess, lower left: Princess, lower right: Princess"), and option pattern 5 is not selected.

[0168] <Choice Pattern Decision Table / Attacker: Ninja> If the attacking character is a ninja and the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (miss), option pattern 1 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord") will be selected with a 55% chance of winning, option pattern 3 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Panda") will be selected with a 15% chance of winning, option pattern 4 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Princess") will be selected with a 15% chance of winning, option pattern 5 (option content: "Upper left: Ninja, upper right: Lord, lower left: Ninja, lower right: Panda") will be selected with a 15% chance, and option patterns 2 and 6 will not be selected.

[0169] If the attacking character is a ninja and the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (jackpot), there is a 40% chance of winning to select option pattern 1 (option content: upper left: ronin, upper right: princess, lower left: ninja, lower right: lord) and a 20% chance of winning to select option pattern 3 (option content: upper left: princess, upper right: ninja, lower left: lord, lower right: panda) and a 20% chance of winning to select option pattern 4 (option content: upper left: princess, upper right: ninja, lower left: lord, lower right: princess) and a 20% chance of winning to select option pattern 5 (option content: upper left: ninja, upper right: lord, lower left: ninja, lower right: panda) and option patterns 2 and 6 are not selected.

[0170] <Choice Pattern Decision Table / Attacker> If the attacking character is Lord and the Decisive Battle Reach Pattern is Decisive Battle Reach Pattern 1 to 3 (miss), there is a 35% chance of selecting option pattern 1 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord"), a 35% chance of selecting option pattern 2 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord"), a 10% chance of selecting option pattern 3 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Panda"), a 10% chance of selecting option pattern 4 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Princess"), a 10% chance of selecting option pattern 5 (option content: "Upper left: Ninja, upper right: Lord, lower left: Ninja, lower right: Panda"), and no option pattern 6 is selected.

[0171] If the attacking character is Lord and the decisive battle reach pattern is decisive battle reach pattern 1 to 3 (jackpot), there is a 20% chance of winning to select option pattern 1 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord"), there is a 20% chance of winning to select option pattern 2 (option content: "Upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord"), there is a 20% chance of winning to select option pattern 3 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Panda"), there is a 20% chance of winning to select option pattern 4 (option content: "Upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Princess"), there is a 20% chance of winning to select option pattern 5 (option content: "Upper left: Ninja, upper right: Lord, lower left: Ninja, lower right: Panda"), and option pattern 6 is not selected.

[0172] <Choice Pattern Decision Table / Attacker: Panda> If the attacking character is a panda, regardless of the decisive battle reach pattern, there is a 50% chance of selecting option pattern 3 (options: upper left: princess, upper right: ninja, lower left: lord, lower right: panda), and there is a 50% chance of selecting option pattern 5 (options: upper left: ninja, upper right: lord, lower left: ninja, lower right: panda), and option patterns 1, 2, 4, and 6 will not be selected.

[0173] The multiple options in the option pattern determination table in this example include options that are not selected in the option pattern determination lottery, which increases the variety of options in the selection presentation and adds an element of surprise, preventing players from getting bored with the presentation and increasing the players' interest.

[0174] Note that choice pattern 2 (choice content "upper left: Ronin, upper right: Princess, lower left: Ronin, lower right: Lord") includes two choices for Ronin, but if Ronin is selected in choice pattern 2, "lower left: Ronin" will always be selected. In other words, even if Ronin is selected in choice pattern 2, "upper left: Ronin" will never be selected. Also, choice pattern 4 (choice content "upper left: Princess, upper right: Ninja, lower left: Lord, lower right: Princess") includes two choices for Princess, but if Princess is selected in choice pattern 4, "lower right: Princess" will always be selected. In other words, even if Princess is selected in choice pattern 4, "upper left: Princess" will never be selected.

[0175] Also, choice pattern 5 (choice content "top left: ninja, top right: lord, bottom left: ninja, bottom right: panda") includes two ninja choices, but if "ninja" is selected in choice pattern 5, "bottom left: ninja" will always be selected. In other words, even if ninja is selected in choice pattern 5, "top left: human" will never be selected. Also, choice pattern 6 (choice content "top left: princess, top right: princess, bottom left: princess, bottom right: princess") includes four princess choices, but if "princess" is selected in choice pattern 6, "bottom right: princess" will always be selected. In other words, even if princess is selected in choice pattern 6, "top left: princess", "top right: princess", or "bottom left: princess" will never be selected.

[0176] As described above, the multiple options may include options that cannot be selected and displayed, which increases the variety of options in the selection presentation and adds an element of surprise, preventing the player from getting bored with the presentation and increasing the player's interest.

[0177] Furthermore, even when the same attacking character is selected, the likelihood of winning a big win differs depending on the type of option pattern, so that not only the attacking character to be selected but also the options to be displayed can be focused on, preventing the player from getting bored with the presentation and increasing the player's interest.

[0178] <Example of a decisive battle reach effect> Next, an example of the decisive battle reach effect will be explained using FIG. 12 and FIG. 13, but before explaining the decisive battle reach effect, the display contents on the decorative symbol display device 208 will be explained using FIG. 12(a).

[0179] 12(a) (hereinafter, these display areas may be referred to as "decorative pattern display areas 208a-208c") are display areas capable of displaying varying and stationary decorative patterns, and the effect display area 208d is a display area capable of displaying images used in effects. The position and size of each of the display areas 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative pattern display device 208.

[0180] The special chart 1 hold icon display area 281 located at the bottom left of the decorative pattern display device 208 is a display area in which a hold icon (e.g., hold icon h11) indicating the hold of special chart 1 can be displayed, the special chart 2 hold icon display area 282 located at the bottom right of the decorative pattern display device 208 is a display area in which a hold icon indicating the hold of special chart 2 can be displayed, and the variable icon display area 283 located between the special chart 1 hold icon display area 281 and the special chart 2 hold icon display area 282 is a display area in which a variable icon (e.g., variable icon h0) corresponding to the special chart being displayed as a change is displayed.

[0181] In the upper left corner of the display area of the decorative pattern display device 208, a special pattern display area SD is located, which displays the changing and stationary special patterns linked to the first special pattern display device 212 (or second special pattern display device 214) while they are changing.

[0182] At the top right of the display area of the decorative symbol display device 208, there are arranged a special symbol 1 variation status display area ST1 capable of displaying the status of special symbol 1 variation play, a special symbol 2 variation status display area ST2 capable of displaying the status of special symbol 2 variation play, a special symbol 1 reserved number display area SP1 capable of displaying the reserved number of special symbol 1 variation play, and a special symbol 2 reserved number display area SP2 capable of displaying the reserved number of special symbol 2 variation play. Note that the special symbol 1 variation status display area ST1 and the special symbol 2 variation status display area ST2 display "-" while the special symbol is varying, "〇" when a winning symbol stops, "×" when a losing symbol stops, and "△" when a time-saving symbol stops.

[0183] <Example 1 of the decisive battle reach effect> 12(a) to 12(r) are diagrams showing a time series of Example 1 of the decisive battle reach effect. Example 1 is an example in which the decisive battle reach effect is executed in accordance with decisive battle reach pattern 3 (jackpot).

[0184] <Example 1 of the decisive battle reach performance / Special chart 1 variable play → reach state> The state shown in Figure 12(a) is the state during the special symbol 1 variable game. In this example, in the special symbol 1 variable state display area ST1, "-" is displayed, indicating that the special symbol is variable, and in the decorative symbol display area 208a to 208c, the decorative symbol is displayed.

[0185] The state shown in Figure 12(b) is a reach state of the special chart 1 variable game. In this example, since the special chart A (jackpot 2) was won in the special chart 1 variable game, the decorative symbol display areas 208a to 208c display "Decoration 7-(Variable)-Decoration 7", which indicates that the combination of decorative symbols corresponding to the special chart A (jackpot 2) (in this example, "Decoration 7-Decoration 7-Decoration 7") is in a reach state.

[0186] <Example 1 of the decisive battle reach effect / Decisive battle reach effect> The state shown in FIG. 12(c) is the state in which the decisive battle reach effect has started.

[0187] The basic circuit 402 of the first sub-control unit 400 performs a lottery to determine a decisive battle reach pattern using a random number when a reach state is reached in the special chart 1 variable game. In this example, since the hit / miss judgment of the special chart 1 is a jackpot, one decisive battle reach pattern 3 (jackpot) is selected from the decisive battle reach patterns 1 to 3 (jackpot).

[0188] Next, the basic circuit 402 of the first sub-controller 400 selects a decisive battle reach pattern by a decisive battle reach pattern determination lottery, and then performs a line determination lottery to determine the line pattern based on the start line determination table and the type of decisive battle reach pattern. In this example, since the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), line pattern 2 (line content "Good opportunity!!") is selected as the line pattern.

[0189] As shown in Figure 12(c), in this example, the effect display area 208d displays a start effect (in this example, the string "Decisive Battle!!") indicating that the decisive battle reach effect has begun, as well as the main character's lord character C1, a line R1 corresponding to line pattern 2 (line content "Good opportunity!!"), and the enemy ronin character C2.

[0190] <Example 1 of the Decisive Battle Reach Production / Selection Production (1st Time)> The state shown in FIG. 12(d) is the state in which the selection effect (first time) has started.

[0191] The basic circuit 402 of the first sub-control unit 400 selects a decisive battle reach pattern through a decisive battle reach pattern determination lottery, and then performs a character pattern determination lottery (first time) to determine the first character pattern based on the character pattern determination table (first time) and the type of decisive battle reach pattern. In this example, since the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), character pattern 2 (attacking character type "princess") is selected as the first character pattern.

[0192] Next, after completing the character pattern determination lottery (first time), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in the lottery and the decisive battle reach pattern. In this example, since the attacking character is a princess and the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), option pattern 3 (option content: upper left: princess, upper right: ninja, lower left: lord, lower right: panda) is selected.

[0193] As shown in FIG. 12(d), in this example, in response to option pattern 3 (option contents: upper left: princess, upper right: ninja, lower left: lord, lower right: panda), the princess character S1 is displayed in the upper left of the effect display area 208d, the ninja character S2 in the upper right of the effect display area 208d, the lord character S3 in the lower left of the effect display area 208d, and the panda character S4 in the lower right of the effect display area 208d, and then each of the characters S1 to S4 is lit up in turn, thereby performing a roulette display to determine which of the characters S1 to S4 will ultimately be lit up.

[0194] The state shown in Figure 12(e) is the state in which a character has been selected in the selection effect. In this example, the princess character displayed in the upper left of the effect display area 208d is selected. Note that the selection effect may be configured so that the player can arbitrarily select a character using an operating means, or so that a character can be arbitrarily selected by lottery or the like using a control means such as the first sub-control unit 400.

[0195] <Example 1 of the decisive battle reach effect / decisive battle reach effect (1st time)> 12(f) and 12(g) show the state in which the decisive battle reach effect (first time) is being executed.

[0196] As shown in Figure 12(f), in this example, the princess character C3 corresponding to character pattern 2 (attacking character type "princess") and the string "Princess attack!" are displayed in the performance display area 208d, and then, as shown in Figure 12(g), the remaining health of the enemy ronin character C2 who received the first attack is displayed by the meter display HP1.

[0197] <Example 1 of the Decisive Battle Reach Production / Selection Production (2nd Time)> The state shown in FIG. 12(h) is the state in which the selection effect (second time) has started.

[0198] The basic circuit 402 of the first sub-control unit 400 performs a character pattern determination lottery (second time) to determine the second character pattern based on the character pattern determination table (second time, third time) and the type of decisive battle reach pattern. In this example, since the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), character pattern 2 (attacking character type "princess") is selected as the second character pattern.

[0199] Next, after completing the character pattern determination lottery (second time), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in the lottery and the decisive battle reach pattern. In this example, since the attacking character is a princess and the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), option pattern 4 (option content: upper left: princess, upper right: ninja, lower left: lord, lower right: princess) is selected.

[0200] As shown in FIG. 12(h), in this example, in accordance with option pattern 4 (option contents: upper left: princess, upper right: ninja, lower left: lord, lower right: princess), the princess character S5 is displayed in the upper left of the effect display area 208d, the ninja character S6 in the upper right of the effect display area 208d, the lord character S7 in the lower left of the effect display area 208d, and the princess character S8 in the lower right of the effect display area 208d, and then each of the characters S1 to S4 is lit up in turn, thereby performing a roulette display to determine which of the characters S1 to S4 will ultimately be lit up.

[0201] According to the selection presentation in this example, multiple identical options (princesses) may be displayed, which increases the variety of options in the selection presentation and adds an element of surprise, preventing players from getting bored with the presentation and increasing the player's interest.

