gaming machines

The gaming machine improves player engagement by using a specific ball entry port and adjustable volume/light controls to enhance visual and auditory feedback during power recovery and special games, addressing convenience and engagement issues in conventional systems.

JP7750477B2Active Publication Date: 2025-10-07SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2020182024
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-10-30
Publication Date
2025-10-07
Estimated Expiration
2040-10-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack convenience and engagement during power recovery notifications, particularly in jackpot games, which can be improved to enhance player experience.

Method used

The gaming machine incorporates a specific ball entry port for determining special games, adjustable volume and light emission controls, and displays different hold information based on preliminary judgments, allowing for enhanced visual and auditory effects during power recovery and special games.

Benefits of technology

This enhances convenience and increases gaming interest by providing dynamic visual and auditory feedback, improving the player experience during power recovery and special game executions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To preferably perform an attention urging notification.SOLUTION: A game machine is provided, including: a time-shortened game state A to which a shift is made based on a determination result of special symbol winning determination processing; and a time-shortened game state B to which a shift is made when the number of times of variable displays from an establishment of a prescribed condition satisfies a prescribed number of times. The number of times of playable games in the time-shortened game state B is greater than the number of times of playable games in the time-shortened game state A. If a winning game is won in a lottery while the time-shortened game state A is being executed, an attention urging notification is not to be executed in a winning ending, but if a winning game is won in a lottery while the time-shortened game state B is being executed, the attention urging notification is to be executed in the winning ending.SELECTED DRAWING: Figure 56
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] In conventional gaming machines, when a gaming ball enters a starting hole provided in the gaming area, a determination is made as to whether or not a jackpot game will be awarded, and if it is determined that a jackpot game will be awarded, the jackpot game is generally awarded. In such gaming machines, When the power is turned on to the gaming machine and power supply starts, a power outage recovery command is sent and a recovery notification is executed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-154687 A (Fig. 4) Summary of the Invention [Problem to be solved by the invention]

[0004] however, There is room for improvement in terms of increasing convenience during the execution of the recovery notification.

[0005] In view of the above circumstances, the present invention has been made. Increase convenience and boost gaming interest The purpose is to: [Means for solving the problem]

[0006] The gaming machine according to the present invention is characterized in that a gaming ball enters a starting hole formed in a gaming area through which the gaming ball can flow down. Obtaining judgment information , Based on the determination information Determine whether or not to execute a special game that is advantageous to the player. Main Control a specific ball entry port formed in the game area, the specific ball entry port being different from the starting port; display means and display Different from the means Sound Output means for adjusting the volume value; and an adjustment operation means for adjusting the volume value. display Means and the above Sound Outputa performance control means for controlling the performance in the means, The main control means is capable of preserving and storing the judgment information for which the judgment has not been made, and is capable of making a preliminary judgment on the judgment information before the judgment, The performance control means A symbol variation game can be executed according to the result of the determination, and light emission control of a light emitting means capable of effect light emission is possible. When the volume value adjustment operation is performed, the volume value adjustment process can be executed. When the volume value adjustment operation is performed, display means Adjusted Information indicating the volume value related to the adjustment operation display When a game ball enters the specific ball entrance during the execution of the special game, display Means and the above Sound Output A predetermined effect can be executed by the means, When power is supplied during the execution of the symbol variation game, first restoration information can be displayed on the display means, During the execution of the special game of power supply is In the case, display means Second Revival Old information of display It is possible, and No. 2 restoration information of display When a game ball enters the specific ball entrance, display The execution of the predetermined effect in the means is limited, and Sound Output The predetermined effect can be executed by the means, No. 2 restoration information of display If an operation to adjust the volume value is performed during the process, the volume value adjustment process can be executed. display The information indicating the volume value in the means display is limited and the display means is capable of displaying hold information according to the number of hold memories, and is capable of displaying first hold information and second hold information different from the first hold information according to the preliminary determination, and when the second hold information is displayed, the sound output means audibly outputs a predetermined effect sound in a manner different from when the first hold information is displayed, and the light emitting means is made to emit a predetermined light in a manner different from when the first hold information is displayed, and when a game ball enters the starting hole while the first recovery information is being displayed and it is decided to display the second hold information according to the preliminary determination, the second hold information is not made visible, but the predetermined effect sound is audibly output and the light emitting means is made to emit a predetermined light, and the second hold information is made visible after the display of the first recovery information has ended. It is characterized by: [Effects of the Invention]

[0007] According to the present invention, Increase convenience and boost gaming interest It is possible. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a rear view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 3] FIG. 2 is a front view of the game board according to the embodiment of the present invention. [Figure 4] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 5] 10A and 10B are diagrams showing a special symbol winning determination table and a normal symbol winning determination table according to an embodiment of the present invention. [Figure 6] 10A and 10B are diagrams showing a special symbol determination table and a normal symbol determination table according to an embodiment of the present invention; [Figure 7] FIG. 2 is a game state transition diagram according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a special symbol variation pattern table according to an embodiment of the present invention. [Figure 9] 3 is a diagram showing a determination information storage area of ​​a main RAM and a counter of the main RAM according to an embodiment of the present invention. FIG. [Figure 10] 10 is a flowchart showing a main control board main process according to the embodiment of the present invention. [Figure 11] 10 is a flowchart illustrating a setting value change process according to the embodiment of the present invention. [Figure 12] 10 is a flowchart illustrating a setting value confirmation process according to the embodiment of the present invention. [Figure 13] 10 is a flowchart illustrating a main control board timer interrupt process according to an embodiment of the present invention. [Figure 14] 4 is a flowchart showing an input switch detection process according to the embodiment of the present invention. [Figure 15] A flowchart showing the processing when the first starting port is detected in an embodiment of the present invention. [Figure 16] A flowchart showing the processing when the second starting port is detected in an embodiment of the present invention. [Figure 17] 10 is a flowchart showing a process when a passage gate is detected according to an embodiment of the present invention. [Figure 18] 10 is a flowchart showing a special symbol-related process according to an embodiment of the present invention. [Figure 19] 10 is a flowchart showing the processing at the start of special pattern variation according to an embodiment of the present invention. [Figure 20]10 is a flowchart showing processing during special pattern fluctuation according to an embodiment of the present invention. [Figure 21] 10 is a flowchart showing processing for each game state according to an embodiment of the present invention. [Figure 22] 10 is a flowchart showing a winning game process according to an embodiment of the present invention. [Figure 23] 4 is a flowchart illustrating an abnormality determination process according to an embodiment of the present invention. [Figure 24] 10 is a flowchart showing the main processing of the performance control board according to an embodiment of the present invention. [Figure 25] 10 is a flowchart illustrating the timer interrupt processing of the performance control board according to an embodiment of the present invention. [Figure 26] 10 is a flowchart illustrating an operation device input process according to the embodiment of the present invention. [Figure 27] 10 is a flowchart showing a main command receiving process (1 / 2) according to the embodiment of the present invention. [Figure 28] 10 is a flowchart showing a main command receiving process (2 / 2) according to the embodiment of the present invention. [Figure 29] 10 is a flowchart showing the process for determining the time-saving B suggestion effect according to an embodiment of the present invention. [Figure 30] 10 is a diagram illustrating the relationship between the winning sound, variable sound, and starting port light-emitting device (color) for each icon in an embodiment of the present invention. FIG. [Figure 31] 5 is a flowchart showing a main process of an image / sound control unit according to an embodiment of the present invention. [Figure 32] 10 is a flowchart showing a process performed when a subcommand related to volume value and light intensity value is received according to the embodiment of the present invention. [Figure 33] 10 is a flowchart illustrating a process performed when a start port-related subcommand is received according to an embodiment of the present invention. [Figure 34] 10 is a flowchart showing timer interrupt processing of the image / sound control unit according to the embodiment of the present invention. [Figure 35] 10 is a flowchart illustrating a main process of a light emission drive control unit according to the embodiment of the present invention. [Figure 36] 10 is a flowchart illustrating a timer interrupt process of a light emission drive control unit according to an embodiment of the present invention. [Figure 37] FIG. 2 is a conceptual diagram of an image generation process according to an embodiment of the present invention. [Figure 38] 1A and 1B are diagrams illustrating a first example of a notification mode according to an embodiment of the present invention. [Figure 39] 10A and 10B are diagrams illustrating a second example of a notification mode according to an embodiment of the present invention. [Figure 40] FIG. 10 is a diagram illustrating a second example (another example) of a notification mode according to the embodiment of the present invention. [Figure 41] 10A and 10B are diagrams illustrating a third example of a notification mode according to an embodiment of the present invention. [Figure 42] FIG. 10 is a diagram illustrating a fourth example of a notification mode according to an embodiment of the present invention. [Figure 43] FIG. 10 is a diagram illustrating a fifth example of a notification mode according to an embodiment of the present invention. [Figure 44] FIG. 10 is a diagram illustrating a sixth example of a notification mode according to an embodiment of the present invention. [Figure 45] FIG. 10 is a diagram illustrating a sixth example (another example) of a notification mode according to an embodiment of the present invention. [Figure 46] FIG. 10 is a diagram illustrating a seventh example of a notification mode according to an embodiment of the present invention. [Figure 47] FIG. 10 is a diagram illustrating an eighth example of a notification mode according to an embodiment of the present invention. [Figure 48] FIG. 13 is a diagram illustrating a ninth example of a notification mode according to an embodiment of the present invention. [Figure 49] FIG. 10 is a diagram illustrating a ninth example (another example) of a notification mode according to an embodiment of the present invention. [Figure 50] FIG. 19 is a diagram illustrating a tenth example of a notification mode according to an embodiment of the present invention. [Figure 51] FIG. 11 is a diagram illustrating an eleventh example of a notification mode according to an embodiment of the present invention. [Figure 52] FIG. 12 is a diagram illustrating a twelfth example of a notification mode according to an embodiment of the present invention. [Figure 53]1 is a time chart 1 showing characteristic parts of trigger 1 and trigger 2 according to an embodiment of the present invention. [Figure 54] 10A and 10B are diagrams showing modified examples of the characteristic parts of Moment 1 and Moment 2 according to the embodiment of the present invention. [Figure 55] 2 is a time chart 2 showing characteristic parts of trigger 1 and trigger 2 according to an embodiment of the present invention. [Figure 56] 3 is a time chart 3 showing characteristic parts of trigger 1 and trigger 2 according to an embodiment of the present invention. [Figure 57] 10 is a time chart showing an example of execution of a time-saving B suggestion effect according to an embodiment of the present invention. [Figure 58] 10 is a time chart showing an example of execution of a time-saving B suggestion effect (variant example 1) according to an embodiment of the present invention. [Figure 59] 10 is a time chart showing an example of execution of a time-saving B suggestion effect (variant example 2) according to an embodiment of the present invention. [Figure 60] 1 is a time chart 1 showing a characteristic part of a time-saving B rush fluctuation according to an embodiment of the present invention. [Figure 61] 10 is a time chart 2 showing a characteristic part of a time-saving B rush fluctuation according to an embodiment of the present invention. [Figure 62] 1 is a time chart 1 illustrating trigger 1 and trigger 2 in a normal gaming state according to an embodiment of the present invention. [Figure 63] 10 is a time chart 2 illustrating trigger 1 and trigger 2 in a normal gaming state according to an embodiment of the present invention. [Figure 64] 10 is a time chart 3 illustrating trigger 1 and trigger 2 in a normal gaming state according to an embodiment of the present invention. [Figure 65] 10 is a time chart illustrating the relationship between songs that can be output at opportunity 1 and opportunity 2 according to the embodiment of the present invention. [Figure 66] 1 is a time chart 1 illustrating a time-shortened gaming state A transitioned to at trigger 1 and a time-shortened gaming state B transitioned to at trigger 2 according to an embodiment of the present invention. [Figure 67]10 is a time chart illustrating the presentation mode in the normal game state after the time-saving game state according to an embodiment of the present invention has ended. [Figure 68] 10 is a time chart 2 illustrating a time-shortened gaming state A transitioned to at trigger 1 and a time-shortened gaming state B transitioned to at trigger 2 according to an embodiment of the present invention. [Figure 69] 10 is a time chart showing an example of updating a game number counter for activating a time-shortened game state B according to an embodiment of the present invention. [Figure 70] 10 is a time chart showing an example (modification 1) of updating a game number counter for activating a time-shortened game state B according to an embodiment of the present invention. [Figure 71] 10 is a time chart showing an example (modification 2) of updating the game number counter for activating the time-shortened game state B according to the embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. In the following embodiment, a pachinko gaming machine 1 will be described as an example of a gaming machine according to the present invention. In the following description, "front," "rear," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in FIG. 1 as seen from the player's side.