[0202] 12(i) shows a state in which a character has been selected in the selection effect. In this example, the princess character displayed in the bottom right of the effect display area 208d is selected.

[0203] <Example 1 of the decisive battle reach effect / decisive battle reach effect (2nd time)> 12(j) and 12(k) show the state in which the decisive battle reach effect (second time) is being executed.

[0204] As shown in Figure 12(j), in this example, the princess character C3 corresponding to character pattern 2 (attacking character type "princess") and the string "Princess attack!" are displayed in the performance display area 208d, and then, as shown in Figure 12(k), the remaining health of the enemy ronin character C2 who has been attacked for the second time is displayed by the meter display HP1.

[0205] <Example 1 of the decisive battle reach effect / decisive battle reach effect (pursuit)> 12(l) and 12(m) show the state in which the decisive battle reach effect (pursuit) is being executed.

[0206] When the decisive battle reach pattern is decisive battle reach pattern 3, after completing the character pattern determination lottery (second time), the basic circuit 402 of the first sub-control unit 400 performs a pursuit character pattern determination lottery to determine the pursuit character pattern based on the character pattern determination table 2 (pursuit) and the second character pattern (second attacking character) selected in the character pattern determination lottery (second time).

[0207] In this example, the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), and the second character is a princess, so character pattern 4 (attack character type "Lord") is selected as the follow-up character pattern.

[0208] As shown in Figure 12(l), in this example, the performance display area 208d displays the lord character C1 corresponding to character pattern 4 (attacking character type "lord") and the string "Pursuit! Lord attack!", and then, as shown in Figure 12(m), the remaining health of the enemy ronin character C2 who has been pursued is displayed by the meter display HP1.

[0209] According to the decisive battle reach effect of this example, even if an option with low expectation (princess) is selected in the selection effect and an effect corresponding to the option with low expectation is executed, an effect corresponding to an option with high expectation (lord) that was not selected in the selection effect may be executed thereafter, so the player's expectation can be maintained and the utilization rate can be increased. Furthermore, if an effect corresponding to an option that was not displayed as an option in the selection effect is executed, an unexpected effect can be provided and the interest of the player can be increased.

[0210] <Example 1 of the Decisive Battle Reach Production / Selection Production (3rd Time)> The state shown in FIG. 12(n) is the state in which the selection effect (third time) has started.

[0211] When the decisive battle reach pattern is decisive battle reach pattern 3, the basic circuit 402 of the first sub-control unit 400 completes the pursuit character pattern determination lottery and then performs a character pattern determination lottery (third time) to determine the third character pattern based on character pattern determination table 1 (second and third times) and the type of decisive battle reach pattern.

[0212] In this example, since the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), character pattern 5 (attacking character type "Panda") is selected as the third character pattern.

[0213] Next, after completing the character pattern determination lottery (third time), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in the lottery and the decisive battle reach pattern. In this example, since the attacking character is a panda and the decisive battle reach pattern is decisive battle reach pattern 3 (jackpot), option pattern 5 (option content: upper left: ninja, upper right: lord, lower left: ninja, lower right: panda) is selected.

[0214] As shown in FIG. 12(n), in this example, in response to option pattern 5 (option contents: upper left: ninja, upper right: lord, lower left: ninja, lower right: panda), the ninja character S9 is displayed in the upper left of the effect display area 208d, the lord character S10 in the upper right of the effect display area 208d, the ninja character S11 in the lower left of the effect display area 208d, and the panda character S12 in the lower right of the effect display area 208d, and then each of the characters S1 to S4 is lit up in turn, thereby performing a roulette display to determine which of the characters S1 to S4 will ultimately be lit up.

[0215] According to the selection presentation in this example, multiple identical options (ninjas) may be displayed, which increases the variety of options in the selection presentation and adds an element of surprise, preventing players from getting bored with the presentation and increasing the player's interest.

[0216] 12(o) shows a state in which a character has been selected in the selection effect. In this example, the panda character S12 displayed in the bottom right of the effect display area 208d is selected.

[0217] <Example 1 of the decisive battle reach effect / decisive battle reach effect (3rd time)> 12(p) and 12(q) show the state in which the decisive battle reach effect (third time) is being executed.

[0218] As shown in Figure 12(p), in this example, a panda character C4 corresponding to character pattern 5 (attacking character type "Panda") and the string "Panda attack!" are displayed in the performance display area 208d, and then, as shown in Figure 12(q), the meter display HP1 shows that the remaining vitality of the enemy ronin character C2, who has been attacked for the third time, is 0.

[0219] 12(r) is the state in which the special symbol 1 variable game has ended. In this example, since the special symbol A (jackpot 2) has been won in the special symbol 1 variable game, a "circle" indicating that the winning symbol has stopped is displayed in the special symbol 1 variable state display area ST1, and the decorative symbol display areas 208a to 208c and the special symbol display area SD display a combination of decorative symbols corresponding to the special symbol A (jackpot 2) (in this example, "decorative symbol 7-decorative symbol 7-decorative symbol 7").

[0220] <Example 2 of the decisive battle reach effect> Figures 13(a) to 13(k) are diagrams showing Example 2 of the decisive battle reach effect in chronological order. Example 2 is an example of executing the decisive battle reach effect according to decisive battle reach pattern 1 (miss). Note that the effects shown in Figures 13(a) to 13(g) are the same as the effects shown in Figures 12(a) to 12(g), so the same symbols are used in the drawings and their explanations are omitted.

[0221] <Example 2 of the Decisive Battle Reach Production / Selection Production (2nd Time)> The state shown in FIG. 13(h) is the state in which the selection effect (second time) has started.

[0222] The basic circuit 402 of the first sub-control unit 400 performs a character pattern determination lottery (second time) to determine the second character pattern based on the character pattern determination table (second time, third time) and the type of decisive battle reach pattern. In this example, since the decisive battle reach pattern is decisive battle reach pattern 1 (miss), character pattern 1 (attack character type "ronin (enemy character)") is selected as the second character pattern.

[0223] Next, after completing the character pattern determination lottery (second time), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in the lottery and the decisive battle reach pattern. In this example, since the attacking character is a ronin (enemy character) and the decisive battle reach pattern is decisive battle reach pattern 1 (miss), option pattern 1 (option contents: upper left: ronin, upper right: princess, lower left: ninja, lower right: lord) is selected.

[0224] As shown in FIG. 13(h), in this example, corresponding to option pattern 1 (option contents: upper left: Ronin, upper right: Princess, lower left: Ninja, lower right: Lord), the Ronin character S5 is displayed in the upper left of the effect display area 208d, the Princess character S6 in the upper right of the effect display area 208d, the Ninja character S7 in the lower left of the effect display area 208d, and the Lord character S8 in the lower right of the effect display area 208d, and then each of the characters S1 to S4 is lit up in turn, thereby performing a roulette display to determine which of the characters S1 to S4 will ultimately be lit up.

[0225] 13(i) shows a state in which a character has been selected in the selection effect. In this example, the ronin character displayed in the upper left of the effect display area 208d is selected.

[0226] <Example 2 of the decisive battle reach effect / decisive battle reach effect (2nd time)> 13(j) and 13(k) show the state in which the decisive battle reach effect (second time) is being executed.

[0227] As shown in Figure 13(j), in this example, in the performance display area 208d, a Ronin character C2 corresponding to character pattern 1 (attacking character type "Ronin (enemy character)") and the string "Ronin attack!" are displayed, and then, as shown in Figure 13(k), a display is made (in this example, the string "Defeat") suggesting that a loss (a miss in the win / loss judgment) has been confirmed in the decisive battle reach performance, and in the decorative pattern display areas 208a to 208c, a fluctuating display of the decorative pattern combination corresponding to the miss (in this example, "Decoration 7-Decoration 8-Decoration 7") is displayed.

[0228] <Example 3 of the decisive battle reach effect> 13(h') to 13(k') are diagrams showing a part of the decisive battle reach effects in chronological order in Example 3, and correspond to FIG. 13(h) to 13(k).

[0229] This Example 3 is an example of executing a decisive battle reach effect according to decisive battle reach pattern 1 (jackpot). Note that the effects before the effect shown in Figure 13(h') are the same as the effects shown in Figures 13(a) to 13(g), so their explanation will be omitted.

[0230] <Example 3 of the Decisive Battle Reach Production / Selection Production (2nd Time)> The state shown in FIG. 13(h') is the state in which the selection effect (second time) has started.

[0231] The basic circuit 402 of the first sub-control unit 400 performs a character pattern determination lottery (second time) to determine the second character pattern based on the character pattern determination table (second time, third time) and the type of decisive battle reach pattern. In this example, since the decisive battle reach pattern is decisive battle reach pattern 1 (jackpot), character pattern 5 (attacking character type "Panda") is selected as the second character pattern.

[0232] Next, after completing the character pattern determination lottery (second time), the basic circuit 402 of the first sub-control unit 400 performs an option pattern determination lottery to determine an option pattern based on the attacking character selected in the lottery and the decisive battle reach pattern. In this example, since the attacking character is a panda and the decisive battle reach pattern is decisive battle reach pattern 1 (jackpot), option pattern 3 (option contents: upper left: princess, upper right: ninja, lower left: lord, lower right: panda) is selected.

[0233] As shown in FIG. 13(h'), in this example, in response to option pattern 3 (option contents: upper left: princess, upper right: ninja, lower left: lord, lower right: panda), the princess character S5 is displayed in the upper left of the effect display area 208d, the ninja character S6 in the upper right of the effect display area 208d, the lord character S7 in the lower left of the effect display area 208d, and the panda character S8 in the lower right of the effect display area 208d, and then each of the characters S1 to S4 is lit up in turn, thereby performing a roulette display to determine which of the characters S1 to S4 will ultimately be lit up.

[0234] 13(i') shows a state in which a character has been selected in the selection effect. In this example, the panda character displayed in the bottom right of the effect display area 208d is selected.

[0235] <Example 3 of the decisive battle reach effect / decisive battle reach effect (2nd time)> Figure 13(j') and (k') show the state in which the decisive battle reach effect (second time) is being executed.

[0236] As shown in Figure 13(j'), in this example, in the performance display area 208d, a panda character C4 corresponding to character pattern 5 (attack character type "Panda") and the string "Panda attack!" are displayed, and then, as shown in Figure 13(k'), a display is made (in this example, the string "Victory") suggesting that a win (a jackpot determined as a win or loss) has been confirmed in the decisive battle reach performance, and in the decorative pattern display areas 208a to 208c, a fluctuating display of the decorative pattern combination (in this example, "Decoration 7-Decoration 7-Decoration 7") corresponding to special pattern A (jackpot 2) is displayed.

[0237] <Variations of selection effects> Next, a modified example of the selection effect will be described with reference to FIG.

[0238] <Variations of selection effects / Card selection effects> 14(a) to 14(g) are diagrams showing an example of a card selection effect. The card selection effect is an effect in which one card is selected from a plurality of cards (three cards in this example), and is a type of selection effect.

[0239] The state shown in Figure 14(a) is the state during the special symbol 1 variable game. In this example, the decorative symbol display area 208a to 208c displays the change of the decorative symbol, and the special symbol 1 variable state display area ST1 displays "-" indicating that the special symbol is being changed.

[0240] 14(b) is the state in which the card select effect has started. The basic circuit 402 of the first sub-control unit 400 starts the card select effect when the start condition of the card select effect is met (for example, when a specific special symbol is won in the special symbol variable game).

[0241] As shown in Figure 14(b), in this example, the effect display area 208d displays a start effect (in this example, the string "Card Select Effect") indicating that the card select effect has started, and also displays a message display MG1 (in this example, the string "Select a card!") prompting the player to perform a card selection operation.

[0242] 14(c) to 14(e) show the state in which the player is selecting a card in the card select effect. The basic circuit 402 of the first sub-control unit 400 displays the card selection screen in the card select effect for a predetermined time (for example, 15 seconds) after the start of the card select effect.

[0243] As shown in Figure 14(c), in the card selection screen of this example, the effect display area 208d displays a button image B1 that imitates the appearance of the first operating means (in this example, the decision key of the operation key unit 190), a meter display HP2 that indicates the remaining time for card selection, a first card S5, a second card S6, a third card S7, and a downward selection arrow A1 that indicates the position of the provisionally selected card.

[0244] Then, in response to the operation of the second operating means (in this example, the left and right keys on the cross key of the operating key unit 190), the position of the selection arrow A1 moves left and right, the remaining time indicated by the meter display HP2 decreases, and when the first operating means (the decision key of the operating key unit 190) is pressed, the card indicated by the selection arrow A1 is selected.

[0245] Figure 14(d) shows that the selection arrow A1 has moved above the second card S6 by using the second operating means (the left and right keys on the directional pad of the operating key unit 190), and Figure 14(e) shows that the first operating means (the decision key of the operating key unit 190) has been pressed, selecting the second card S6 indicated by the selection arrow A1, and turning the second card S6 over, revealing the display written on the surface of the card (in this example, the display of the string of characters "pseudo-ren").

[0246] As shown in Figure 14(f), in this example, the card selection screen is erased in the performance display area 208d, and a pseudo-consecutive performance corresponding to the display (pseudo-consecutive) written on the surface of the second card S6 is executed, and then, as shown in the same figure (g), the special chart 1 variable display that was executed before the card selection performance is resumed.

[0247] The pachinko machine 100 in this example is capable of executing card selection effects that are different from the selection effects described using Figures 12 and 13, thereby increasing the variety of selection effects, preventing players from getting bored with the effects and increasing the players' interest.

[0248] Although not shown, the display on the face of the card is predetermined according to the content of the variable effect and whether or not it is a jackpot, as in the character pattern determination tables in Figures 9 and 10 described above. Therefore, as shown in Figures (e') and (e''), even if the first card S5 or the third card S7 other than the second card S6 is selected, the same display (pseudo consecutive) as the display on the face of the second card S6 appears. Regardless of which option is selected in the card select effect, the result after the card select effect is executed (in this example, the pseudo consecutive effect) is the same, and therefore the player's expectation after the card select effect is executed is also the same. In other words, in the card select effect of this example, it can be said that the expectation of winning a jackpot does not vary depending on the option selected (first card S5 to third card S7).

[0249] In this example, the display of the character string "pseudo-ren" is shown as an example of the display written on the front of the card, but the display written on the front of the card is not limited to the display of the character string "pseudo-ren" and can be set as appropriate. For example, the display of the character string "Episode Reach" which suggests that an "Episode Reach" will be executed may be used, or the display of a character string such as "Chance" which suggests that there is a high expectation of winning the jackpot of the executed variable effect may be used.

[0250] <Variations of selection presentation / episode selection presentation> 14(h) to 14(m) are diagrams showing an example of an episode select effect. The episode select effect is an effect in which one episode is selected from multiple types of episodes (three types in this example) as the episode to be executed during an episode reach, and is a type of selection effect.

[0251] The state shown in Figure 14(h) is a reach state of the special symbol 1 variable game. In this example, in the decorative symbol display area 208a-208c, "Decoration 7-(Variable)-Decoration 7" is displayed, which indicates that the combination of decorative symbols corresponding to the special symbol A (jackpot 2) (in this example, "Decoration 7-Decoration 7-Decoration 7") is in a reach state.

[0252] The state shown in FIG. 14(i) is a state in the middle of transitioning to the episode select presentation, and the state shown in FIG. 14(j) is a state in which the episode presentation has started.

[0253] The basic circuit 402 of the first sub-control unit 400 starts the episode select presentation when the conditions for starting the episode select presentation are met (for example, when a reach state is reached in the special chart variable game).

[0254] As shown in Figure 14(i), in this example, a transition effect (in this example, an effect in which part of the decorative pattern is covered by the effect image EF) is performed in the decorative pattern display areas 208a to 208c to suggest a transition to the episode select effect, and then, as shown in the same figure (j), a start effect MG2 (in this example, the display of the string ``Episode Reach Development'') is performed in the effect display area 208d to suggest that the episode select effect has started.

[0255] 14(k) to (l) show the state in which the player is selecting an episode in the episode select presentation. The basic circuit 402 of the first sub-control unit 400 displays the episode selection screen in the episode select presentation for a predetermined time (for example, 15 seconds) after the episode select presentation starts.

[0256] As shown in Figure 14(k), on the episode selection screen of this example, the effect display area 208d displays a message display MG3 (in this example, the text "Please select an episode") prompting the player to select a card, a button image B2 that imitates the appearance of a third operating means (in this example, the cross key of the operating key unit 190), a meter display HP3 that shows the remaining time for episode selection, and the first episode S8, the second episode S9, and the third episode S10.

[0257] Then, in response to operation of the second operating means (in this example, the left and right keys on the cross key of the operating key unit 190), the display positions of the first episode S8, the second episode S9, and the third episode S10 are swapped, the remaining time indicated by the meter display HP3 is decreased, and when the first operating means (the enter key of the operating key unit 190) is pressed, the episode displayed in the center foreground is selected.

[0258] As shown in Figure 14(l), in this example, the third episode S10 is moved to the front center by operating the second operating means (the left and right keys on the directional pad of the operating key unit 190), and the third episode S10 is selected by pressing the first operating means (the decision key of the operating key unit 190), and as shown in the same figure (m), the episode selection screen is erased in the performance display area 208d, and performance C4 corresponding to the third episode S10 is executed.

[0259] The pachinko machine 100 in this example is capable of executing episode selection effects that are different from the selection effects described using Figures 12 and 13, thereby increasing the variety of selection effects, preventing players from getting bored with the effects and increasing the players' interest.

[0260] Note that, because the execution of an episode reach is predetermined depending on whether or not a jackpot has been reached, the expected degree of winning the jackpot in the episode reach does not change even if the first episode S8 or the second episode S9 other than the third episode S10 is selected in the episode select effect. In other words, in the episode select effect of this example, although the episode (visual effect) that is executed differs depending on the selected option (first episode S8 to third episode S10), the expected degree of winning the jackpot does not change, so it can be said that the episode select effect is an effect in which the expected degree of winning the jackpot does not change depending on the selected option (first episode S8 to third episode S10).

[0261] As described above, the selection effect in the decisive battle reach is an effect in which the expected probability of winning a jackpot varies depending on the selected option (character pattern 1 to character pattern 5), while the card select effect and episode select effect are effects in which the expected probability of winning a jackpot does not vary depending on the selected option (first card S5 to third card S7, first episode S8 to third episode S10). By doing so, it is possible to increase the variety of the selection effect, prevent the player from getting bored with the effect, and increase the player's interest.

[0262] Although the card select effect and episode select effect have been described as modified examples of the selection effect in the decisive battle reach, all of these effects may be executed in the same variable effect, or any two of them may be executed in the same variable effect.

[0263] The gaming machine (e.g., pachinko machine 100) according to this embodiment is a gaming machine equipped with presentation means (e.g., decorative pattern display device 208, speaker 120, left frame lamp 122L, right frame lamp 122R, upper frame lamp 122U), and the presentation means is capable of executing a selection presentation (hereinafter referred to as a "first selection presentation"; for example, the selection presentation shown in Figures 12(d), (h), and (n)) in which one option is selected and displayed from a plurality of options, the plurality of options including a first option (e.g., princess) and a second option (e.g., lord), and the presentation means may select and display the first option in the first selection presentation, and after executing a presentation according to the first option, execute a presentation according to the second option that was displayed as an option in the first selection presentation but was not selected and displayed.

[0264] According to the gaming machine of this embodiment, even if an option with low expectations is selected in the selection presentation and the presentation corresponding to the option with low expectations is executed, there is a possibility that the presentation corresponding to the option with high expectations will be executed thereafter, so that the player's expectations can be maintained and the operating rate can be increased.

[0265] Furthermore, the gaming machine (for example, pachinko machine 100) according to this embodiment is a gaming machine equipped with presentation means (for example, decorative pattern display device 208, speaker 120, left frame lamp 122L, right frame lamp 122R, upper frame lamp 122U), and the presentation means is capable of executing a selection presentation in which one option is selected from a plurality of options displayed, the plurality of options including a first option (for example, princess), a second option (for example, ninja), and a third option (for example, lord), and when the option selected in the selection presentation is the first option, the presentation means performs a selection presentation in accordance with the first option. and after executing a first effect, the presentation means may execute a second effect corresponding to the second option that was displayed as an option in the selection effect but not selected, and if the option selected in the selection effect is the first option, the presentation means may execute a third effect corresponding to the third option that was not displayed as an option in the selection effect after executing the first effect corresponding to the first option, and the third option is an option that suggests a higher possibility of resulting in a jackpot than the second option.

[0266] Furthermore, the gaming machine (for example, the pachinko machine 100) according to this embodiment is a gaming machine equipped with presentation means (for example, a decorative symbol display device 208, a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U), and the presentation means is capable of executing a selection presentation (hereinafter referred to as a "first selection presentation"; for example, the selection presentation shown in FIGS. 12(d), (h), and (n)) in which one option is selected and displayed from a plurality of options being displayed, and the plurality of options include a first option (for example, a princess), a second option (for example, a ninja), a third option (for example, a lord), and a fourth option (for example, a ronin (enemy character)). When the option selected and displayed in the first selection presentation is the first option, the presentation means may execute a first presentation corresponding to the first option, and then execute a second presentation corresponding to the second option that was displayed as an option in the first selection presentation but was not selected and displayed. The gaming machine is characterized in that, when the option selected and displayed in the first selection presentation is the fourth option, the presentation means does not execute a presentation (for example, a pursuit) corresponding to an option other than the fourth option, and the fourth option is an option that suggests a lower possibility of a jackpot than the first option, and the fourth option is an option that suggests a lower possibility of a jackpot than the second option, and the presentation means, when the option selected and displayed in the first selection presentation is the first option, executes the first presentation corresponding to the first option, and then executes a third presentation corresponding to the third option that was not displayed as an option in the first selection presentation, and the third option is an option that suggests a higher possibility of a jackpot than the first option, and the third option is an option that suggests a higher possibility of a jackpot than the second option.

[0267] Furthermore, the gaming machine (for example, the pachinko machine 100) according to this embodiment is a gaming machine equipped with presentation means (for example, a decorative symbol display device 208, a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U), and the presentation means is capable of executing a selection presentation (hereinafter referred to as a "first selection presentation"; for example, the selection presentation shown in FIGS. 12(d), (h), and (n)) in which one option is selected and displayed from a plurality of options being displayed, and the plurality of options include a first option (for example, a princess), a second option (for example, a ninja), a third option (for example, a lord), and a fourth option (for example, a panda), and when the option selected and displayed in the first selection presentation is the first option, the presentation means may execute a first presentation corresponding to the first option, and then execute a second presentation corresponding to the second option that was displayed as an option in the first selection presentation but was not selected and displayed, and the presentation means when the option selected and displayed in the first selection presentation is the fourth option, there is no case in which an presentation (for example, a pursuit) corresponding to an option other than the fourth option is executed, the fourth option is an option that suggests that there is a higher possibility of a jackpot than the first option, and the fourth option is an option that suggests that there is a higher possibility of a jackpot than the second option, and when the option selected and displayed in the first selection presentation is the first option, the presentation means may execute the first presentation corresponding to the first option, and then execute a third presentation corresponding to the third option that was not displayed as an option in the first selection presentation, and the third option is an option that suggests that there is a higher possibility of a jackpot than the first option, and the third option is an option that suggests that there is a higher possibility of a jackpot than the second option.

[0268] In addition, the plurality of options may further include a third option, and the presentation means may execute a presentation corresponding to the third option that was not displayed as an option in the first selection presentation after the first option is selected and displayed in the first selection presentation and a presentation corresponding to the first option is executed.

[0269] With this configuration, it is possible to execute a presentation that corresponds to an option that was not displayed as an option in the selection presentation, thereby providing an unexpected presentation and increasing the interest of the player.

[0270] In addition, there may be cases where the same option (for example, upper left: princess and lower right: princess in option pattern 4 of the option pattern determination table (attack character Lord) shown in Figure 11) is displayed more than once among the multiple options displayed in the first selection presentation (for example, the selection presentation shown in Figures 12(h) and (n)).

[0271] Such a configuration can increase the variety of options in the selection presentation and can also add an element of surprise, preventing players from getting bored with the presentation and increasing the player's interest.

[0272] Furthermore, the multiple options displayed in the first selection presentation may include options that cannot be selected and displayed (for example, upper left: princess in option pattern 4 or upper left: ninja in option pattern 5 in the option pattern determination table shown in FIG. 11).

[0273] Such a configuration can increase the variety of options in the selection presentation and can also add an element of surprise, preventing players from getting bored with the presentation and increasing the player's interest.

[0274] In addition, the presentation means may be capable of executing a selection presentation that selects and displays one option from a plurality of options and is different from the first selection presentation (for example, a card selection presentation or an episode selection presentation shown in Figure 14).

[0275] Such a configuration can increase the variety of selection effects, prevent players from getting bored with the effects, and increase the player's interest.