[0010] As shown in Fig. 1, a pachinko gaming machine 1 has an outer frame 2 for installation in a gaming machine installation island (not shown) in an amusement parlor, a middle frame 3 pivotally supported by the outer frame 2 and removably holding a gaming board 6 shown in Fig. 3, a glass frame 4 pivotally supported by the middle frame 3 and facing the front of the gaming board 6, allowing the gaming board 6 to be viewed through transparent glass, and a tray member 5 pivotally supported by the middle frame 3 and located below the glass frame 4, capable of storing gaming balls. The glass frame 4 and the tray member 5 may be configured as separate units or as an integrated unit.

[0011] The middle frame 3 is provided with a launching device for launching game balls into the game area 7 of the game board 6, and is provided with a launch handle 8 for causing the launching device to perform a launch operation. The launch handle 8 is held by the player and can be rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to adjust the launch strength when launching the game ball into the game area 7. For example, when the launch handle 8 is rotated by a first rotation amount (in the case of a first launch strength), the game ball is launched to the left side of the game area 7 (so-called "left hit" is possible), and when the launch handle 8 is rotated by a second rotation amount greater than the first rotation amount (in the case of a second launch strength), the game ball is launched to the right side of the game area 7 (so-called "right hit" is possible).

[0012] Although not shown, a handle touch sensor is provided on the launch handle 8. This handle touch sensor turns ON when the launch handle 8 is gripped by a player, and the ON signal is input to the payout control board 300. This makes it possible to know that the launch handle 8 is being gripped by a player.

[0013] Furthermore, the glass frame 4 is provided with a light emitting device 9 (lamp, LED, etc.) that can emit light to decorate the pachinko gaming machine 1. For example, in the special symbol winning determination process described below, when a winning is determined, the light emits rainbow colors, thereby making it possible to execute an effect that notifies the player that a winning has occurred.

[0014] Furthermore, a speaker 10 is provided above the glass frame 4, and is capable of outputting music (BGM = background music), voice, and sound effects. For example, when a normal game state (described later) is being controlled, music corresponding to the normal game state can be output, and when a time-saving game state (A, B) (described later) is being controlled, music corresponding to the time-saving game state (A, B) can be output. A lower speaker 10 is provided below the glass frame 4, and can output voice and sound effects. The lower speaker 10 is provided with a speaker lamp 10a, which lights up during the flash effect when a prize is won, which will be described later.

[0015] The light emitting device 9 and the speaker 10 can issue an abnormality alert when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality alert, and the speaker 10 can output a voice or warning sound that notifies the user of the specific details of the abnormality.

[0016] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed into the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a into the lower tray 5b at the end of a game, a ball lending button 12 for requesting the payout of game balls from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium inserted into the insertion port of the game ball lending device, a balance display 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for indicating that ball lending is possible by operating the ball lending button 12.

[0017] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect that encourages operation of each operation means (for example, an effect in which an image that resembles an operation means and an image that says "Press the operation means!" are displayed) is executed. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided as a single unit.

[0018] In addition, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may vibrate as a jackpot advance notice (vibration advance notice), or they may vibrate when announcing a win game or a transition to a probability variable game state. The vibration advance notice is more likely to be executed when a win game has been won, and is positioned as an advance notice notice that has a high expectation of a win game among the jackpot advance notice notices (for example, jackpot advance notice notice B described below).

[0019] The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM), voice, and sound effects output from the speaker 10, adjust the amount of light emitted from the light-emitting device 9, adjust the amount of light emitted from the image display device 26 described below, and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 serves as an operation device for performing operations related to the menu screen, and a separate, independent operation device dedicated to adjusting the volume and light amount may also be provided.

[0020] Next, the configuration of the rear side of the pachinko gaming machine 1 will be explained based on Fig. 2. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400, which will be described later, are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).

[0021] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information in the area of ​​the main RAM 103 that is rewritten as games are played. For example, if the game parlor closes while the game is in the time-shortened game state (A or B), the manager (e.g., a game parlor clerk) can turn on the power while pressing the RAM clear switch 105 to clear the game information in the time-shortened game state (A or B), and the game can be restarted from the normal game state when the parlor opens the next day. Furthermore, if the manager (e.g., a game parlor clerk) turns on the power while pressing the RAM clear switch 105, the value of a game number counter for activating the time-shortened game state B, which will be described later, is cleared.

[0022] The RAM clear switch 105 also functions as a switch for switching the setting value in a setting change state, which will be described later. Details will be described later with reference to a flowchart, but for example, in the case of six setting values, when the setting value "1" is displayed on the display 104, which will be described later, pressing the RAM clear switch 105 once switches the setting value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the setting value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the setting value switches to "4," "5," and "6," and when the setting value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the setting value from "6" to "1."

[0023] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, for example, as long as it can input to the main control board 100.

[0024] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels, which will be described later. Specifically, when a setting change key (not shown) managed by a gaming parlor's staff is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON) while pressing the RAM clear switch 105, the machine enters a setting change state in which a setting value can be set. Details of the setting change state will be described later using a flowchart.

[0025] The setting change keyhole 31 is also used to check the currently set setting values. Specifically, when a setting change key managed by a staff member of the gaming parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (power SW400a is turned ON), the machine enters a setting check state in which the setting values ​​can be checked. Details of the setting check state will be described later using a flowchart.

[0026] The setting change keyhole 31 can be rotated using the setting change key, and the main CPU 101 can detect three positions (states), for example, vertical position, horizontal position, and diagonal position.

[0027] Although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.

[0028] The main control board 100 is also provided with a display 104. The display 104 is configured to display the setting value if the setting is changed or confirmed, and if the setting is not changed or confirmed, it displays game performance information calculated using the formula, for example, "(number of game balls paid out in normal game mode ÷ number of balls out in normal game mode) × 100."

[0029] In addition, when the game performance information is not in a setting change state or a setting confirmation state (for example, when interrupts are permitted in step S19 of FIG. 10), it is calculated at each interrupt (for example, every 4 ms), and the current section and three previous sections (one section before, two sections before, and three sections before) can be displayed at each predetermined display timing (for example, every 5 seconds). That is, the display is switched as follows: display of the current section → predetermined time has elapsed (5 seconds have elapsed) → display of past section (1) → predetermined time has elapsed (5 seconds have elapsed) → display of past section (2) → predetermined time has elapsed (5 seconds have elapsed) → display of past section (3) → predetermined time has elapsed (5 seconds have elapsed) → display of the current section.

[0030] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or transparent synthetic resin, and has an image display device 26 detachably attached to the back side. The game board 6 also has a game area 7 in which game balls can roll, and is formed with an outer rail member 18 and an inner rail member 19 for guiding game balls shot out from the launching device to the game area 7. In addition, the game area 7 is provided with a gate member 20 through which game balls can pass, a first starting port 21 through which game balls can enter, a stage 17 for facilitating entry into the first starting port 21, a second starting port 22 through which game balls can enter, a normal winning port 23 through which game balls can enter, a big winning port 24 through which game balls can enter when a winning game (see Figure 22) described below is being played, an outlet 25 for discharging game balls that do not enter any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move up and down, and other equipment such as game nails (not shown) and a windmill.

[0031] The game area 7 has a first game area 7a formed to the left of the center (a game area for so-called "left-handed hits") and a second game area 7b formed to the right of the center (a game area for so-called "right-handed hits").

[0032] The gate member 20 is located in the right center of the gaming area 7, allowing the gaming ball to pass through when a so-called "right hit" is being performed, in which the gaming ball is launched to the right side of the gaming area 7. The gate member 20 is also always open upward, allowing the gaming ball to pass through at all times. When a gaming ball passes through the gate member 20 and is detected by the gate detection SW 20a, the "passing gate detection processing" described below is performed, and a "normal symbol hit determination processing" is performed to determine whether or not to protrude a protruding member (not shown) located in the second starting hole 22. After the normal symbol change time has elapsed, a "normal symbol change game" is executed in which the determination result of the normal symbol hit determination processing is derived. The gate member 20 may also be located in the left center of the gaming area 7.

[0033] In addition, when a normal symbol variation game based on passing through the gate member 20 is being played, if a game ball passes through the gate member 20 again, the execution of the normal symbol variation game based on that passing is put on hold, and up to four games can be put on hold, excluding the normal symbol variation game that is being played. Specifically, a pending memory area for the normal symbol changing game is provided in the main RAM 103, and as shown in Figure 9 (B), this pending memory area is composed of a "change memory area" corresponding to the normal symbol changing game that is currently changing, a "first memory area" corresponding to the normal symbol changing game that will be played after the currently changing normal symbol changing game has ended, and then a "second memory area", a "third memory area", and a "fourth memory area".When the currently changing normal symbol changing game has finished changing, the judgment information (random number value) stored in the "first memory area" is moved to the "change memory area", the judgment information (random number value) stored in the "second memory area" is moved to the "first memory area", the judgment information (random number value) stored in the "third memory area" is moved to the "second memory area", the judgment information (random number value) stored in the "fourth memory area" is moved to the "third memory area", and the "fourth memory area" becomes empty.