[0276] In addition, in one special chart change display, the first selection effect can be executed multiple times, while the second selection effect cannot be executed multiple times (can only be executed once), in which case the first selection effect can be completed in one special chart change display, the decisive battle reach effect can be executed multiple times in one special chart change display, or the selection effect can be executed multiple times within one decisive battle reach in one special chart change display.

[0277] Furthermore, even if the same option is selected in the first selection presentation, the probability of winning may differ depending on the type of option (option pattern).

[0278] With this configuration, the degree of expectation is conveyed only to players who have played many times, which can give such players a sense of superiority and accomplishment.

[0279] Furthermore, while the first selection effect (for example, the selection effect shown in Figures 12(d), (h), and (n)) is one in which the expected probability of a jackpot varies depending on the option selected, the second selection effect (for example, the card select effect or episode select effect shown in Figure 14) may be one in which the expected probability of a jackpot does not vary depending on the option selected (one that does not indicate the expected probability of a jackpot).

[0280] Furthermore, there may be a plurality of identical options among the plurality of options in the first selection presentation, but there may not be a plurality of options with the lowest expected value.

[0281] This configuration can prevent a decrease in the player's expectations due to multiple options with low expectations being displayed.

[0282] The gaming machine according to the present invention can also be applied to an enclosed gaming machine. Here, an "enclosed gaming machine" is a gaming machine that circulates balls enclosed within the gaming machine. The main control unit, first sub-control unit, and second sub-control unit may be configured on a single chip, or the main control unit and the first sub-control unit may be configured to enable bidirectional communication. Furthermore, while bidirectional communication is enabled between the main control unit and the first sub-control unit, communication from the first sub-control unit to the second sub-control unit may be unidirectional.

[0283] Furthermore, the actions and effects described in the embodiments of the present invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention. Furthermore, by applying the content described in one of the multiple configurations described in the examples to another configuration, the range of play may be further expanded.

[0284] 15 to 61, gaming machines to which the present invention can be applied (for example, pinball gaming machines such as pachinko machines and reel gaming machines such as slot machine 100) will be described in detail below. Note that the reference numerals shown in FIGS. 15 to 61 will be used in principle only in the description using FIGS. 15 to 61, and even if overlapping reference numerals are shown in other drawings, the reference numerals shown in FIGS. 15 to 61 will take precedence in the description using FIGS.

[0285] <Overall structure> First, the overall configuration of a pachinko machine 100 according to one embodiment of the present invention will be described with reference to Figure 15. Figure 15 is an external perspective view of the pachinko machine 100 as seen from the front side (player side).

[0286] The pachinko machine 100 is a gaming machine that allows players to win profits when certain conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).

[0287] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation store.

[0288] The main body 104 is provided inside the outer frame 102, and is a door member that has a locking function and serves as the base body of the gaming machine, having a vertically rectangular shape and that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 inside. A staff member at the store (game store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 104S is provided to detect when the main body 104 is opened.

[0289] The front frame door 106 is a door element that is equipped with a locking function and is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge portion 112 so that it can be opened and closed freely. It is frame-shaped and has an opening 116 on the inside. A store employee can also open and close the front frame door 106, and a front frame door sensor 106S is also provided to detect when the front frame door 106 is opened. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. The rear surface of the front frame door 106 and the front surface of the game board 200 define a space in which a play area 124 is provided. In this embodiment, LED light sources are also referred to as lamps.

[0290] Ball storage tray door 108 is a door member with a locking function that is attached to the underside of main body 104 on the front of pachinko machine 100 so that it can be opened and closed freely. This ball storage tray door 108 is opened by pressing an opening lever 1080 that can be operated with front frame door 106 open. In addition, a ball storage tray door sensor 1082 is also provided to detect when ball storage tray door 108 is open. The ball storage tray door 108 includes an upper tray 126 that can store multiple game balls (hereinafter, sometimes simply referred to as "balls") and has a passageway for guiding the game balls to the launching device 110, a lower tray 128 that stores game balls that cannot be stored in the upper tray 126, a ball removal button 130 that is operated by the player to discharge the game balls stored in the upper tray 126 into the lower tray 128, a ball discharge lever 132 that is operated by the player to discharge the game balls stored in the lower tray 128 into a game ball collection container (commonly known as a dollar box), and a ball launch handle 133 that is operated by the player to launch the game balls guided to the launching device 110 into the game area 124 of the game board. 15. The pachinko machine 100 shown in FIG. 15 is also provided with a lower tray full detection sensor (not shown) that detects when the lower tray 128 is full of game balls. The pachinko machine 100 shown in FIG. 15 is also provided with an operation key unit 190. The pachinko machine 100 shown in FIG. 15 is also provided with a lower tray full detection sensor (not shown) that detects when the lower tray 128 is full of game balls. The pachinko machine 100 is also provided with an operation key unit 190. The operation key unit 190 is provided with an enter button 1930 between the upper button 1910 and the lower button 1920, and this enter button 1930 may function as a second effect button. The upper button 1910 is operated to increase the volume of the speaker 120 or the light intensity of the frame lamp 122, and the lower button 1920 is operated to decrease the volume of the speaker 120 or the light intensity of the frame lamp 122, so that they also function as operation means for adjusting the volume and light intensity.

[0291] As shown in FIG. 15, the effect button 136, operation lever 137, up button 1910, down button 1920, and enter button 1930 are all in their initial positions before being operated. That is, when the effect button 136, up button 1910, down button 1920, and enter button 1930 are operated (pressed) from a state in which their operation surfaces (top surfaces) are in their initial positions, the operation surfaces are lowered. Also, the operation lever 137 is in its initial position in a vertical state, and when operated, it becomes tilted. That is, it can tilt forward, backward, to the right, or to the left in the direction of the cross. It can also tilt in a diagonal direction between the directions of the cross.

[0292] The launching device 110 is attached to the lower part of the main body 104 and comprises a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launching rod 146. While the ball launching handle 134 is continuously operated by the player, the launching device 110 launches the game ball toward the play area 124 of the game board every predetermined launch period (for example, 0.6 seconds), and corresponds to an example of a launching means.

[0293] The ball launch handle 134 is provided on the opposite side to the side where the hinge part 112 is provided. Also, the operating lever 137 is provided closer to the ball launch handle 134 than the performance button 136. When the front frame door 106 is opened, if the operating lever 137 is provided on the hinge part 112, it is likely to interfere with the pachinko machine 100 installed next to it, but if the operating lever 137 is provided on the ball launch handle 134 side opposite the hinge part 112, it is less likely to interfere with the pachinko machine 100 installed next to it.

[0294] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104. Note that the specific configuration of the game area 124 is omitted in Figure 15, and its specific configuration is shown in Figure 17.

[0295] FIG. 16 is a rear view of the pachinko machine 100 of FIG. 15 as seen from the back side.

[0296] At the top of the back of the pachinko machine 100, there is provided a ball tank 150 with an opening that opens upward for temporarily storing game balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed at the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.

[0297] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.

[0298] The sprocket is configured to be rotatable by the payout motor, and temporarily retains game balls that have passed through the tank rail 154 and flowed down into the payout device 152, and by driving the payout motor to rotate it by a predetermined angle, sends out the temporarily retained game balls one by one below the payout device 152. In other words, the payout device 152 is a type of ball feeding device that applies driving force to the game balls to transport them.

[0299] The payout sensor is a sensor for detecting the passage of a gaming ball sent out by the sprocket, and outputs either a high or low signal when a gaming ball is passing, and the other signal, either a high or low, when a gaming ball is not passing, to the payout control unit 600 (see FIG. 4). The gaming ball that has passed this payout sensor is configured to pass through a ball rail (not shown) and reach the upper tray 126 arranged on the front side of the pachinko machine 100, and when a predetermined award condition is met, the pachinko machine 100 awards (pays out) to the player an amount of gaming value (gaming balls) according to the award condition through this configuration.

[0300] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 18) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 18) that performs control processing for presentation based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 18) that performs control processing for presentation based on processing information generated by the first sub-control unit 400, and an error reset case 167 that constitutes the payout control unit 600 (see Figure 18) that performs control processing for the payout of game balls and resets errors by operation of a gaming store employee. The equipment is provided with a payout board case 172 that houses a payout board 170 equipped with a switch 168, a launch board case 176 that houses a launch board 174 that constitutes a launch control unit 630 (see Figure 18) that performs control processing related to the launch of game balls, a power supply board case 184 that houses a power supply board 182 that constitutes a power supply control unit 660 (see Figure 18) that supplies power to various electric gaming machines and is equipped with a power switch 178 that turns the power on and off by operation of an amusement store clerk and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on, and a CR interface unit 606 that sends and receives signals between the payout control unit 600 and the card unit.

[0301] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which the machine can be set to one of multiple settings with at least different jackpot probabilities. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed.

[0302] The bonus feature ratio / setting display 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is attached in a manner that is visible to store staff. As shown in FIG. 24(A), the bonus feature ratio / setting display 196 has two 7-segment LEDs arranged above and below, with a single 7-segment LED modularized on the right side. The bonus feature ratio monitor is an indicator that notifies the bonus feature ratio (YH) and the consecutive bonus feature ratio (RY), and the setting monitor is a monitor for checking the current setting. The bonus feature ratio / setting display 196 is composed of, for example, a single-color red LED, but may also be capable of emitting light in three colors: red, green, and orange, or may be a full-color LED. At least a portion of the bonus feature ratio / setting display 196 may be provided on the game board 200, for example, so that it is visible to the player.

[0303] In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162. Details of the dip switch board 198 will be described later.

[0304] FIG. 17 is a simplified front view of the game board 200 as seen from the front. Here, arrows d1 to d3 indicate the directions when the pachinko machine 100 is fixed in place. Arrow d1 indicates the depth direction (sometimes called the front-to-back direction) of the pachinko machine 100, with the near side sometimes being called the front or front, and the far side sometimes being called the back or rear. Arrow d2 indicates the width direction (sometimes called the left-to-right direction) of the pachinko machine 100, with the left hand sometimes being called the left and the right hand sometimes being called the right when viewed from the front. Arrow d3 indicates the height direction (sometimes called the up-down direction) of the pachinko machine 100, with the higher side sometimes being called the top and the lower side sometimes being called the bottom.

[0305] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104.

[0306] Various structures can be adopted for the mounting structure of the game board 200 to the main body 104, but for example, a structure can be adopted in which the left side portion 200a of the game board 200 as seen from the front is inserted into the left side of the main body 104 as seen from the front (the hinge portion 112 side), and the game board 200 is rotated around this as the rotation center while the right side portion 200b of the game board 200 as seen from the front is pressed against the main body 104 to set it in place, and such a structure may improve workability.

[0307] The game board 200 is a unit in which various parts are attached to a plate-shaped main body 201. The main body 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface displaying characters and the like of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters and the like of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the main body 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game to make it impossible to continue playing) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.

[0308] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the game ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.

[0309] Areas of the game board 200 other than the game area 124 may be referred to as non-game areas. The game area 124 and non-game areas can be distinguished by the outer rail 202 as a boundary. Furthermore, at least the area inside the area through which game balls pass when the game ball launch strength is at its maximum may be referred to as the game area 124. The game area 124 may include areas through which game balls do not pass due to the presence of a performance device or the like within the game area 124. The game area 124 may be referred to as a flow-down area because game balls flow down during play, and the non-game area may be referred to as a non-flow-down area because game balls do not flow down during play except during maintenance or accidents. The entire game area 124 may be referred to as a flow-down area, but areas through which game balls do not flow down due to the presence of a performance device or the like may also be referred to as non-flow-down areas.

[0310] A decorative symbol display device 208 is disposed approximately in the center of the play area 124. Below the play area 124, there are disposed a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol reserve lamp 216, a first special symbol reserve lamp 218, and a second special symbol reserve lamp 220. Note that, hereinafter, normal symbols may be referred to as "normal symbols" and special symbols may be referred to as "special symbols."

[0311] The decorative symbol display device 208 is a display device for displaying various decorative symbols and effects, and in this embodiment is configured as a liquid crystal display (LCD). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a center symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c each display a different decorative symbol, and the effect display area 208d displays an image used in the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information, and other display devices may be used, including, for example, a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector.

[0312] The general map display device 210 is a display device for displaying general maps, and in this embodiment is configured with a 7-segment LED. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are configured with a 7-segment LED.

[0313] The normal symbol reservation lamp 216 is a lamp for indicating the number of reserved normal symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of normal symbol variable games. The first special symbol reservation lamp 218 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. In addition, the second special symbol reservation lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games.