[0034] The first starting hole 21 is provided in the center of the game area 7, and is capable of receiving a game ball when a so-called "left shot" is being performed, in which the game ball is launched to the left side of the game area 7. The first starting hole 21 is always open upward, allowing game balls to enter at all times. When a game ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, for example, a "3" game ball is paid out as a prize ball. If any reserved memory area is empty in addition to the prize balls, a special symbol hit determination process is performed, and a special symbol, decorative symbol image, and fourth symbol image, which will be described later, are displayed in a variable manner. After a variable time has elapsed, a "pattern change game" is executed in which the determination result of the special symbol hit determination process (special symbol and decorative symbol) is derived (determined display).

[0035] In addition, when a pattern change game based on a ball entering the first starting hole 21 is being played, if another game ball enters the first starting hole 21, the execution of the pattern change game based on that ball entry is put on hold, and up to four balls can be put on hold, excluding the pattern change game that is being played.

[0036] Specifically, a reserved memory area for the symbol change game is provided in the main RAM 103, and as shown in Fig. 9(A), the reserved memory area is composed of a "change memory area" corresponding to the currently changing symbol change game, a "first memory area" corresponding to the symbol change game to be played after the currently changing symbol change game has ended, and then a "second memory area," a "third memory area," and a "fourth memory area." Then, when the currently changing symbol change game has ended with determination information (random number values) stored in all the reserved memory areas, the determination information (random number values) stored in the "first memory area" is moved to the "change memory area," the determination information (random number values) stored in the "second memory area" is moved to the "first memory area," the determination information (random number values) stored in the "third memory area" is moved to the "second memory area," the determination information (random number values) stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. Although the first starting opening 21 is an entrance opening through which the game ball can enter, it may also be configured as a passage area through which the game ball can pass.

[0037] In addition, a start hole light emitting device 21a is provided around the first start hole 21. For example, when a game ball enters the first start hole 21, the start hole light emitting device 21a can emit light to notify the ball that it has entered, or when a hold pre-reading effect (described later) is performed, emit light in the same color as the hold icon that is the target of the hold pre-reading effect.

[0038] The second starting hole 22 is provided in the right center of the game area 7, and is capable of receiving a game ball when a so-called "right hit" is performed, in which the game ball is shot to the right side of the game area 7. Unlike the first starting hole 21, the second starting hole 22 is not always open upward, and in principle does not allow game balls to enter (it is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and only when this protruding member protrudes forward (when it is in an "open" state) can the game ball enter.

[0039] Regarding whether or not the protruding member is protruded forward to allow the game ball to enter, when a normal symbol win is determined in the normal symbol win determination process, it can be opened and closed in the opening and closing mode shown in "Opening and closing mode of second start port" in Fig. 6. When a game ball enters the second start port 22 and is detected by the second start port detection SW22a, for example, a "2" game ball is paid out as a prize ball, and if any reserved memory area is empty in addition to the prize ball, a symbol variation game is executed.

[0040] If a game ball enters the second start port 22 while a symbol change game based on a ball entering the second start port 22 is being played, the execution of the symbol change game based on that ball entry is put on hold, and up to four symbols can be put on hold, excluding the symbol change game being played. The specific configuration of the main RAM 103 related to the hold is the same as that of the first start port 21 described above, and therefore will not be described here.

[0041] Although a protruding member that can move back and forth is used as the second starting opening 22, a so-called "electric tulip" with movable wings may also be used. Also, although the second starting opening 22 is an entrance through which game balls can enter, it may be configured as a passage area through which game balls can pass. Also, although the second starting opening 22 is provided in the second game area 7b, it may be provided in the first game area 7a.

[0042] In this embodiment, a series of steps, such as a game ball entering the first starting hole 21 and the second starting hole 22, a special symbol hit determination process being performed, the special symbol, decorative symbol image, and fourth symbol image being displayed in a variable manner, and the determination result of the special symbol hit determination process (the special symbol, decorative symbol image, and fourth symbol image) being derived (determined display) after the variable time has elapsed, may be referred to as a "symbol change game" or simply as a "game with one change." Also, the period during which the "symbol change game" is being played may be referred to as a "variable display."

[0043] Furthermore, when one gaming ball enters the first starting hole 21, a "pattern change game" based on the entry of one gaming ball is executed in the first special symbol display device 27a and the image display device 26, and when one gaming ball enters the second starting hole 22, a "pattern change game" based on the entry of one gaming ball is executed in the second special symbol display device 27b and the image display device 26. Therefore, the "pattern change game" refers to a general term for games played between the first special symbol display device 27a and the image display device 26, and a general term for games played between the second special symbol display device 27b and the image display device 26.

[0044] In addition, in this embodiment, deriving the determination result of the special symbol hit determination process (special symbol, decorative symbol image, and fourth symbol image) after the variation time in the symbol variation game has elapsed is referred to as a "confirmed display" (of the special symbol, decorative symbol image, and fourth symbol image). A "confirmed display" is a state in which the special symbol, decorative symbol image, and fourth symbol image have completely stopped. On the other hand, in a symbol variation game, temporarily stopping the decorative symbol image before the variation time has elapsed is referred to as a "temporary stop display" of the decorative symbol image. Examples of a "temporary stop display" include a "reach" state, which will be described later, and a "swinging change display" before the "confirmed display." The "fluctuation display" before the "confirmed display" is, for example, a fluctuating display at a branching point where the decorative pattern image is "temporarily stopped" at, for example, "767" and then "confirmedly displayed" as "767", or where a losing display of "767" is "temporarily stopped" for a while, a reversal effect is performed to derive "777", and then "confirmedly displayed" as "777".

[0045] There are four normal winning openings 23, three on the lower left side of the gaming area 7 and one on the lower right side. The three normal winning openings 23 on the lower left side are capable of receiving game balls when a so-called "left-handed shot" is being performed, and the one normal winning opening 23 on the lower right side is capable of receiving game balls when a so-called "right-handed shot" is being performed. Like the first starting opening 21, the normal winning openings 23 are always open upward and always allow game balls to enter. When a game ball enters a normal winning opening 23 and is detected by the normal winning opening detection SW 23a, for example, eight game balls are paid out as prize balls. The positions of the normal winning openings 23 can be arbitrarily changed, and the number of normal winning openings 23 may be less than four. In addition, the number of prize balls may be different between the "3" normal winning holes 23 on the lower left and the "1" normal winning hole 23 on the lower right.

[0046] The big prize opening 24 is located in the lower right part of the game area 7, and is capable of receiving a game ball when a so-called "right hit" is being performed. The big prize opening 24 also has an opening / closing door, and when a win is determined in the special symbol win determination process, a winning game is executed and the opening / closing door tilts forward to allow the game ball to enter. When a game ball enters the big prize opening 24 and is detected by the big prize opening detection SW 24a, for example, a "12" game ball is paid out as a prize ball.

[0047] In a winning game, the door of the special prize opening 24 opens (tilts forward) for the number of rounds shown in FIG. 6 . The door opens (tilts forward) for 29.5 seconds (S = seconds) per round. If the special prize opening detection SW 24a detects the entry of 10 game balls before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even before 29.5 seconds have elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before the entry of 10 game balls is detected by the special prize opening detection SW 24a (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls per round, 10, is not reached, and the game ends, which is disadvantageous to the player.

[0048] In this embodiment, a door that tilts forward is used as the big prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may also be used. Also, the game area 7 may have multiple big prize openings.

[0049] The image display device 26 has a display area covering substantially the entire area, is positioned higher than the stage 17, and is capable of displaying a symbol change game and effect images in the display area. That is, when a gaming ball enters the first starting hole 21 or the second starting hole 22 and a special symbol hit determination process is performed, a left decorative symbol image 26a, a center decorative symbol image 26b, and a right decorative symbol image 26c are changed (vertical scrolled) in the variable display area. Note that, whether the gaming ball enters the first starting hole 21 or the second starting hole 22, the left decorative symbol image 26a, the center decorative symbol image 26b, and the right decorative symbol image 26c are changed (vertical scrolled) in the variable display area (although the special symbol display device is different, the decorative symbol images used in the image display device 26 are the same).

[0050] Then, a performance image is displayed within the variable time, and when the variable time has elapsed, if there is a win, for example, the "7" is stopped on each decorative pattern image and the decorative pattern combination of "777" is displayed as a finalized display, thereby informing the player that there is a win. On the other hand, if there is a loss, for example, the decorative pattern combination of "765" is displayed as a finalized display, thereby informing the player that there is a loss.

[0051] In addition to each decorative pattern image, a fourth pattern image 26d (the "fourth" pattern following the above-mentioned left decorative pattern image 26a, center decorative pattern image 26b, and right decorative pattern image 26c) can be displayed at the lower right of the display area, and a variable display and a fixed display can be performed in synchronization with each decorative pattern image. Also, the image display device 26 displays a first start port reserved number image 26e that displays the number of reserved balls for the pattern change game in the first start port 21 from "0" to "4", a second start port reserved number image 26f that displays the number of reserved balls for the pattern change game in the second start port 22 from "0" to "4", a first start port first reserved ball image display area 26g, a first start port second reserved ball image display area 26h, and a first start port third reserved ball image display area 26f that displays the number of reserved balls for the pattern change game in the first start port 21 with reserved ball images. i, first start port fourth reserved ball image 26 display area j (in Fig. 3, simply indicated as "g", "h", "i", and "j"), second start port first reserved ball image display area 26k, second start port second reserved ball image display area 26l, second start port third reserved ball image display area 26m, and second start port fourth reserved ball image display area 26n (in Fig. 3, simply indicated as "k", "l", "m", and "n") that display the number of reserved balls for the symbol change game in second start port 22 using reserved ball images. Also, a variable icon display area 26o (in Fig. 3, simply indicated as "o") that displays an icon image corresponding to the symbol change game currently being executed can be displayed.

[0052] In principle, the number of reserved balls displayed in the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j are synchronized (except when a command error or the like occurs), and the number of reserved balls displayed in the second start port reserved ball number image 26f and the number of reserved balls displayed in the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n are synchronized (except when a command error or the like occurs). For example, if "4" is displayed in the first start port reserved ball number image 26e, "4" reserved ball images will be displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j.

[0053] The number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed as the second start port reserved ball number image 26f may be referred to as "numeric reserved balls" below. The reserved ball images displayed in the first start port reserved ball image display area 26g, the first start port reserved ball image display area 26h, the first start port reserved ball image display area 26i, and the first start port reserved ball image display area 26j, and the reserved ball images displayed in the second start port reserved ball image display area 26k, the second start port reserved ball image display area 26l, the second start port reserved ball image display area 26m, and the second start port reserved ball image display area 26n may be referred to as "reserved icons" below. The icon image displayed in the variable icon display area 26o may be referred to as the "variable icon" below. The variable icons and reserved icons may be collectively referred to simply as "icons."

[0054] The variable icon display area 26o, first start port first reserved ball image display area 26g, first start port second reserved ball image display area 26h, first start port third reserved ball image display area 26i, first start port fourth reserved ball image display area 26j, second start port first reserved ball image display area 26k, second start port second reserved ball image display area 26l, second start port third reserved ball image display area 26m, and second start port fourth reserved ball image display area 26n are displayed on the image display device 26, but are not limited to this and may be displayed on an LED, lamp, etc., or may be displayed on a display device separate from the image display device 26 (for example, a second image display device, a so-called "sub LCD").

[0055] The left decorative pattern image 26a, the middle decorative pattern image 26b, the right decorative pattern image 26c, and the fourth pattern image 26d can display pattern images from "1" to "8", and if the result of the special pattern hit determination process is a hit, any of the pattern combinations "111", "222", "333", "444", "555", "666", "777", and "888" can be displayed.

[0056] On the other hand, if the result of the special symbol hit determination process is a miss, it is possible to display a combination of symbols other than the above combination of symbols. If it is a miss, in the special symbol variation pattern described below, if a special symbol variation pattern accompanied by "reach" is determined, for example, a combination of symbols such as "767" will be displayed as a confirmed symbol, and if a special symbol variation pattern without "reach" is determined, for example, a combination of symbols such as "765" will be displayed as a confirmed symbol.

[0057] It should be noted that "reach" refers to a state in which the left decorative pattern image 26a and the right decorative pattern image 26c display the same number image (temporary stop display), and the middle decorative pattern image 26b displays a variable image (the pattern image displayed as a temporary stop and the variable pattern image are not limited to this), and in this embodiment, if the determination result of the "special pattern hit determination process" is a hit, the process is configured to always go through "reach," so it can be said that this is a state in which the player can expect to win the game.

[0058] In addition, the fourth pattern image 26d may not be a combination of the above-mentioned patterns, but may simply display a single-digit number, a two-digit number, or a symbol or character, or may be able to distinguish between winning and losing and the type of pattern by differences in the luminous color.

[0059] The symbol display device 27 is provided outside the play area (outside the outer rail member 18), which is an area of ​​the play board 6 that is different from the play area 7. As shown in FIG. 4 , the symbol display device 27 is provided with a first special symbol display 27a, whose display is controlled by the main control board 100, that executes a symbol change game based on a game ball entering the first starting hole 21, and a second special symbol display 27b that executes a symbol change game based on a game ball entering the second starting hole 22. Here, the first special symbol display 27a and the second special symbol display 27b are configured with 7-segment displays, and in the symbol change game, the special symbol flashes "-" (horizontal bar symbol) from the start of change, and when it is time to derive the determination result of the special symbol hit determination process, if there is a loss, the "-" (horizontal bar symbol) is lit (determined display), and if there is a win, for example, a "7" is lit (determined display). In other words, the "special symbol" refers to a symbol whose display is controlled by the main control board 100.

[0060] In this embodiment, the "special symbol" and the above-mentioned left decorative symbol image 26a, center decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d may be simply referred to as "symbols" or "identification information." Also, the left decorative symbol image 26a, center decorative symbol image 26b, and right decorative symbol image 26c managed by the performance control board 200 may be simply referred to as "decorative symbols." Also, the left decorative symbol image 26a, center decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d managed by the performance control board 200 may be collectively referred to as "sub-symbols."

[0061] In addition, as shown in Figure 4, the pattern display device 27 is provided with a first special pattern reserve display 27c, which is display controlled by the main control board 100 and displays the number of reserved patterns for the pattern change game based on the game ball entering the first starting hole 21, and a second special pattern reserve display 27d, which displays the number of reserved patterns for the pattern change game based on the game ball entering the second starting hole 22.

[0062] The first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each composed of two dot LED indicators, and are capable of displaying the number of reserved balls by "turning off," "turning on," or "flashing." For example, when the number of reserved balls is "0," both dot LED indicators are "turned off," when the number of reserved balls is "1," one is "turned on" and the other is "turned off," when the number of reserved balls is "2," both are "turned on," when the number of reserved balls is "3," one is "turned on" and the other is "flashing," and when the number of reserved balls is "4," both are "flashing."

[0063] In addition, the first special pattern reserved indicator 27c is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e described above and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except when a command error or the like occurs), and the second special pattern reserved indicator 27d is synchronized in principle with the number of reserved balls displayed as the second start port reserved ball number image 26f described above and the number of reserved balls displayed as the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n (except when a command error or the like occurs). For example, when both first special pattern reserved indicators 27c are "flashing" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d may be referred to as "main reserved indicators."

[0064] Although the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each configured with two dot LED indicators, this is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided and displayed on the liquid crystal display device.

[0065] 4, the symbol display device 27 is provided with a normal symbol display device 27e, which is display-controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a gaming ball through the gate member 20. The normal symbol display device 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of variation, it repeatedly switches between turning one on and turning the other off, and turning one off and the other on, and when it is time to derive the result of the normal symbol win determination process, if it is a miss, it displays a confirmation by turning one on and turning the other off, and if it is a normal win, it displays a confirmation by turning one off and turning the other on.

[0066] 4, the symbol display device 27 is provided with a normal symbol reserve indicator 27f, which is display-controlled by the main control board 100 and displays the number of reserved symbols for the normal symbol variation game based on the passage of the gaming ball through the gate member 20. The normal symbol reserve indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserve indicator 27c and the second special symbol reserve indicator 27d described above, and the display mode of the reserved number is also the same, so detailed description will be omitted.

[0067] 4, the symbol display device 27 is also provided with a round indicator 27g that is display-controlled by the main control board 100 and displays the "number of rounds (see the number of awarded rounds in FIG. 6)" indicating the number of times the large prize opening 24 will be opened in the winning game. The round indicator 27g is composed of four dot LED indicators, and as shown in FIG. 6, there are provided indicators for 5 rounds and 10 rounds. For example, if a win occurs with special symbol A, the LED indicator for 10 rounds lights up and the others are extinguished, and if a win occurs with special symbol B, the LED indicator for 5 rounds lights up and the others are extinguished.

[0068] In addition, the game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is on to the pachinko game machine 1, emit light in a predetermined light-emitting pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the board lighting devices 29 can be turned off to highlight the display content of the image display device 26. In addition, the predetermined light-emitting pattern is made up of a plurality of light-emitting patterns that specify the light-emitting speed, light-emitting color, which LEDs to emit light and which LEDs not to emit light, etc.

[0069] Also, on the right side of image display device 26 (the so-called "center role"), there are provided a first special symbol sub-hold indicator 29a, a second special symbol sub-hold indicator 29b, and a right-hit indicator 29c, which are embodiments of board lighting device 29. First special symbol sub-hold indicator 29a and second special symbol sub-hold indicator 29b are controlled by performance control board 200, and each is composed of two dot LED indicators, which can indicate the number of reserved balls by "off," "on," or "blinking." For example, when the number of reserved balls is "0," both dot LED indicators are "off," when the number of reserved balls is "1," one is "on" and the other is "off," when the number of reserved balls is "2," both are "on," when the number of reserved balls is "3," one is "on" and the other is "blinking," and when the number of reserved balls is "4," both are "blinking."

[0070] In addition, the first special pattern sub-reserve display 29a is, in principle, synchronized with the number of reserves displayed as the first start port reserve number image 26e and the number of reserves displayed in the first start port first reserve ball image display area 26g to the first start port fourth reserve ball image display area 26j (except in the event of a command error, etc.), and the second special pattern sub-reserve display 29b is, in principle, synchronized with the number of reserves displayed as the second start port reserve number image 26f and the number of reserves displayed in the second start port first reserve ball image display area 26k to the second start port fourth reserve ball image display area 26n (except in the event of a command error, etc.). For example, when both the first special symbol sub-reserve indicators 29a are "flashing" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol sub-reserve indicator 29a and the second special symbol sub-reserve indicator 29b may be referred to as "sub-reserve indicators."

[0071] Although the first special symbol sub-hold display 29a and the second special symbol sub-hold display 29b are each configured with two dot LED displays, this is not limited to this. For example, they may be displayed on a display device (for example, a second image display device, a so-called "sub-LCD") separate from the image display device 26.

[0072] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command during a winning game, or based on receiving a game status command (probable chance) or a game status command (time-saving). This can encourage the player to make a right-hit. On the other hand, it is turned off during a normal game state (turned off based on receiving a game status command (normal)), which can encourage the player to make a left-hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left-hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left-hit.

[0073] Next, the internal configuration of the pachinko gaming machine 1 (block diagram of the control system) will be described with reference to Fig. 4. Note that the description of the configuration of the gaming board 6 in Fig. 3 will be omitted as appropriate.

[0074] The pachinko gaming machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the inner frame 3 (see FIG. 2). As shown in FIG. 4, the main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so as to enable only one-way communication from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are also connected via a harness or the like so as to enable two-way communication. The payout control board 300 is also connected so as to enable only one-way communication from the payout control board 300 to the performance control board 200. The power supply board 400 is also connected so as to receive external power via a power plug (not shown) and to be able to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.

[0075] Furthermore, the main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. Furthermore, the performance control board 200 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.

[0076] The main control board 100 is equipped with a main CPU 101 that performs control processing related to the progress of the game, a main ROM 102 that stores control programs necessary for the control processing related to the progress of the game, and a main RAM 103 that can read and write necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, the main control board 100 is also equipped with an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.

[0077] The main RAM 103 is also provided with storage areas (not shown) for managing various information, such as a setting value storage area for storing setting value information, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a win status storage area for storing the status in a winning game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol winning status storage area for storing the status in a winning game of a normal symbol.

[0078] Furthermore, the main RAM 103 is provided with counters (see FIG. 9) for managing various information (time and number of times). For example, there are a time-shortened game state B activation game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the normal game state and the time-shortened game state A, a time-shortened game state game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the time-shortened game state (A, B), a probability-variable game state game number counter for counting (counting and storing) the number of times a symbol-variable game has been played in the probability-variable game state, a time management counter for managing various times, and a round number counter for managing the number of rounds in a winning game.

[0079] The play count counter for activating the time-shortened game state B starts counting from the start of the time-shortened game state A after the end of a winning game, and continues to carry over the counter value even when the time-shortened game state A ends and the game transitions to the normal game state. For example, when the time-shortened game state A begins after the end of a winning game, the counter value is "0," and when the time-shortened game state A ends and the game transitions to the normal game state, the counter value becomes "100." If the counter value is determined to be "898 (time-shortened game state 100 + normal game state 798)" in step S105-4-11-8 of the game state-specific processing described below, the processing is affirmative.