[0314] In addition, there is also a time-saving lamp TL, a right-hit indicator lamp RL, and a high-probability lamp HL. The time-saving lamp TL is a lamp that indicates that the game is in a time-saving game state, in which the normal map variation display time is shortened and the blade members 232a of the electric tulip (electric chute), which will be described later, are likely to open for a long time. The right-hit indicator lamp RL is a lamp that indicates that the game is in a jackpot game state or a time-saving game state, in which the player can benefit by hitting the right. The high-probability lamp HL is a lamp that indicates that the game state is in a high-probability state in which a jackpot is likely to occur, or that it will become a high-probability state.

[0315] Around the decorative symbol display device 208, predetermined ball entrance openings, such as general winning openings 226a, 226b, a general symbol start opening 228, a first special symbol start opening 230, a second special symbol start opening 232, and a variable winning opening 234, are arranged.

[0316] One or more general winning openings 226a, 226b are provided on each of the left and right sides of the gaming area 124. Here, the general winning opening arranged on the left side of the gaming area 124 is referred to as the general winning opening 226a, and the general winning opening arranged on the right side of the gaming area 124 is referred to as the general winning opening 226b. When a ball enters the general winning opening 226a, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226a, the payout device 152 is activated and a predetermined number of balls (e.g., 10 balls) are dispensed onto the upper tray 126 as prize balls. When a ball enters the general winning opening 226b, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226b, the payout device 152 is activated and a predetermined number of balls (e.g., 1 ball) are dispensed onto the upper tray 126 as prize balls. The balls discharged into the upper tray 126 can be freely removed by the player, and these configurations allow prize balls to be paid out to the player based on the winning result. In this embodiment, game balls that enter the general prize opening 226a and game balls that enter the general prize opening 226b are detected by separate ball detection sensors. Furthermore, if multiple general prize openings 226a are provided on the left side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Furthermore, if multiple general prize openings 226b are provided on the right side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Balls that enter the general winning holes 226a and 226b are guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0317] The normal map start port 228 is composed of a device called a gate or through chucker, which is used to determine whether a ball has passed through a predetermined area of the play area 124, and in this embodiment, one is provided on the right side of the play board 200. Unlike balls that enter the normal winning ports 226a and 226b, balls that pass through the normal map start port 228 are not discharged to the play island side. When a predetermined ball detection sensor detects that a ball has passed through the normal map start port 228, the pachinko machine 100 starts a normal map variable game using the normal map display device 210.

[0318] In this embodiment, only one first special symbol start opening 230 is provided at the bottom center of the game board 200. When a predetermined ball detection sensor detects a ball entering this first special symbol start opening 230, the payout device 152 (described later) is activated, a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and a special symbol variable game is initiated by the first special symbol display device 212. The ball that enters the first special symbol start opening 230 is guided to the back side of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the location of the first special symbol start opening 230, it is difficult for a game ball to enter the first special symbol start opening 230 when hit from the right. In this embodiment, the game machine is designed to start displaying the variable display of special symbol 2 in priority to special symbol 1 (a pachinko machine with such a design is sometimes called a "special symbol 2 priority variable machine").

[0319] The second special symbol start opening 232 is composed of an electric tulip (electric chute) and is located below the first special symbol start opening 230. It has blade members 232a that can be opened and closed left and right. When the blade members 232a are closed, balls cannot enter the normal symbol variable game. When a player wins the normal symbol variable game and the normal symbol display device 210 displays a winning symbol, the blade members 232a open and close at predetermined time intervals and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the second special symbol start opening 232, the payout device 152 is driven, and a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and the special symbol variable game is initiated by the second special symbol display device 214. The ball that enters the second special symbol start opening 232 is guided to the back of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the arrangement of the normal starting hole 228 (due to a game pin not shown), it is difficult for a game ball to enter the normal starting hole 228 when hitting from the left. Therefore, during left hitting, it is not possible to win the normal variable game, and therefore the blade member 232a does not open or close, as a general rule. On the other hand, when hitting from the right, it is possible to expect a game ball to enter the normal starting hole 228, and the blade member 232a may open or close when winning the normal variable game. In other words, it can be said that there is almost no possibility of winning the second special starting hole 232 during left hitting, but there is a possibility of winning the second special starting hole 232 during right hitting.

[0320] The variable winning opening 234 is called a jackpot opening or an attacca, and in this embodiment, only one is provided on the lower right side of the game board 200. This variable winning opening 234 is equipped with a door member 234a that can be opened and closed. Balls cannot enter the opening while the door member 234a is closed. When a player wins the special symbol variable game and the special symbol display device displays a jackpot symbol, the door member 234a opens and closes at predetermined time intervals (e.g., an opening time of 29 seconds and a closing time of 1.5 seconds) and a predetermined number of times (e.g., two, three, or ten times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is activated, and a predetermined number of balls (e.g., 15) are dispensed into the upper tray 126 as prize balls.

[0321] In this embodiment, the variable winning opening 234 and the general winning opening 226b are integrally formed with the ball entry unit U1 and can be detachably attached to the main body 201 of the game board 200. The ball entry unit U1 is further provided with a V-shutter VS and a V-passing switch VC. The V-passing switch VC opens upward, allowing game balls to pass from top to bottom. This V-passing switch VC detects game balls passing through. The V-shutter VS is located above the V-passing switch VC and is moved back and forth by a solenoid. This solenoid is included in the various solenoids 332 described above and is driven by a drive circuit 334. When the V-shutter VS is advanced (corresponding to a closed state), game balls cannot pass through the V-passing switch VC. When the V-shutter VS is retracted (corresponding to an open state), game balls can pass through the V-passing switch VC. A gaming ball that enters the variable winning opening 234 and passes through a ball detection sensor (not shown) is guided to the front, then rolls to the V shutter VS, and may pass through the V passing switch VC, or may not be able to pass through and be guided to the back of the pachinko machine 100. The V passing switch VS is included in the various sensors 320 (see FIG. 18), and is configured so that a detection signal is input to the sensor circuit 322. In this embodiment, when the CPU 304 of the main control unit 300 detects that a gaming ball has passed through the V passing switch VC, it determines that a V winning has occurred.

[0322] In this embodiment, the V shutter VS remains closed (advance) from the start of the jackpot game until a specific round (for example, the final round), and in the specific round the V shutter VS opens (retracts), making it possible to win a V prize. If a V prize can be won, the control state transitions to a special prize high probability state after the jackpot game ends, and if a V prize cannot be won, the control state remains in a special prize low probability state after the jackpot game ends. In other words, in the pachinko machine 100 of this embodiment, the transition to the special prize high probability state is determined by the game ball passing through the V passage switch VS.

[0323] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that have not entered any of the winning holes or starting holes to the back side of the pachinko machine 100 and then discharging them to the game island side.

[0324] In this pachinko machine 100, the player supplies the balls stored in the upper tray 126 to the launch position of the launch rail, drives the launch motor with a strength corresponding to the amount of operation of the operating handle by the player, and uses the launch rod and launch hammer to pass the balls through the outer rail 202 and inner rail 204 and launch them into the play area 124. Then, the balls that reach the top of the play area 124 flow downward while changing their direction of travel using a ball direction changing member 236, a play pin, etc., and either win in a winning hole (general winning hole 226a, 226b, variable winning hole 234) or a starting hole (first special starting hole 230, second special starting hole 232), or reach the outlet 240 without winning in any winning hole or starting hole, or by only passing through the normal starting hole 228. In this embodiment, a discharged ball receiving port (not shown) that receives all game balls discharged from the game board 200 is formed at the lower side of the space 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of game balls received in the discharged ball receiving port is provided at a predetermined position on the main body 104. The out ball detection sensor SWout may be provided on the game board 200 side. All game balls discharged from the game board 200 (including game balls discharged from the out port 240 and game balls that have won in various winning ports) are received in this discharged ball receiving port and are configured to be discharged to the outside of the pachinko machine 100 via a predetermined discharge passage.

[0325] In addition, an upper performance device 2 is disposed at the top of the game area 124, a lower performance device 3 is disposed at the bottom, and side performance devices 4 are disposed on the left and right sides. In this embodiment, these performance devices 2 to 4 are supported by the main body 104.

[0326] Next, the circuit configuration of the control unit of this pachinko machine 100 will be described in detail using Figure 18. Note that this figure is a functional block diagram of the control unit. The control unit of the pachinko machine 100 is broadly divided into a main control unit 300 that controls the core of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls in response to commands sent by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power control unit 660 that controls the power supplied to the pachinko machine 100.

[0327] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time and number of times, a WDT 314 for monitoring program processing abnormalities, and a random number generation circuit (counter circuit) 318 (which has two built-in counters). Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock. Furthermore, the random number generation circuit 318 is used as a hardware random number counter that varies the value within the range of 0 to 65535 every time it receives a clock signal output by the crystal oscillator 316a. Although the random number generation circuit 318 is assumed to be built into the basic circuit 302, it may also be connected to the basic circuit 302.

[0328] The basic circuit 302 also includes a sensor circuit 322 for receiving signals output by various sensors 320, including predetermined ball detection sensors, for example, sensors for detecting game balls passing through each start port, winning port, and variable winning port, and a lower tray full sensor, and outputting the amplification results and the comparison results with a reference voltage to the CPU 304 and random number generation circuit 318 in the basic circuit 302; a drive circuit 324 for controlling the display of predetermined symbol display devices, for example, the first special symbol display device 212 and the second special symbol display device 214; A drive circuit 326 for display control, a drive circuit 330 for display control of various status display units 328 (for example, normal symbol hold lamp 216, special symbol 1 hold lamp 218, special symbol 2 hold lamp 220, high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including predetermined movable members, for example, a drive means for driving the blade member 232a of the second special symbol start port 232 as a normal electric role, a door member 234a of the variable winning port 234 as a special electric role, and a drive means for driving the V shutter VS are connected. In this example, the crystal oscillator 316a and the random number generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number generation circuit 318.

[0329] When the ball detection sensor 320 detects that a ball has entered the first special symbol start hole 230, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random number generation circuit 318 in the basic circuit 302. The random number generation circuit 318, which has received this signal, latches the value of the counter corresponding to the first special symbol start hole 230 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the first special symbol start hole 230. Similarly, when the random number generation circuit 318 receives a signal indicating that a ball has entered the second special symbol start hole 232, it latches the value of the counter corresponding to the second special symbol start hole 232 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the second special symbol start hole 232.

[0330] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 via this information output circuit 336 and an external terminal board (not shown) to an information input circuit 350 provided in an external hall computer (not shown) or the like.

[0331] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9 V in this example).

[0332] In addition, the main control unit 300 is provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).

[0333] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication between the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, while information communication between the main control unit 300 and the dispensing control unit 600 is two-way communication. The main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured not to be able to send signals such as commands from the first sub-control unit 400 to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be two-way communication. The dispensing control unit 600 is configured to be able to send signals such as commands to the main control unit 300, but may be configured not to be able to send signals such as commands from the dispensing control unit 600 to the main control unit 300.

[0334] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, a counter timer 412 for measuring time, number of times, and the like, and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The basic circuit 402 is also connected to a ROM 406 for storing a control program and various effect data. Note that the control program and various effect data may be stored in separate ROMs. Alternatively, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp drive circuit 440 for controlling the game board lamps 442 and a game table frame lamp drive circuit 450 for controlling the game table frame lamps 452, and performs lighting control by serial communication between the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450. The game table frame lamps 452 also include the button lamps 138 and lever lamps 139 shown in FIG. 15.

[0335] Also connected to the basic circuit 402 are a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier), a drive circuit 422 for controlling the drive of the various (upper, lower, and side) performance devices 2 to 4, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs to the basic circuit 402 detection signals from various movable body sensors 430 that detect the current positions of the performance devices 2 to 4, etc., a button sensor 426 that detects pressing of the performance button 136 and various buttons that make up the operation key unit 190, and a lever sensor 427 that detects operation of the operation lever 137.

[0336] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (video display processor) 516 that reads image data stored in a ROM 506 based on a signal from the CPU 504, generates a display image using a work area in a VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. In addition, a ROM 506 is connected to the basic circuit 502, which stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is configured from a recording medium (for example, an EEPROM or flash memory) that can retain its stored state even when the power is cut off. This makes it possible to retain, for example, information for displaying a display related to the jackpot history even when the main control unit 300 is initialized or settings are changed. It is also possible to use RAM, which volatilizes stored information when the power is cut off.

[0337] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on signals such as commands sent by the main control unit 300, and detects whether the payout of prize balls or loan balls has been completed based on a control signal output by a payout sensor 604. The payout control unit 600 also communicates with a card unit 608 provided separately from the pachinko machine 100 via a CR interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number of prize balls (e.g., 10 balls) have been paid out, loan ball information indicating that a predetermined number of loan balls (e.g., 25 balls) have been paid out, and the like to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 106S that detects when the front frame door 106 is open, and these sensors detect when the main body 104 or the front frame door 106 is open and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.

[0338] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs whether to allow or stop the launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity according to the amount of operation of the ball launch handle 134 by the player.

[0339] The power supply control unit 660 converts AC power supplied from an external source to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit, such as the main control unit 300 and the first sub-control unit 400, and each device, such as the payout device 152. Furthermore, the power supply control unit 660 is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. Note that in this embodiment, power of a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub-control unit 500, and power of a predetermined voltage is supplied from the payout control unit 600 to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but power of a predetermined voltage may be supplied to each control unit and each device via another power supply path.

[0340] Next, using Figures 19(a) to (d), we will explain the types of special symbols and regular symbols that are displayed when stopped by the first special symbol display device 212, the second special symbol display device 214, the decorative symbol display device 208, and the regular symbol display device 210 of the pachinko machine 100.

[0341] Special chart 1 variable play starts on the condition that the first start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 1 start port 230, and special chart 2 variable play starts on the condition that the second start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 2 start port 232. When special chart 1 variable play starts, the first special chart display device 212 performs a "special chart 1 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Also, when special chart 2 variable play starts, the second special chart display device 214 performs a "special chart 2 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Then, when the change time determined before the start of the change of special chart 1 has elapsed, the first special chart display device 212 displays the stopped pattern mode of special chart 1 in a stopped state, and when the change time determined before the start of the change of special chart 2 has elapsed, the second special chart display device 214 displays the stopped pattern mode of special chart 2 in a stopped state. Hereinafter, the change display from the start of this "change display of special chart 1 or 2" to the stopped display of the stopped pattern mode of special chart 1 or 2 may be referred to as the change display of the special chart. This change display of the special chart may be performed multiple times in succession.

[0342] Figure 19(a) shows an example of the stop pattern mode of special symbol 1. Three types of special symbols, "special symbol a" to "special symbol c," are shown in this figure. In Figure 19(a), the white parts in the figure indicate the locations of the segments that will be turned off, and the black parts indicate the locations of the segments that will be turned on.

[0343] In this embodiment, two types of jackpot patterns ("special pattern a" and "special pattern b") are prepared as the stopping pattern modes of special pattern 1. "Special pattern a" is a 3-round (R) probability jackpot pattern that is expected to result in a probability jackpot win, and "special pattern b" is a 3R normal jackpot pattern that does not have a chance of winning a probability jackpot win. As described above, in the pachinko machine 100 of this embodiment, winning a probability jackpot (transition to a special pattern high probability state) is determined by the game ball passing through the V-pass switch VS. When special pattern a is stopped and displayed on the first special pattern display device 212, the game enters the 3rd round, which is the final round of the jackpot game, and the V-shutter VS opens (retracts), allowing the game ball to pass through the V-pass switch VS. If the game ball passes through the V-passing switch VS (if a V-winning is obtained), the control state transitions to the special symbol high probability state after the jackpot game ends, and this transition is maintained for 120 times after the jackpot game ends and the special symbol pattern change display. In this embodiment, once the V-shutter VS opens, there is sufficient time for the V-shutter VS to remain open, making it highly likely that the game ball will pass through the V-passing switch VS. Therefore, "special symbol a" can be considered a jackpot that is expected to result in a probability variable win (the same applies to "special symbol A" and "special symbol B" described below). On the other hand, if the first special symbol display device 212 displays a stopped special symbol b, the V-shutter VS will not open even when the game enters the third round, which is the final round of the jackpot game, and the game ball will not pass through the V-passing switch VS (no V-winning will be obtained), and the control state will remain in the special symbol low probability state after the jackpot game ends. In this way, while a V win was required to transition to the special high probability state, the transition to the normal high probability state was initiated on the condition that the jackpot game ended. In other words, if a jackpot is hit, the normal high probability state will be transitioned to after the jackpot game ends, and the normal high probability state will be maintained for the period of time during which the special symbol pattern display is performed 120 times in the case of special symbol A, or 50 times in the case of special symbol B, after the jackpot game ends.

[0344] Furthermore, in this embodiment, one type of losing pattern ("special pattern c") is prepared as the stopping pattern mode of special pattern 1.

[0345] Figure 19(b) shows an example of the stopped symbol pattern of special symbol 2. Figure 19(b) shows four types of special symbols, "Special Symbol A" to "Special Symbol D," two of which are jackpot symbols ("Special Symbol A" and "Special Symbol B"). "Special Symbol A" is a 10R probability variable jackpot symbol that is expected to result in a probability variable, and "Special Symbol B" is a 2R probability variable jackpot symbol that is expected to result in a probability variable. In other words, if special symbol A wins a V prize in the 10th round, after the jackpot game ends, the control state will transition from the special symbol high probability state to the normal symbol high probability state, and this state will be maintained for 120 times after the jackpot game ends and the special symbol symbol variable display. If special chart B wins a V in the second round, after the jackpot game ends, the control state will change from special chart high probability state to normal chart high probability state, and this state will be maintained until the special chart pattern change display is performed 120 times after the jackpot game ends.

[0346] Furthermore, in this embodiment, two types of losing symbols ("Special Symbol C" and "Special Symbol D") are prepared as the stopping symbol mode of Special Symbol 2. "Special Symbol C" is a general losing symbol like "Special Symbol C", but "Special Symbol D" is a special symbol called a time-saving symbol, which will be described in detail later.

[0347] In the pachinko machine 100 of this embodiment, the determination of whether or not a jackpot has occurred in the special symbol variable game is performed by a hardware random number lottery, and the jackpot symbol to be stopped is determined by a software random number lottery. Furthermore, in the special symbol 2 variable game during a specific period, whether or not a "sudden time-saving" option has been selected is determined by a hardware random number lottery. If the "sudden time-saving" option is selected, a "time-saving symbol" is displayed on the second special symbol display device 214. Furthermore, in this embodiment, as described above, after the jackpot game ends, the machine transitions to a normal symbol high probability state. The normal symbol high probability state is referred to as a time-saving game state (electric support state). Here, the time-saving game state refers to a predetermined state in which the player's advantage is higher than in a non-time-saving game state, for example, by shortening the time between the end of a jackpot in the special symbol variable game and the start of the next jackpot. Strictly speaking, the "electronic support state" is a state related to normal symbols, while the "time-saving game state" is a state related to special symbols or both normal symbols and special symbols. The RAM 308 of the main control unit 300 is equipped with a time-saving flag. When the time-saving flag is set to on, the game is in the time-saving game state, which is a high-probability state for normal symbols. In the high-probability state, it is easier to win normal variable symbols (normal symbol probability change) compared to the low-probability state for normal symbols. For example, the probability of winning normal variable symbols is 1 / 100 in the low-probability state (non-time-saving game state), but increases to 99 / 100 in the high-probability state (time-saving game state). Furthermore, the variable time of normal variable symbols is shorter in the time-saving game state than in the non-time-saving game state (normal symbol variable short). For example, the variable time of normal variable symbols, which is 10 seconds in the non-time-saving game state, is shortened to 2 seconds in the time-saving game state. Furthermore, in the time-saving play state, the opening time of the blade members 232a of the special 2 starting hole 232 is likely to be longer per opening than in the non-time-saving play state (extended electric chute opening period). For example, the electric chute opening period of 0.2 seconds in the non-time-saving play state is extended to 2 seconds in the time-saving play state. Furthermore, in the time-saving play state, the blade members 232a are likely to open more frequently than in the non-time-saving play state (increased number of electric chute openings). For example, for each winning entry into the normal starting hole 228 in the non-time-saving play state, the blade members 232a open only once, but in the time-saving play state, they open twice (open for 2 seconds, closed for 1 second, and open again for 2 seconds). The extended electric chute opening period and increased number of electric chute openings increase the probability of the ball entering the special 2 starting hole 232.The time-saving flag is set to OFF during a jackpot game. Therefore, the non-time-saving game state is maintained during a jackpot game. This is because, particularly during a jackpot game, if game balls are picked up by an electric chute with a small number of winning balls, and the number of game balls entering the variable prize opening (attacker) 234 decreases, it may cause a disadvantage to the player. In this embodiment, the term "non-time-saving game state" simply refers to the state excluding a jackpot game.

[0348] In this embodiment, the time-saving game state includes all of the following: normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings. However, if at least one of these is performed, the player's advantage is enhanced and the time-saving game state may be established. In this case, the execution of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be different for each of the time-saving game states (a, b, and c) described below. For example, in the time-saving game state (a), normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings are all performed, while in the time-saving game states (b and c), one or two of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be performed. Alternatively, the time-saving game state may be established if either the extended electric chute opening period or increased number of electric chute openings, which increases the probability of the ball landing in the special game state 2 starting hole 232, is performed. In the non-time-saving game state, it is more difficult for the game ball to enter the special symbol 2 starting port 232 than in the time-saving game state. As described above, the special symbol 2 starting port 232 changes between a difficult-to-win state where it is difficult for the game ball to enter and an easy-to-win state where it is easy for the game ball to enter. The entrance of this special symbol 2 starting port 232 remains in an easy-to-win state for a longer period in the time-saving game state than in the non-time-saving game state. As described above, in this embodiment, when the "special symbol a," "special symbol A," and "special symbol B" are displayed, the time-saving game state (normal symbol high probability state) is maintained after the end of the subsequent jackpot game until 120 special symbol variable displays are performed, and then the state transitions to the non-time-saving game state (normal symbol low probability state) on the 121st display. Also, when "special symbol b" is displayed, after the end of the jackpot game that follows, the time-saving game state (normal symbol high probability state) is maintained until 50 times of special symbol variable display, and on the 51st time, it transitions to a non-time-saving game state (normal symbol low probability state). Note that in this embodiment, for all special symbol jackpot symbols, the time-saving game state is transitioned to after the end of the jackpot game, but it is also possible to provide a jackpot symbol (non-time-saving jackpot symbol) that does not transition to the time-saving game state, and if a jackpot occurs with a non-time-saving jackpot symbol, it is also possible to not transition to the time-saving game state after the end of the jackpot game, and to remain in the non-time-saving game state.In addition to the big win symbol, a small win symbol may also be prepared. During a small win, the door element 234a of the variable prize opening 234 operates a predetermined number of times (e.g., twice), and the door element 234a remains open for a maximum of 0.1 seconds per operation. When the door element 234a opens during a small win, if a predetermined number of game balls (e.g., 10 balls) enter the door element 234a during the first opening, or if a predetermined amount of game value (a predetermined number of balls) is acquired, the door element 234a will not open again. During a small win, the game transitions to a special low probability / normal low probability state. A small win is a win in which the control state does not change before and after the small win game, and after the small win game ends, the control state returns to the state before the small win game started.

[0349] FIG. 19(c) shows an example of a decorative pattern. The decorative patterns of this embodiment include 13 types, "Decoration 1" to "Decoration 13." When a ball enters the special symbol 1 starting hole 230 or the special symbol 2 starting hole 232, i.e., when the first starting hole sensor detects that a ball has entered the special symbol 1 starting hole 230, or when the second starting hole sensor detects that a ball has entered the special symbol 2 starting hole 232, a "decorative symbol variable display" is performed in the left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208, switching the display in the following order: "Decoration 1" → "Decoration 2" → "Decoration 3" → "Decoration 9" → "Decoration 10" → "Decoration 1" → "..." In other words, the decorative symbol display device 208 displays decorative symbols variably, separately from the first special symbol display device 212 and the second special symbol display device 214. Then, a stop pattern pattern, which is a combination of decorative patterns, is displayed in a stopped state.

[0350] When announcing a normal jackpot (3R normal jackpot of "special chart b"), decorative symbols of the same number are positioned in the left pattern display area 208a and the right pattern display area 208c, and a combination of decorative symbols with decoration 13 positioned therein (for example, "decoration 1-decoration 13-decoration 1" or "decoration 2-decoration 13-decoration 2") is displayed in a static manner in the center pattern display area 208b. On the other hand, when an odd jackpot (3R odd jackpot of "special chart a", 10R odd jackpot of "special chart A", 2R odd jackpot of "special chart B") is announced, "decoration 3-decoration 3-decoration 3" or "decoration 7-decoration 7-decoration 7" is displayed in the pattern display areas 208a to 208c. In addition, when notifying a losing symbol of "Special symbol c" or "Special symbol C," a combination of decorative symbols other than the combination of decorative symbols explained so far (for example, scattered symbols) is displayed in the symbol display areas 208a to 208c. Furthermore, when notifying a sudden win in the time-saving mode, three "Decoration 11" symbols are displayed side by side instead of the combinations of "Decoration 1" to "Decoration 10."