[0080] The game number counter for activating the time-shortened game state B may be set to count the number of games played only in the normal game state. In other words, when the time-shortened game state A ends and the game transitions to the normal game state, the counter value is "0", and if the counter value is determined to be "798 (normal game state 798)" in step S105-4-11-8 of the game state-specific processing described later, the processing may be set to affirmative.

[0081] The gate detection SW20a is provided inside the passage opening of the gate member 20 of the gaming board 6, and is a SW for detecting that a gaming ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information controls to immediately execute the normal symbol variation game when the normal symbol reserve indicator 27f is not executing a normal symbol variation game and no determination information (random number value) is stored in any of the normal symbol variation memory areas to the fourth memory area, for example, controls to suspend the execution of the normal symbol variation game when determination information (random number value) is stored up to the third memory area, and controls not to suspend the execution of the normal symbol variation game when determination information (random number value) is stored up to the fourth memory area.

[0082] The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to have the payout control board 300 pay out three gaming balls as prize balls for the gaming ball having entered the first start hole 21.

[0083] Furthermore, when an input is made from the first start port detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (first start port) through the fourth memory area, the main control board 100 immediately controls to execute the pattern change game in the first special pattern display device 27a, and if judgment information (random number value) is stored up to the third memory area, for example, it controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, it controls not to suspend the execution of the pattern change game.

[0084] The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a gaming ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to have the payout control board 300 pay out two gaming balls as prize balls for the gaming ball having entered the second start hole 22.

[0085] Furthermore, when an input is made from the second start port detection SW22a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (second start port) through the fourth memory area, the main control board 100 (main CPU 101) immediately controls to execute the pattern change game in the second special pattern display device 27b, and if judgment information (random number value) is stored up to the third memory area, for example, it controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, it controls not to suspend the execution of the pattern change game.

[0086] The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for causing the protruding member provided in the above-mentioned second start port 22 to perform an opening / closing operation. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal symbol is a hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing mode shown in "Opening / closing mode of the second start port" in Figure 6.

[0087] The normal winning opening detection SW 23a is provided inside the winning opening of the normal winning opening 23 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW 23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to cause the payout control board 300 to pay out eight gaming balls as prize balls resulting from the gaming ball having entered the normal winning opening 23.

[0088] The special prize opening detection SW 24a is provided inside the prize opening of the special prize opening 24 and is a SW for detecting that a gaming ball has entered the special prize opening 24. In other words, the special prize opening detection SW 24a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered the special prize opening 24, the detected information is input to the main control board 100. The main control board 100 (main CPU 101) that has input the detected information then performs processing to cause the payout control board 300 to pay out 12 gaming balls as prize balls awarded for the gaming ball having entered the special prize opening 24. The main control board 100 (main CPU 101) also transmits a special prize opening entry command indicating that a gaming ball has entered the special prize opening 24 to the performance control board 200. This allows the performance control board 200 to recognize the status of the gaming balls entering the special prize opening 24.

[0089] The large prize opening opening solenoid 24b is provided behind or to the side of the large prize opening 24, and is a solenoid for opening and closing the opening and closing door provided in the large prize opening 24. In other words, the large prize opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the large prize opening opening solenoid 24b to open and close the opening and closing door for the number of award rounds shown in Figure 6 during a winning game.

[0090] The out detection SW 25a is provided inside the entrance of the out port 25, and is a SW for detecting that a gaming ball has entered the out port 25. In other words, the out detection SW 25a and the main control board 100 are connected via a harness, a relay board, etc., and when an entry of a gaming ball is detected, the detected information is input to the main control board 100. This allows the main control board 100 to grasp the number of outs.

[0091] The first special symbol display 27a is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the first special symbol display 27a when an execution condition for the symbol change game on the first special symbol display 27a is met. Note that the execution condition for the symbol change game on the first special symbol display 27a is met when a positive determination is made in the processing of step S105-2-4 in the "special symbol change start processing" (see FIG. 19) described below.

[0092] The second special symbol display 27b is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the second starting hole 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the second special symbol display 27b when the execution condition for the symbol change game on the second special symbol display 27b is met. Note that the execution condition for the symbol change game on the second special symbol display 27b is met when a positive determination is made in the processing of step S105-2-1 in the "special symbol change start processing" (see FIG. 19).

[0093] The first special symbol reserve indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved symbols in the symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol reserve indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a game ball has been detected from the first starting hole detection SW 21a, it controls the display of the first special symbol reserve indicator 27c (from off to on, or from on to flashing) if the upper limit of reserved symbols (4) has not been reached. On the other hand, when the symbol change game based on a game ball entering the first starting hole 21 that is currently changing ends, it controls the display of the first special symbol reserve indicator 27c (from flashing to on, or from on to off).

[0094] The second special symbol reserve indicator 27d is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved symbols in the symbol change game based on a game ball entering the second start hole 22. That is, the second special symbol reserve indicator 27d and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a game ball has been detected from the second start hole detection SW 22a, it controls the display of the second special symbol reserve indicator 27d (from off to on, or from on to flashing) if the upper limit of reserved symbols (4) has not been reached. On the other hand, when the symbol change game based on a game ball entering the second start hole 22 that is currently changing ends, it controls the display of the second special symbol reserve indicator 27d (from flashing to on, or from on to off).

[0095] The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game whose display is controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game on the normal symbol display 27e when the execution conditions for the normal symbol variation game on the normal symbol display 27e are met.

[0096] The normal symbol reserve indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved balls for the normal symbol variation game based on the passage of a gaming ball through the gate member 20. In other words, the normal symbol reserve indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) receives information that a gaming ball has been detected from the gate detection SW20a, it controls the display of the normal symbol reserve indicator 27f (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying normal symbol variation game ends, it controls the display of the normal symbol reserve indicator 27f (from flashing to on, or from on to off).

[0097] The round indicator 27g is provided in the symbol display device 27, and is controlled by the main control board 100 to display the number of times the large prize opening 24 is opened during the winning game. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like. For example, when a symbol variable game determined to be a winning game in the special symbol winning determination process ends and a special symbol indicating a winning game (e.g., "7") is displayed on the first special symbol display 27a, the round indicator 27g controls to light up an LED indicator of the number of rounds corresponding to the determined winning game. Then, while a winning game is being executed, the round indicator 27g is continuously controlled to light up, and when the winning game ends, the round indicator 27g is controlled to turn off.

[0098] The magnetic sensors 27h are provided at multiple locations on the gaming board 6 and are sensors for detecting magnetism. That is, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when an abnormal magnetism exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. Then, when an abnormal magnetism is detected, information indicating the detection of the abnormal magnetism is transmitted to the performance control board 200. This makes it possible to issue a notification that an abnormal magnetism has been detected.

[0099] The radio wave sensors 27i are provided at multiple locations on the gaming board 6 and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. Then, when abnormal radio waves are detected, information indicating the detection of the abnormal radio waves is transmitted to the performance control board 200. This makes it possible to issue a notification that abnormal radio waves have been detected.

[0100] The performance control board 200 is provided with a performance control unit 200a, which has a sub-CPU 201 that performs performance control processing, a sub-ROM 202 that stores the control programs required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control unit 200b that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the image / sound control unit 200b has an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the light emission drive control unit 200c has a light emission drive CPU 208 that performs light emission control processing and drive control processing, a light emission drive ROM 209 that stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can read and write the data required for the light emission control processing and drive control processing.

[0101] The performance control unit 200a is also connected so that operation information from the performance button detection SW14a, the performance lever detection SW15a, and the cross key detection SW16a can be input.

[0102] The effect button detection SW 14a is provided on the effect button 14 and is a SW for detecting that the effect button 14 has been pressed by a player when the effect button 14 is in its valid operation period. That is, the effect button detection SW 14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. The effect control board 200, which has input the information indicating that the effect button 14 has been pressed, controls the effect corresponding to the pressing of the effect button 14 via the image display device 26 and the speaker 10. Here, for example, in a symbol change game, the effect button 14 has a valid operation period set for a predetermined time, and the effect button detection SW 14a detects only pressings when the valid operation period is set.

[0103] The effect lever detection SW 15a is provided on the effect lever 15 and is a SW for detecting that the effect lever 15 has been operated by a player when the effect lever 15 is in a valid operation period. In other words, the effect lever detection SW 15a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect lever 15 has been operated is input to the effect control board 200. Then, the effect control board 200, which has input the information indicating that the effect lever 15 has been operated, controls the effect corresponding to the operation of the effect lever 15 via the image display device 26 and the speaker 10. Here, for example, in a symbol variation game, the effect lever 15 has a valid operation period set for a predetermined time, and the effect lever detection SW 15a detects only operations when the valid operation period is set.

[0104] The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.

[0105] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume of sound emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).

[0106] The light intensity may be set to three levels, "strong," "medium," and "weak," or may be further subdivided into five levels. The volume may be set to three levels, "high," "medium," and "low," or may be further subdivided into five levels. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light intensity or volume, and the speaker 10 may emit an adjustment sound corresponding to the level. For example, if the volume adjustment level is configured to five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do," the adjustment sound corresponding to volume level 2 may be "Re," the adjustment sound corresponding to volume level 3 may be "Mi," the adjustment sound corresponding to volume level 4 may be "Fa," and the adjustment sound corresponding to the highest volume level 5 may be "So." The adjustment sound may be output at a volume value corresponding to the volume level. For example, "Re" may be output at a louder volume than "Do."

[0107] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that corresponds to the level of light intensity or volume means, for example, displaying the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a constant display manner regardless of the level of light intensity or volume means displaying the size (display area) of the level gauge image in the same manner whether it is volume level 1 or volume level 2.

[0108] The adjustment sound corresponding to the volume level may be set to, for example, a "beep" sound at any level, with the volume value being different for each level. Specifically, it is assumed that when the volume level is 1, a "beep" sound is emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound is emitted at a volume value corresponding to volume level 2 (a volume value greater than volume level 1).

[0109] In this embodiment, the light intensity and volume adjustments can be performed when the symbol change game is not being played, but they may also be performed when the symbol change game is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. This prevents the effect images and sound corresponding to the symbol change game from being obstructed by the level gauge image and adjustment sound.

[0110] Also, the light intensity and the sound volume may be adjustable during a winning game. In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light intensity and the sound volume are adjusted when the symbol variation game is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light intensity and the sound volume are adjusted when the symbol variation game is being played.

[0111] Although the above-mentioned level gauge image is displayed on the image display device 26, if a display device other than the image display device 26 is provided, the image may be displayed on the other display device. In this way, it is possible to prevent the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image.

[0112] When the light amount is adjusted, the level gauge image may be displayed but the adjustment sound may not be output.

[0113] The image / sound control unit 200b is also connected to an image display device 26, which allows the image information generated by the image / sound control unit 200b to be displayed.The image / sound control unit 200b is also connected to a speaker 10, which allows the sound information generated by the image / sound control unit 200b to be output.

[0114] 1, the speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating the closed state is not input from the frame open detection SW 3a (described later), the speaker 10 outputs a sound (e.g., a warning sound and voice) informing that the inner frame 3 is in the open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, etc., and the above-mentioned sounds are output from the speaker 10 under the control of the image / sound control unit 200b.

[0115] The light emitting device 9, the starting port light emitting device 21a, and the board lighting device 29 are connected to the light emitting drive control unit 200c, and light emission can be controlled by the light emitting drive control unit 200c. The light emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.

[0116] The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of a winning game being awarded. Furthermore, the movable body 28 has a light emitting section (for example, a full-color LED) and is capable of emitting light in multiple colors.

[0117] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of ​​the image display device 26 to check whether the above-mentioned operations such as "drop," "swing," and "rotate" are performed normally. This initial operation involves moving the movable body 28 to the front of the display area of ​​the image display device 26, and therefore the display content displayed in the display area becomes difficult to see for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to see due to the initial operation, other components (e.g., the starting port light-emitting device 21a, the first special symbol hold indicator 27c, the second special symbol hold indicator 27d, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.

[0118] Although not shown in the figure, the sub CPU 201 also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.

[0119] The payout control board 300 is equipped with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores the control program required for the payout control processing, and a payout RAM 303 that can read and write data required for the payout control processing. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper tray 5a.

[0120] Specifically, in the main control board 100, for example, when information that a gaming ball has been detected is input from the first start hole detection SW21a, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300, which receives this, controls the payout device 304 to pay out the three prize balls to the upper tray 5a. Then, when the payout of the three prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the gaming balls in response to the input of information that a gaming ball has been detected from the first start hole detection SW21a is completed.

[0121] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.

[0122] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, gaming balls are launched into the gaming area 7. Specifically, when the payout control board 300 detects that the player is holding the launching handle 8 and inputs the amount of rotation of the launching handle 8, it controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8, causing the gaming balls to be launched.

[0123] Also, although not shown in Figure 4, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls (e.g., 125 balls) corresponding to one operation of the ball lending button 12 into the upper tray 5a.

[0124] The frame open detection SW3a is provided on the middle frame 3 and can detect an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect a "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the dispensing control board 300 is in the "closed" state, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the dispensing control board 300 is in the "open" state, the information indicating the closed state is not input to the dispensing control board 300, and this lack of input allows the dispensing control board 300 (dispensing CPU 301) to detect the "open" state. The dispensing control board 300 (dispensing CPU 301) can transmit information indicating the "closed" state and information indicating the "open" state to the performance control board 200.

[0125] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full tank detection SW 300a is provided in this passage. If game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a predetermined amount of game balls have stopped, the full tank detection SW 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full tank detection SW 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full tank detection SW 300a is ON to the performance control board 200. This allows the performance control board 200 to issue a notification urging the player to discharge the game balls stored in the lower tray 5b.

[0126] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses or the like, and as described above, receives external power via a power plug (not shown), and supplies the supplied external power to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) to DC 24 volts.

[0127] Next, the special symbol winning determination table and the normal symbol winning determination table will be described using FIG. 5. First, the special symbol winning determination tables of FIGS. 5(A-1) and (A-2) are stored in the main ROM 102. Here, in this embodiment, six setting values ​​can be set, and FIG. 5(A-1) shows an example of a special symbol winning determination table for setting value 1, and FIG. 5(A-2) shows an example of a special symbol winning determination table for setting value 6, with other setting values ​​not shown. For example, when the setting value is set to 1, the main CPU 101 performs special symbol winning determination processing by referring to the special symbol winning determination table for setting value 1 shown in (A-1), and when the setting value is set to 6, the main CPU 101 performs special symbol winning determination processing by referring to the special symbol winning determination table for setting value 6 shown in (A-2). In addition, the commonality between the first and second start holes indicates that the special symbol winning determination table is the same whether the gaming ball enters the first start hole 21 or the second start hole 22. The set value is not limited to "6" levels and can be any value. For example, it may be "4" levels or "2" levels.

[0128] Also, the machine may not be provided with a setting value, but may be provided with only the special symbol winning determination table of FIG. 5(A-1) (a machine without a setting may be used). Also, although a gaming machine is provided with setting values, it may be provided with only the special symbol winning determination table of FIG. 5(A-1). That is, it is acceptable to provide only one setting value and use the same main control board main processing contents shown in FIG. 10 as a gaming machine with multiple setting values. Even if only one setting value is provided, it is acceptable to perform the setting value change processing shown in FIG. 11 and the setting value confirmation processing shown in FIG. 12. In this way, it is possible to standardize processing between a gaming machine with multiple setting values ​​(a setting-equipped machine) and a gaming machine with only one setting value (effectively a setting-unequipped machine), thereby reducing the developer's workload. Furthermore, when only one setting value is provided, there is no problem in using the same main control board 100 as in a gaming machine with multiple setting values ​​(the hardware may also be shared). In this way, the components can also be shared, which reduces costs.

[0129] In the special symbol hit determination table of Figure 5 (A-1), when the gaming state is the normal gaming state and when it is the time-saving gaming state (A, B), the probability of being determined as a hit in the special symbol hit determination process is "1 / 319", and the probability of being determined as a miss is "318 / 319", and when the gaming state is the probability variable gaming state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 32", and the probability of being determined as a miss is "31 / 32". In other words, when the gaming state is the probability variable gaming state, the probability of being determined as a hit varies by about 10 times compared to the normal gaming state and the time-saving gaming state (A, B), so it can be said that the probability variable gaming state is a gaming state that is more advantageous to the player than the normal gaming state and the time-saving gaming state (A, B).

[0130] In the special symbol hit determination table of Figure 5 (A-2), when the game state is the normal game state and when the time-saving game state (A, B), the probability of being determined as a hit in the special symbol hit determination process is "1 / 280", and the probability of being determined as a miss is "279 / 280", and when the game state is the probability variable game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 28", and the probability of being determined as a miss is "27 / 28". In this way, by being able to set different hit probabilities for each setting value, it becomes easier for the gaming parlor to manage the balls dispensed.

[0131] 5(B) and 6(B), in the time-saving game state (A, B) and the probability variable game state, compared to the normal game state, in the normal symbol winning determination process, it is easier to win, and in the event of a winning, an advantageous opening / closing mode is selected as the opening / closing mode of the protruding member of the second starting hole 22, so the probability variable game state is the most advantageous game state for the player, followed by the time-saving game state (A, B), and the normal game state is the least advantageous game state for the player. Note that, as shown in FIG. 7, the upper limit for time-saving game state A is 100 times, and the upper limit for time-saving game state B is 1212 times, so time-saving game state B is a more advantageous game state for the player than time-saving game state A.

[0132] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the play area 7, but not on the left side of the play area 7. If a right-handed shot is performed in normal play mode and a game ball passes through the gate member 20, a normal win occurs at "4 / 256" as shown in FIG. 5, and the protruding member of the second start hole 22 can open. However, since the opening time is "0.9 seconds," it is difficult to get the game ball to enter the second start hole 22, and most of the shot game balls pass through the outlet hole 25. Therefore, in normal play mode, the optimal game for a player is to perform a left-handed shot and have the game ball enter the first start hole 21. Therefore, when the gate detection SW 20a detects a game ball in normal play mode, a left-handed shot notification is issued to encourage the player to play in the optimal game mode.

[0133] In the following, the normal game state and the time-limited game state (A, B) may be collectively referred to as the low probability state, and the probability variable game state may be collectively referred to as the high probability state. Also, the normal game state may be referred to as the non-variable variable state or the non-variable variable state, and the probability variable game state and the time-limited game state (A, B) may be collectively referred to as the variable variable state, the variable variable state, or the improved winning rate state.

[0134] Next, the normal symbol hit determination table of FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a hit being determined in the normal symbol hit determination process is "4 / 256," and the probability of a miss being determined is "252 / 256." When the game state is the time-saving game state (A, B) or the probability variable game state, the probability of a hit being determined in the normal symbol hit determination process is "251 / 256," and the probability of a miss being determined is "5 / 256." Therefore, the time-saving game state (A, B) or the probability variable game state is more likely to determine a hit in the normal symbol hit determination process than the normal game state, and it can be said that this is a game state that is advantageous to the player. Note that, although no set value is set in the normal symbol hit determination table (although the set value is common), a set value may be set similarly to the special symbol hit determination table. For example, a setting value of "6" may make it easier to win in the normal symbol winning judgment compared to a setting value of "1." Also, in the normal gaming state, the probability of being judged as a win in the normal symbol winning judgment process is set to "4 / 256," and the probability of being judged as a loss is set to "252 / 256," but this is not limiting, and the probability of being judged as a loss may also be set to "256 / 256."

[0135] Next, the special symbol determination table and the normal symbol determination table will be described with reference to Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) a table for the first starting hole 21, which is referenced when determining the special symbol to be confirmed and displayed on the first special symbol display device 27a in the case of a win or a miss as a result of the special symbol hit determination process performed based on the gaming ball entering the first starting hole 21; and (2) a table for the second starting hole 22, which is referenced when determining the special symbol to be confirmed and displayed on the second special symbol display device 27b in the case of a win or a miss as a result of the special symbol hit determination process performed based on the gaming ball entering the second starting hole 22. These tables are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the starting hole into which the gaming ball entered and determines the special symbol based on the determination result of the special symbol hit determination process.

[0136] In the special symbol determination table of (1) in FIG. 6(A), if the result of the special symbol winning determination process indicates a win, the main CPU 101 determines one of the special symbols from "special symbol A," "special symbol B," and "special symbol C." Specifically, when the gaming ball enters the first starting hole 21, a random number for determining the special symbol is acquired, and one of the special symbols is determined by referring to the acquired random number for determining the special symbol. For example, if the acquired random number for determining the special symbol is "0 to 9," "special symbol A" is determined; if the acquired random number for determining the special symbol is "10 to 64," "special symbol B" is determined; and if the acquired random number for determining the special symbol is "65 to 99," "special symbol C" is determined. Once the special symbol is determined, the "number of awarded rounds" and the "game state after winning" are uniquely determined. If "special symbol A" is determined, 10 rounds are awarded as the "number of awarded rounds," and a probability variable game state is awarded as the "game state after winning." If "special symbol B" is determined, 5 rounds are awarded as the "number of awarded rounds," and a probability variable game state is awarded as the "game state after winning." If "special symbol C" is determined, 10 rounds are awarded as the "number of awarded rounds," and a time-saving game state A is awarded as the "game state after winning." On the other hand, if the result of the special symbol win determination process is a miss, the main CPU 101 determines "special symbol D," and since the "number of awarded rounds" and the "game state after winning" are not defined for "special symbol D," a winning game is not awarded.