[0351] In addition, in the pachinko machine 100 shown in FIG. 1, a zone effect may be executed as one of the effects. The zone effect is a pre-reading preview effect in which the background displayed on the decorative symbol display device 208 changes to a background corresponding to the zone. There are multiple types of timings for starting the execution of the zone effect, and it may start when the decorative symbols start to change. If the empty zone effect starts when the decorative symbols start to change, three "decorative 12" symbols are displayed in a row at the timing when the previous decorative symbol change display ends. Hereinafter, the "decorative 12" symbols may be referred to as zone entry symbols. Note that the zone effect may also include an effect in which three zone entry symbols are displayed in a row. In other words, in this case, the execution of the zone effect starts when three zone entry symbols are displayed in a row.

[0352] Hereinafter, the display from the start of this "variable display of decorative patterns" to the display of the stopped pattern mode of the decorative patterns in the decorative pattern display device 208 may be referred to as the "variable display of decorative patterns." The variable display of decorative patterns is performed by the control of the second sub-control unit 500.

[0353] FIG. 19(d) shows an example of the stop pattern mode of the normal symbol. In this embodiment, there are two types of stop display modes for the normal symbol: "Normal Symbol A," which is a winning symbol, and "Normal Symbol B," which is a losing symbol. Based on the gate sensor, which is a ball detection sensor, detecting that the ball has passed through the normal symbol start port 228, the normal symbol display device 210 performs a "normal symbol variable display" (normal symbol variable play) in which all seven segments light up and the central segment lights up repeatedly. Then, after the variable time has elapsed, either the winning symbol "Normal Symbol A" or the losing symbol "Normal Symbol B" is displayed as a stopped symbol. In FIG. 19(d), the white parts in the figure indicate the locations of the segments that are unlit, and the black parts indicate the locations of the segments that are lit.

[0354] Hereinafter, the display from the start of this "regular map changing display" to the stop display of the regular map's stopping pattern may be referred to as the regular map changing display.

[0355] <Main processing in the main control section> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 shown in Fig. 18 will be described with reference to Fig. 20. Note that Fig. 20 is a flowchart showing the flow of the main control unit main processing.

[0356] The RAM 308 of the main control unit 300 shown in FIG. 18 stores a special symbol random number value, a special symbol round determination random number value, a special symbol electric support determination random number value, and a special symbol pattern determination random number value. The RAM 308 also includes a random number counter for generating these various random numbers. The RAM 308 also stores the number of reserved special symbols, the special symbol winning random number value, and various judgment (lottery) results. Hereinafter, the area in RAM 308 that stores the number of reserved special symbols may be referred to as the "special symbol reserved number storage area." The RAM 308 also includes a start information storage area for special symbols, which is divided into areas for the maximum number of symbols (four in this example) that can be used to reserve the start of the win / loss judgment (lottery), as well as a random number storage area for regular symbols. As described below, the start information storage area for special symbols stores multiple types of start information as sets, with each set stored in each area in order of winning (reservation order).

[0357] As described above, the main control unit 300 shown in Fig. 18 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 20 in accordance with a control program previously stored in the ROM 306.

[0358] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables to be stored in the RAM 308 are initialized, and operation permission and an initial value are set to the WDT 314. In this embodiment, a value equivalent to 32.8 ms is set as the initial value to the WDT 314.

[0359] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.

[0360] In step S105, it is monitored whether the low voltage signal is ON, i.e., whether the voltage monitoring circuit 338 is outputting a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects a power cut-off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 does not detect a power cut-off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.

[0361] In step S107, initial setting 2 is performed. In this initial setting 2, a numerical value that determines the period for periodically executing the main control unit timer interrupt processing described below is set in the timer circuit 312, a clear signal is output from a predetermined port of the I / O 310 (for example, a test output port, an output port to the first sub-control unit 400), and settings are made to allow writing to RAM 308.

[0362] In step S109, it is determined whether or not the state before the power was cut off (before power was cut off) is to be restored, and if the state before power was cut off is not to be restored (if the basic circuit 302 of the main control unit 300 is to be set to its initial state), the process proceeds to step S113 and subsequent steps to perform initialization processing.

[0363] If it is not determined that the state before the power outage will be restored (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in Fig. 2 has been operated by a staff member of the gaming parlor or the like (step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has been performed). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115), and if it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).

[0364] When the setting change process is executed, the 7-segment display corresponding to the setting monitor on the bonus ratio / setting display 196 flashes to indicate "1," indicating that the setting can be changed. In this state, the 7-segment display on the setting monitor increments each time the setting change button 194 is pressed. Pressing the setting change button 194 while the 7-segment display corresponding to the setting monitor indicates "6" returns the display to "1." In this embodiment, at least one of settings 1 through 6, which have different jackpot probabilities, can be selected. After changing to the desired setting, the setting is confirmed by operating the setting change key 192 to the OFF side. At this time, the setting value displayed on the setting monitor is erased. After the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (e.g., 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the bonus ratio / setting display 196. However, the setting value may also be displayed on the decorative pattern display device 208 or announced by audio output, for example. In addition, in this embodiment, six settings are provided, from settings 1 to 6, but other settings are also possible, or the settings may not be changed. In addition, in this embodiment, the initial value of the setting displayed on the setting monitor is set to "1", but the setting value before the power is turned off may be maintained and the maintained setting value may be displayed.

[0365] Also, if it is not determined in step S113 that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 has been operated to the ON side (step S115; No), the setting change process of step S117 is not executed, and the process proceeds to step S119.

[0366] In step S119, an initialization process is performed to return the basic circuit 302 to its initial state (step S119). Here, if the RAM clear signal is ON, power status information stored in a power status storage area provided in the RAM 308 is read. If this power status information does not indicate suspend, a checksum is calculated by adding all 1-byte data stored in a predetermined area (e.g., all areas) of the RAM 308 to a 1-byte register whose initial value is 0. The process determines whether the calculated checksum result is a specific value (e.g., 0) (whether the checksum result is normal). If the checksum result is a value other than the specific value (e.g., 0) (if the checksum result is abnormal), the initialization process is performed to return the pachinko machine 100 to its initial state. This initialization process includes setting interrupt prohibition, setting a stack initial value to a stack pointer (main setting), and initializing all storage areas of the RAM 308. In this embodiment, even if initialization is performed, the setting values set in the setting change process (step S117) are retained. Furthermore, a normal return command and a setting command indicating the settings selected in step S117 are set in the transmission information memory area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power recovery command described below, is sent to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.

[0367] In step S121, after the interrupt prohibition setting, a basic random number initial value update process is performed. In this basic random number initial value update process, two initial value generation random number counters are updated to generate the initial values of the normal winning random number counter and the special random number counter. For example, if the range of values that can be used as the normal winning random number counter is 0 to 99, a value is obtained from the random number counter storage area for generating the normal winning random number counter provided in RAM 308, 1 is added to the obtained value, and the value is then stored in the original random number counter storage area. If the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are updated in the same manner. The main control unit 300 repeatedly executes the process of step S121 except during the timer interrupt process that starts at a predetermined cycle.

[0368] Meanwhile, in step S111, power recovery processing is performed. In this power recovery processing, the value of the stack pointer stored in a stack pointer save area provided in RAM 308 at the time of power outage is read out and reset (main setting) to the stack pointer. Also, the values of each register stored in a register save area provided in RAM 308 at the time of power outage are read out and reset to each register, and then interrupt permission is set. Thereafter, the CPU 304 executes the control program based on the reset stack pointer and registers, and the pachinko machine 100 returns to the state it was in at the time of power outage. That is, processing is resumed from the command next to the command (predetermined in step S121) executed immediately before branching to timer interrupt processing (described later) immediately before power outage. Also, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 2. In this step S111, a power recovery command is set in the transmission information storage area. This power restoration command is a command indicating that the state at the time of power outage has been restored, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.

[0369] <Main control unit timer interrupt processing> Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 21. This figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0370] The main control unit 300 shown in Figure 18 is equipped with a timer circuit 312 that generates a timer interrupt signal at a predetermined period (approximately once every 4 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.

[0371] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.

[0372] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0373] In step S205, an input port status update process is performed. In this input port status update process, detection signals from various sensors 320 shown in Figure 18, including various ball detection sensors, are input via the input ports of I / O 310, and the presence or absence of detection signals is monitored and stored in signal status storage areas partitioned for each of the various sensors 320 in RAM 308. Using the detection signals of ball detection sensors as an example, information on the presence or absence of detection signals from each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previous detection signal storage area partitioned for each ball detection sensor in RAM 308. Information on the presence or absence of detection signals from each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previously detected signal storage area. In addition, the detection signals of each ball detection sensor detected this time are stored in the above-mentioned current detection signal storage area.

[0374] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared to determine whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While a gaming ball passes through a ball detection sensor, this main control unit timer interrupt process, which repeatedly activates at very short intervals of approximately 2 ms, is activated several times. Therefore, each time the main control unit timer interrupt process is activated, the aforementioned step S205 checks for detection signals indicating that the same gaming ball has passed the same ball detection sensor. As a result, detection signals indicating that the same gaming ball has passed the same ball detection sensor are stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area. In other words, when a gaming ball begins to pass a ball detection sensor, the following will occur: no second-to-last detection signal, a previous detection signal, and a current detection signal. In this embodiment, taking into consideration erroneous detection and noise from the ball detection sensors, if a detection signal is stored twice in succession after no detection signal, a win is determined to have occurred. The ROM 306 of the main control unit 300 shown in FIG. 18 stores winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present last time, and a detection signal present this time). In this step S205, if the information regarding the presence or absence of detection signals from each ball detection sensor for the past three times matches predetermined winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present last time, and a detection signal present this time), it is determined that a ball has entered the general winning slot 226, the variable winning slot 234, the first special symbol starting slot 230, or the second special symbol starting slot 232, or passed through the general winning slot 228. In other words, it is determined that a win has occurred in these winning slots 234, 226 or these starting slots 230, 232, and 228.For example, if the information on the presence or absence of the detection signal for the past three times in the first start port sensor that detects the ball entering the first special symbol start port 230 matches the winning determination pattern information described above, it is determined that there has been a winning entry into the first special symbol start port 230, that is, that a game medium passing through a predetermined area has been detected, and processing associated with the subsequent winning entry into the first special symbol start port 230 is performed, but if the information on the presence or absence of the detection signal for the past three times does not match the winning determination pattern information described above, the processing associated with the subsequent winning entry into the first special symbol start port 230 is not performed and the processing branches to subsequent processing. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal two times before last, there was no detection signal last time, and there was no detection signal this time). After it is determined that a win has occurred once, it is not determined that a win has occurred until the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the winning determination clear pattern information, and if it matches the winning determination clear pattern information, from then on it is determined whether it matches the winning determination pattern information.

[0375] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update processes, the value of the random number counter for generating the initial value, performed in step S121, is updated, and then the random number counters for generating the normal winning random number value and the special random number value used by the main control unit 300 are updated. For example, if the range of values that can be taken as the normal winning random number value is 0 to 99, a value is obtained from the random number counter memory area for generating the normal winning random number value provided in RAM 308, 1 is added to the obtained value, and the value is stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter memory area. Furthermore, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for generating the initial value corresponding to each random number counter is obtained and set in the random number counter memory area. For example, if a value is obtained from a random number counter for generating a normal winning random number value that varies within a numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value stored in a predetermined initial value storage area provided in RAM 308 (for example, 7), a value is obtained as an initial value from the random number counter for generating an initial value corresponding to the random number counter for generating a normal winning random number value, and set in the random number counter for generating a normal winning random number value, and the currently set initial value is stored in the above-mentioned initial value storage area to determine whether the random number counter for generating a normal winning random number value has completed its next round. In addition, separate from the above-mentioned initial value storage area for determining whether the random number counter for generating a normal winning random number value has completed its next round, an initial value storage area for determining whether the random number counter for generating a special random number value has completed its round is provided in RAM 308.

[0376] In step S211, a random number update process for effect is performed. In this random number update process, a random number counter for generating random numbers for effect used by the main control unit 300 is updated.

[0377] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212 and the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.

[0378] In step S215, a winning slot counter update process is performed. In this winning slot counter update process, when a prize is won at the winning slots 234, 226 or the starting slots 230, 232, the value of the prize ball number storage area provided for each winning slot or each starting slot in RAM 308 is read, 1 is added, and the value is set to the original prize ball number storage area.

[0379] In step S217, a winning acceptance process is performed. In the winning acceptance process, if predetermined conditions are satisfied, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area corresponding to the winning order (reservation order) in the start information storage section provided in RAM 308.