[0137] In the special symbol determination table of (2) in FIG. 6(A), if the result of the special symbol hit determination process is a win, the main CPU 101 determines one of the special symbols, "special symbol E" or "special symbol F." The specific determination method is the same as that of (1) in FIG. 6(A), and therefore will not be described here. For example, if the acquired random number for determining the special symbol is "0 to 64," the "special symbol E" is determined, and if the acquired random number for determining the special symbol is "65 to 99," the "special symbol F" is determined. If the "special symbol E" is determined, 10 rounds are awarded as the "number of awarded rounds," and a special game state is awarded as the "game state after the win." If the "special symbol F" is determined, 10 rounds are awarded as the "number of awarded rounds," and a time-saving game state A is awarded as the "game state after the win." On the other hand, if the result of the special symbol hit determination process is a loss, the main CPU 101 determines the "special symbol G."

[0138] Thus, the probability of entering the special game state is "65%" for the first start slot 21 and "65%" for the second start slot 22, so there is no difference in the probability of entering the special game state between the first start slot 21 and the second start slot 22. Meanwhile, since the second start slot 22 always awards 10 rounds and never awards 5 rounds, it can be said that it is more advantageous for the player to be awarded a winning game based on a ball entering the second start slot 22 than to be awarded a winning game based on a ball entering the first start slot 21. While no set value is set in the special symbol determination table in this embodiment, a set value may be set. For example, the probability of determining a special symbol may be different when the set value is "1" from when the set value is "6." In this case, the probability of entering the special game state is the same for all set values, but the "number of awarded rounds" may be set to a different rate for each set value. For example, the higher the set value is "6", the more likely it is that a more advantageous number of rounds will be awarded, or the higher the set value is "1", the more likely it is that a more advantageous number of rounds will be awarded.

[0139] In this way, it is more advantageous for the player to be awarded a winning game based on a ball entering the second starting hole 22 than to be awarded a winning game based on a ball entering the first starting hole 21, so in a time-saving game state (A, B) or a probability variable game state in which the second starting hole 22 can be opened in "1.8S x 3 times," the optimal game for the player is to hit to the right and have the game ball enter the second starting hole 22. For this reason, when the first starting hole detection SW21a detects a game ball in the time-saving game state (A, B) or a probability variable game state, a right-hit notification is issued to encourage the player to play the optimal game.

[0140] Next, the normal symbol determination table of Figure 6 (B) is stored in the main ROM 102, and is a table referenced when determining the normal symbol to be displayed on the normal symbol display 27e when the normal symbol win determination process is performed based on the game ball passing through the gate member 20, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol win is performed, the main CPU 101 determines "normal symbol B" in the normal symbol determination process performed in the normal symbol-related process when the game state is the time-saving game state (A, B) or the probability variable game state when the normal symbol win determination process is performed, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol loses, the main CPU 101 determines "normal symbol D" in the normal symbol determination process performed in the normal symbol-related process.

[0141] As with the special symbols described above, the content of the normal symbols is also uniquely determined. When "normal symbol A" is selected, the protruding member of the second start hole 22 opens "1" time in "0.9S." When "normal symbol B" is selected, the protruding member of the second start hole 22 does not open. When "normal symbol C" is selected, the protruding member of the second start hole 22 opens "3" time in "1.8S." When "normal symbol D" is selected, the protruding member of the second start hole 22 does not open. Therefore, when a normal symbol wins, the time-saving game state (A, B) or the probability variation game state is more advantageous to the player than the normal game state, because the opening and closing mode of the protruding member of the second start hole 22 is more advantageous.

[0142] Although no set value is provided in the normal symbol determination table, a set value may be provided in the same manner as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may be different for each set value, and a set value of "6" may be easier to win than a set value of "1", or vice versa. Also, the opening and closing manner of the second starting port 22 may be different for each set value. For example, a set value of "6" may open and close in a more advantageous manner than a set value of "1", or vice versa.

[0143] 6, when the number of award rounds is "10", the large prize opening 24 is opened for "29.5 seconds" per round, and this is repeated 10 times. When the number of award rounds is "5", the large prize opening 24 is opened for "29.5 seconds" per round, and this is repeated 5 times.

[0144] Next, the game state transition (game flow) in this embodiment will be explained using Figure 7. As described above, this embodiment has a normal game state, a time-saving game state, and a probability variable game state. Strictly speaking, the time-saving game state includes a time-saving game state A and a time-saving game state B.

[0145] The normal game state is a low probability state managed by the main control board, and there is no normal power support. Normal power support means that it is easier to hit a normal symbol in the normal symbol hit determination process, and when a hit occurs, the opening and closing pattern of the second start port shown in Figure 6 becomes "1.8S x 3 times." Furthermore, the performance control board can execute performance modes A to E as performance modes (also called performance stages).

[0146] Time-saving game state A is a low-probability state managed by the main control board, and normal power support is enabled. The time-saving game state A has a maximum number of 100 plays. In other words, one of the termination conditions is that 100 symbol-changing games have been played, and normal power support is enabled while 100 symbol-changing games are being played. The presentation control board can also execute presentation mode F as a presentation mode. In addition, the time-saving gaming state A transitions according to a and d in FIG. 8, and therefore can be said to be a time-saving gaming state that transitions based on the result of the determination of the special symbol winning determination process.

[0147] Time-saving game state B is a low-probability state managed by the main control board, and normal power support is enabled. The upper limit for time-saving game state B is 1212 times. In other words, one of the termination conditions is that 1212 symbol change games have been played, and normal power support is enabled while 1212 symbol change games are being played. The presentation control board can also execute presentation mode G as a presentation mode. In addition, even in the time-shortened gaming state B, the presentation mode F, which is the presentation mode in the time-shortened gaming state A, may be executed. In addition, the time-saving gaming state B transitions according to g in FIG. 8, and therefore can be said to be a time-saving gaming state that transitions based on the number of variable displays satisfying a predetermined number of times after a predetermined condition is met.

[0148] The probability variation game state is a high probability state managed by the main control board, and normal power support is available. The probability variation game state has a maximum number of times of 10,000. In other words, one of the termination conditions is that 10,000 symbol variation games have been played, and normal power support is available while 10,000 symbol variation games have been played. The performance control board can also execute performance mode H as a performance mode.

[0149] The winning game is managed by the main control board in a low probability state, and there is no normal power support.

[0150] In the time-saving gaming state A, the upper limit number of times is set to 100 times, but it may be set to less than 100 times or more than 100 times. In addition, in the time-saving game state B, the upper limit number of times is set to 1212 times, but it may be any number as long as it is 3.8 times or less the denominator of the winning probability (for example, 319) in the special pattern winning determination table shown in Figure 5.

[0151] Additionally, a time-saving gaming state C may be provided in addition to or instead of the time-saving gaming states A and B. This time-saving gaming state C is a time-saving gaming state that can be entered in some cases where a win is not determined in the special symbol win determination process in the normal gaming state. For example, the time-saving gaming state C may be entered at a rate of about 1 / 500. Note that any combination of the time-saving gaming states A, B, and C may be used. For example, the time-saving gaming states A and B may be provided without the time-saving gaming state C, or the time-saving gaming states A and C may be provided without the time-saving gaming state B, or the time-saving gaming states B and C may be provided without the time-saving gaming state A, or all of the time-saving gaming states A, B, and C may be provided. The time-saving game state C belongs to the time-saving game state to which the transition is made based on the result of the determination of the special symbol hit determination process.

[0152] In addition, although an upper limit number of times is set in the probability variation game state, it is not necessary to set an upper limit number of times. In addition, in this embodiment, as shown in Figure 6, it is a so-called probability variation loop type, but it may be a so-called ST type or a falling lottery type.

[0153] In addition, if the game is an ST type, it may have a special symbol (for example, 100 STs) that grants a guaranteed game state, and a special symbol (for example, 100 STs + 100 time reductions) that grants a time-saving game state after the guaranteed game state and the end of the guaranteed game state.

[0154] Next, the transition of the game state will be described. a: This is the transition when a win is determined in the special pattern win determination process. b: This is the transition when one of the special patterns A, B, or E is determined. c: This is the transition when a win is determined in the special pattern win determination process. d: This is the transition when either the special pattern C or F is determined. e: This is the transition when a win is determined in the special pattern win determination process. f: This is the transition when the symbol change game is played 100 times in succession without winning. g: This is the transition when 898 consecutive symbol change games are played without winning in the time-saving game state A and the normal game state. h: This is the transition when the symbol change game is played 1212 times in succession without winning. i: This is the transition when a win is determined in the special pattern win determination process. j: This is the transition when the symbol change game is played 10,000 times in succession without winning.

[0155] In g, the number of times is set to 898, but it may be any number of times as long as it is 2.5 times or more and 3.0 times or less the denominator of the winning probability (for example, 319) in the special pattern winning determination table shown in Figure 5. Furthermore, the number of times in g is an immutable value that cannot be changed, but it may be possible to allow an amusement store clerk to set any value.

[0156] Next, the special symbol variation pattern tables (A and B) will be described with reference to FIG. The special symbol variation pattern tables (A and B) in FIG. 8 are stored in the main ROM 102 and are tables that are referred to when determining the variation time in the symbol variation game.

[0157] In the figure, the number of reserved balls indicates the value obtained by subtracting 1 from the number of reserved balls at the start of the variation. For example, the number of reserved balls "3" in variation pattern 0 means that the fourth storage area in FIG. 9 is stored, and the fourth storage area becomes empty after subtracting 1 from the number of reserved balls at the start of the variation, and variation pattern 0 is determined when the result is a miss. In other words, when the number of reserved balls is large (when the result is a miss), it is easier to select shortened variation (100% shortened variation may be selected, or 90% shortened variation may be selected, and 10% normal variation may be selected) compared to when the number of reserved balls is small, thereby improving the operation of the pachinko gaming machine 1.

[0158] When the game state is the normal game state and the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the variation patterns from "variation pattern 0" to "variation pattern 5." Specifically, when the game ball enters the first start hole 21 or the second start hole 22, a random number for determining the variation pattern is acquired, and one of the variation patterns is determined by referring to the acquired random number for determining the variation pattern. Although not shown, when the game ball enters the first start hole 21 or the second start hole 22, a reach determination random number is acquired, and if the reach determination random number corresponds to a random number for executing a reach, one of the variation patterns is determined from "variation pattern 2" to "variation pattern 5." If the reach determination random number does not correspond to a random number for executing a reach, "variation pattern 0" or "variation pattern 1" may be determined. On the other hand, when the game state is the normal game state and the special symbol hit determination process results in a hit, the main CPU 101 refers to the random number for determining the variation pattern and determines one of the variation patterns from "Variation Pattern 6" to "Variation Pattern 11."