[0380] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Fig. 18 are composed of one byte, with strobe information in bit 7 (when on, indicates that data is being set), power-on information in bit 6 (when on, indicates that this is the first command transmission after power-on), current processing type (0-3) for encryption in bits 4-5, and the payout request number after encryption processing in bits 0-3.

[0381] In step S221, a normal map status update process is performed. This normal map status update process is one of a plurality of processes corresponding to the normal map status. For example, in the normal map status update process during the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), an on / off drive control is performed to repeatedly turn on and off the 7-segment LED that makes up the normal pattern display device 210. By performing this control, the normal pattern display device 210 displays the variation of the normal map (normal map variation game).

[0382] Furthermore, during the normal symbol status update process when the normal symbol variation display time has elapsed (when the value of the normal symbol display symbol update timer changes from 1 to 0), if the winning flag is on, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the winning symbol is displayed; and if the winning flag is off, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the losing symbol is displayed. The RAM 308 of the main control unit 300 also has a setting area for various settings, not just for the normal symbol status update process, but also for various other processes. Here, the above-mentioned lighting and extinguishing control is performed, and a setting is made in the setting area to indicate that the normal symbol is currently displayed. By performing this control, the normal symbol display device 210 confirms the display of either the winning symbol (normal symbol A shown in FIG. 19(d)) or the losing symbol (normal symbol B shown in FIG. 19(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of the timer for managing the normal symbol stop time provided in RAM 308. By this setting, the fixed displayed symbol is stopped and displayed for a predetermined period, and the result of the normal symbol variable game is notified to the player.

[0383] Also, if the result of the normal map variable game is a win, as described below, the normal map win flag is turned on. When this normal map win flag is on, in the normal map state update process at the timing when the predetermined stop display period ends (the timing when the value of the normal map stop time management timer changes from 1 to 0), the normal map operation is set in the setting area of RAM 308, and a signal to keep the blade member 232a in an open state is output to the solenoid (332) for opening and closing the blade member 232a of the second special map start port 232 for a predetermined opening period (for example, 2 seconds), and information indicating the opening period is set in the memory area of the blade opening time management timer provided in RAM 308.

[0384] In addition, in the normal state update process that starts at the timing when the predetermined open period ends (the timing when the value of the blade open time management timer changes from 1 to 0), a signal to keep the blade member 232a in a closed state is output to the solenoid (332) for driving the opening and closing of the blade member 232a for a predetermined closed period (for example, 500 ms), and information indicating the closed period is set in the memory area of the blade closed time management timer provided in RAM 308.

[0385] Furthermore, in the normal map status update process that starts when the predetermined closure period ends (when the value of the timer for managing the blade closure time changes from 1 to 0), the normal map is set to inactive in the setting area of RAM308. Furthermore, if the result of the normal map variable game is a loss, as described below, the normal map loss flag is turned on. If this normal map loss flag is on, the normal map status update process that occurs when the predetermined stop display period described above ends (when the value of the timer for managing the normal map stop time changes from 1 to 0) also sets the normal map to inactive in the setting area of RAM308. In the normal map status update process when the normal map is not in operation, nothing is done and the process moves to the next step S223.

[0386] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the normal map variable play and the second special map start port 232 are not being controlled to open or close (the normal map state is inactive), and the number of reserved normal map variable play is one or more, a random number lottery based on the normal map winning random number stored in the random number memory area is used to determine whether the result of the normal map variable play is a win or a loss. If a win is determined, the win flag in RAM 308 is set to ON. If a loss is determined, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as the normal map timer random number, and one time for displaying the normal map variable on the normal map display device 210 is selected from multiple variable times based on the obtained normal map timer random number, and this variable display time is stored as the normal map variable display time in the normal map variable time memory area in RAM 308. The number of reserved normal variable games is stored in a normal variable number storage area provided in RAM 308, and each time a win is determined, the value obtained by subtracting 1 from the number of reserved normal variable games is stored again in this normal variable number storage area. Also, the random number value used for the win determination is erased.

[0387] Next, a special symbol pre-reading process (step S224) is executed. In the special symbol pre-reading process, the main control unit 300 pre-reads the increased start information in each of the special symbols 1 and 2, and pre-determines the stop symbol and the change time before the hit / miss determination process, and stores the pre-determination result (special symbol pre-reading result) in the pre-reading result storage unit in the RAM 308.

[0388] Next, special drawing state update processing is performed for each of special drawing 1 and special drawing 2, but first, special drawing state update processing (special drawing 2 state update processing) for special drawing 2 is performed (step S225). In this special drawing 2 state update processing, one of the following multiple processes is performed depending on the state of special drawing 2.

[0389] For example, in the special symbol 2 state update process during the special symbol 2 variable display (when the value of the special symbol 2 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the second special symbol display device 214. By performing this control, the second special symbol display device 214 performs the variable display of special symbol 2 (special symbol 2 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area described above, and then the process is terminated.

[0390] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 10R jackpot flag, a 2R jackpot flag, a loss flag, a special symbol probability fluctuation flag, and a regular symbol probability fluctuation flag. These flags are set to on or off based on the determined stop symbol in the special symbol 2-related lottery process described below. In the special symbol 2 state update process, which starts when the special symbol 2 fluctuation display time has elapsed (when the value of the special symbol 2 display symbol update timer changes from 1 to 0), for example, when the 10R jackpot flag is on, the special symbol A shown in FIG. 19(b) is displayed; when the 2R jackpot flag is on, the special symbol B is displayed; when the loss flag is on, the special symbol C is displayed; and when the regular symbol probability fluctuation flag is on, the special symbol D is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 2 is currently displayed. By performing this control, the second special symbol display device 214 displays one of the following symbols: a 10R guaranteed jackpot symbol (special symbol A), a 2R guaranteed jackpot symbol (special symbol B), a losing symbol (special symbol C), or a time-saving symbol (special symbol D).

[0391] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 2 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 2 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).

[0392] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that will stop the variable display is special pattern 2 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0393] Also, if the result of the special symbol 2 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 2 stop time management timer changes from 1 to 0), the special symbol 2 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 2 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0394] Furthermore, in the special symbol 2 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special symbol 2 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning port 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning port 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning port opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0395] Furthermore, in the special chart 2 state update process, which starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0396] Furthermore, in the special chart 2 state update process in the final round of a probability variable jackpot (10 rounds for special chart A, 2 rounds for special chart B), a signal to keep the V shutter VS open is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS for a predetermined opening period (for example, 10 seconds), and information indicating the opening period is set in the memory area of the V shutter opening time management timer provided in RAM 308. Then, in the special chart 2 state update process that starts when the predetermined opening period ends (when the value of the V shutter opening time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS. Also, when the gaming ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned on. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special chart 2 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other hand, if the gaming ball does not pass through the V passing switch VC, the special chart probability fluctuation flag is not turned on.

[0397] In addition, the opening and closing control of the door element 234a is repeated a predetermined number of times (9 rounds or 1 round excluding the first time), and in the special pattern 2 state update process that starts at the timing when the control ends, information indicating the effect waiting period is set in the memory area of the effect waiting time management timer provided in RAM 308 in order to set it to wait for a predetermined end effect period (for example, 3 seconds), that is, the period during which an image is displayed notifying the player that the jackpot by the decorative pattern display device 208 has ended.

[0398] Also, if the 10R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. Also, if the 2R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. If the normal probability fluctuation flag is set on, the number of time-shortening times (950 times) is set in the time-shortening times memory section provided in RAM 308, and the time-shortening flag provided in RAM 308 is turned on.

[0399] The time-saving feature here refers to the pachinko machine entering a state advantageous to the player by shortening the time between the end of a jackpot in special-map variable play and the start of the next jackpot. When the time-saving flag is set to ON, the pachinko machine is in a high-probability normal play state (normal-map probability change). In a high-probability normal play state, the probability of winning is higher in normal-map variable play than in a low-probability normal play state. Furthermore, in a high-probability normal play state, the variable time of normal-map variable play is shorter than in a low-probability normal play state (short-probability normal play). Furthermore, in a high-probability normal play state, the opening time of the pair of blades 232a of the special-map 2 starting hole 232 is more likely to be longer per opening (electric chute extension) than in a low-probability normal play state. Additionally, in a high-probability normal play state, the pair of blades 232a are more likely to open more than in a low-probability normal play state. The state in which any of these features is set is called an electric support state (electric tulip support for starting hole winning).

[0400] Also, as mentioned above, the time-saving flag is set to OFF during jackpot play (special play state). Therefore, during jackpot play, the normal low probability state is maintained. This is to solve the problem that if the normal high probability state is in place during jackpot play, many game balls will enter the special game 2 starting hole 232 before a predetermined number of game balls enter the variable winning hole 234 during jackpot play, which increases the number of game balls that can be acquired during the jackpot, leading to increased gambling.

[0401] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

[0402] In addition, in the special chart 2 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 2 is set to inactive in the setting area of RAM 308.

[0403] Furthermore, if the result of the special chart 2 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation state in the setting area of RAM308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.

[0404] Next, a special drawing state update process (special drawing 1 state update process) for the special drawing 1 is performed (step S227). In this special drawing 1 state update process, one of the following multiple processes is performed depending on the state of the special drawing 1.

[0405] For example, in the special chart 1 state update process during the special chart 1 variable display (the value of the special chart 1 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the first special chart display device 212. By performing this control, the first special chart display device 212 performs the variable display of special chart 1 (special chart 1 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and then the process is terminated.

[0406] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 3R jackpot flag A, a 3R jackpot flag B, and a loss flag. These flags are set to on or off based on the determined stop symbol in the special symbol 1 related lottery process described below. In the special symbol 1 state update process, which starts when the special symbol 1 variable display time has elapsed (when the value of the special symbol 1 display symbol update timer changes from 1 to 0), for example, when the 3R jackpot flag A is on, the special symbol a shown in FIG. 19(a) is displayed; when the 3R jackpot flag B is on, the special symbol b is displayed; and when the loss flag is on, the special symbol c is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 1 is currently being displayed. By performing this control, the first special symbol display device 212 displays a confirmed symbol from among a 3R special jackpot symbol (special symbol a), a 3R normal jackpot symbol (special symbol b), and a losing symbol (special symbol c).

[0407] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 1 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 1 is stopped and displayed for a predetermined period, and the result of the special chart 1 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).

[0408] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 1 identification information indicating that the pattern that will stop the variable display is special pattern 1 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0409] Also, if the result of the special symbol 1 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 1 stop time management timer changes from 1 to 0), the special symbol 1 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 1 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0410] Furthermore, in the special drawing 1 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special drawing 1 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning opening 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0411] Furthermore, in the special diagram 1 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0412] Furthermore, if the 3R jackpot flag A is set to ON, the special chart 1 state update process in the final round (3rd round) outputs a signal to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close for a predetermined opening period (for example, 10 seconds), and sets information indicating the opening period in the memory area of the V shutter open time management timer provided in RAM 308. Then, in the special chart 1 state update process that starts when the predetermined opening period ends (when the value of the V shutter open time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close. Also, when the game ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned ON. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special drawing 1 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other h...

Claims

[Claim 1] A determination means for making a determination; A reservation storage means for storing a predetermined upper limit number of reserved rights to perform variable display of symbols based on the detection of the gaming ball by the detection means; The means of production and A display means; A gaming machine equipped with the presentation means includes a first presentation means and a second presentation means, the display means is capable of executing a certain effect, the first performance means is capable of executing a first action; the first performance means is capable of executing a second action; the second performance means is capable of executing a third action; The first operation is a certain number (hereinafter referred to as the "first number"). ) is not performed based on the storage of reservations, but is performed based on the storage of a certain number of reservations that is greater than the first number of reservations, the first effect means may start executing the second action after a first image related to the first effect means is displayed in the certain effect, the display means may display a second image relating to the determination result of the determination means after displaying the first image, a first case in which the second action is executed at a first timing after the display of the first image is started in the certain performance; A second case in which the second action is executed at a second timing that is later than the first timing after the display of the first image is started in the certain performance; a third case in which the second action is not executed even when the display of the first image is started in the certain performance; In the first case, the display means displays the second image after starting to display the first image, The display means displays the second image after starting to display the first image, even in the second case, In the third case, the display means does not display the second image after starting to display the first image, the first effect means ends the second action before the end of display of the second image in either the first case or the second case, the second operation has a longer operation time than the first operation, the display means does not display an image related to the first performance means before execution of the first action is started; the display means does not display an image related to the second performance means before execution of the third action is started; The first operation is not an operation related to the determination result of the determination means, the second operation is an operation related to the determination result of the determination means, The third operation is an operation related to the determination result of the determination means. A gaming machine characterized by the above.

Citation Information

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