[0159] Then, when the fluctuation pattern is determined, the "effect content" and the "fluctuation time" (number of seconds S) are determined univocally. When "fluctuation pattern 0" is determined, "shortened fluctuation" is determined as the "effect content", and "fluctuation time" is determined as "3S". Here, "shortened fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c simultaneously. When "fluctuation pattern 1" is determined, "normal fluctuation" is determined as the "effect content", and "7S" is determined as the "fluctuation time". Here, "normal fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c in order. When "fluctuation pattern 2" is determined, "normal reach" is determined as the "effect content", and "fluctuation time" is determined as "15S". Here, "normal reach" refers to a reach that involves a reach but does not involve any particular development effect (for example, a temporary stop display on a miss, followed by a change in the middle decorative pattern image 26b). Since the selection rate is low when a win occurs and high when a miss occurs, it is positioned as a reach with a low expectation of a win.

[0160] Furthermore, when "variation pattern 3" is determined, "super reach" is determined as the "presentation content", and "40S" is determined as the "variation time". Here, "super reach" refers to a reach that performs a development presentation during the execution of a reach (normal reach), and at the development destination, for example, displays a live-action image on the image display device 26, and is configured such that the selection rate when it hits is higher than that of a "normal reach", and the selection rate when it loses is lower than that of a "normal reach", so it is positioned as a reach with a higher expectation of winning than a "normal reach".

[0161] Furthermore, when "Variation Pattern 4" is determined, "Pseudo-Consecutive 2 Normal Reach" is determined as the "effect content," and "50S" is determined as the "fluctuating time." While "Pseudo-Consecutive 2 Normal Reach" will be explained in more detail later, "Pseudo-Consecutive 2 Normal Reach" is positioned as a reach with a higher probability of winning than "Normal Reach" alone, but a lower probability of winning than "Super Reach." Furthermore, when "Variation Pattern 5" is determined, "Pseudo-Consecutive 3 Super Reach" is determined as the "effect content," and "70S" is determined as the "fluctuating time." "Pseudo-Consecutive 3 Super Reach" is positioned as a reach with a higher probability of winning than "Super Reach" alone. Since "Variation Pattern 6" to "Variation Pattern 9" differ from "Variation Pattern 2" to "Variation Pattern 5" only in whether they are hit or miss, and the effect content and fluctuation time are the same, explanations will be omitted.

[0162] Furthermore, when "variation pattern 10" is determined, "pseudo-4 consecutive super reach" is determined as the "effect content", and "90S" is determined as the "variation time". Here, since "pseudo-4 consecutive super reach" is a variation pattern that is selected only in the case of a win, if the "pseudo-4 consecutive" described below is performed four times, a win is confirmed at that point. Furthermore, when "variation pattern 11" is determined, "full rotation reach" is determined as the "effect content", and "120S" is determined as the "variation time". Here, the "full rotation reach" is a reach in which the left decorative pattern image 26a, the center decorative pattern image 26b, and the right decorative pattern image 26c are scrolled (variably displayed) in a state where they are aligned with "111", "222", "333", "444", "555", "666", "777", and "888", and finally, for example, "777" is confirmed and displayed.

[0163] In addition, the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, variation patterns 6 to 10 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined, and variation pattern 11 may be selected only when special symbol A is determined. Also, variation patterns 6 to 11 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined.

[0164] In addition, when the game state is the time-saving game state (A, B) or the probability variable game state, if the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the fluctuation patterns from "fluctuation pattern 12" to "fluctuation pattern 15." If "fluctuation pattern 12" is determined, "reduced fluctuation" is determined as the "effect content," and "2S" is determined as the "fluctuation time." Here, when the game state is the time-saving game state (A, B) or the probability variable game state, if the result of the special symbol hit determination process is a miss and the number of reserved balls is 1 to 3, this "reduced fluctuation" is likely to be selected, so that the time-saving game state (A, B) or the probability variable game state can be efficiently consumed.

[0165] Also, when "variation pattern 13" is determined, "reach teasing" is determined as the "effect content" and "10S" is determined as the "variation time". Here, "reach teasing" is a performance that teases whether or not a reach will be formed by, for example, temporarily displaying a "7" symbol as the left decorative pattern image 26a and temporarily displaying a 7 symbol as the right decorative pattern image 26c. As a result of performing "reach teasing", for example, if an 8 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will not be formed, but if a 7 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will be formed, and will develop into a "variable short medium super reach" in "variation pattern 15" or "variation pattern 17" described later.

[0166] Also, when "variation pattern 14" is determined, "super reach during variable time reduction" is determined as the "presentation content" and "30S" is determined as the "variation time". Here, "super reach during variable time reduction" is a "super reach" exclusive to the time-saving game state (A, B) and the probability variable game state, and is different from the "super reach" performed in the normal game state.

[0167] Furthermore, when "variation pattern 15" is determined, "reach provocation → variable short super reach" is determined as the "effect content", and "40S" is determined as the "fluctuating time". As for "variation pattern 16" and "variation pattern 17", the only difference between them and "variation pattern 14" and "variation pattern 15" is whether they win or lose, and the effect content and fluctuation time are the same, so explanations will be omitted. Furthermore, "reach provocation → variable short super reach" has a higher selection rate when it wins than "variable short super reach", and a lower selection rate when it loses than "variable short super reach", so it is positioned as a reach with a higher expectation of winning than "variable short super reach".

[0168] In this embodiment, the special symbol variation pattern table B is a table that is referenced in the first symbol variation game (first variation in the time-shortened game state B) in the time-shortened game state B. In other words, in the first symbol variation game when the normal game state is shifted to the time-shortened game state B, "variation pattern 18" or "variation pattern 19" is determined by referring to the special symbol variation pattern table B.

[0169] Specifically, "variation pattern 18" is "specific variation A (miss)" and is determined when the result of the special symbol hit determination process is a miss. Also, "variation pattern 19" is "specific variation B (win)" and is determined when the result of the special symbol hit determination process is a win. Note that the specific performance modes when these variation patterns are determined will be described in detail in Figures 53 and 55, etc.

[0170] In Figure 8, the special pattern change pattern table B is a table that is referenced in the first pattern change game of the time-saving game state B (the first change of the time-saving game state B), but this is not limited to this, and it may also be referenced in the last pattern change game in the normal game state immediately before transitioning to the time-saving game state B. Also, for example, if the number of reserved balls becomes "3" at the start of the 897th pattern change game, shortened variation can be selected, but if the number of reserved balls becomes "3" at the start of the 898th pattern change game, shortened variation may not be selected, and a different variation pattern may be determined even if the normal game state and the number of reserved balls are the same.

[0171] In this embodiment, when the time-saving game state (A, B) is ended and the game state shifts to the normal game state, the special symbol variation pattern table C is a table to be referenced when a symbol variation game corresponding to the judgment information (hereinafter referred to as the remaining special 2) stored in the reserved memory area of ​​the second starting port is executed. In other words, even in the normal game state, when the remaining special 2 is consumed, the special symbol variation pattern table C is referenced to determine "variation pattern 20" or "variation pattern 21".

[0172] Specifically, "variation pattern 20" is "specific variation C (miss)" and is determined when the result of the special symbol hit determination process is a miss. Also, "variation pattern 21" is "specific variation D (win)" and is determined when the result of the special symbol hit determination process is a win.

[0173] In addition, the fluctuation time for both "Specific Variation C (Miss)" and "Specific Variation D (Win)" is 15 seconds, and a reach is not executed while the pattern fluctuation game is being executed. For example, even with "Specific Variation D (Win)", a reach is not executed, and a win is notified. In addition, in "Specific Variation C (Miss)" and "Specific Variation D (Win)", the jackpot notice performance A, jackpot notice performance B, and jackpot notice performance C, which will be described later, are not executed.

[0174] In particular, if a player does not get a winning game and transitions to the normal game state after playing the time-saving game state B, the player will be very disappointed. In such a situation, for example, if "Specific Variation C (Miss)" + the jackpot advance notice effect B described below is executed, the jackpot advance notice effect, which has high expectations for a winning game, will be executed but will end up being a miss, which may further disappoint the player. Therefore, in such a situation, by deriving the determination result of the special symbol hit determination process without executing excessive reach or jackpot advance notice effects, it is possible to prevent the player from being further disappointed.

[0175] It should be noted that different special symbol variation patterns may be determined for the remaining special 2 when the time-shortened game state A is ended and the game state transitions to the normal game state, and for the remaining special 2 when the time-shortened game state B is ended and the game state transitions to the normal game state. Also, the time-shortened game state A has fewer playable times than the time-shortened game state B, and if the game state transitions to the normal game state without obtaining a winning game in the time-shortened game state A, the player's disappointment will not be as great as in the time-shortened game state B. Therefore, it is possible to execute a reach or each jackpot advance notice effect in the remaining special 2 when the time-shortened game state A is ended and the game state transitions to the normal game state.

[0176] The above-mentioned special symbol variation patterns are not limited to those shown in FIG. 8, and may further include a plurality of special symbol variation patterns. Also, the special symbol variation pattern table to be referenced may be different depending on the setting value. For example, a special symbol variation pattern that is easy to select for each setting value may be provided, or a special symbol variation pattern that can only be selected with that setting value may be provided. This allows the player to guess (or understand) the setting value from the effects of the executed special symbol variation pattern, which leads to increased interest in the game.

[0177] In addition, the time-saving game state A and the time-saving game state B use the same special symbol variation pattern table, but they may be different. This allows the player to feel as if different game states are being played, even though they are in the same time-saving game state.

[0178] Next, the determination information storage area of ​​the main RAM and the counter of the main RAM will be described with reference to FIG. 9 is a schematic diagram showing the determination information storage area (reserved storage area) provided in main RAM 103 and the counter of the main RAM. Main RAM 103 is provided with (A) a reserved storage area corresponding to special symbols and (B) a reserved storage area corresponding to normal symbols. In first start opening 21, determination information (random number values) related to special symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. In second start opening 22, determination information (random number values) related to special symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. In gate member 20, determination information (random number values) related to normal symbols can be stored in "the variable storage area," "first storage area," "second storage area," "third storage area," and "fourth storage area," respectively. Note that the counter of main RAM is as described above, so a description thereof will be omitted here.

[0179] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.

[0180] (Main control board main processing) 10 is a flowchart showing the main processing performed in the main control board 100. This processing is started by the main CPU 101 of the main control board 100 when the power is turned on to the pachinko gaming machine 1 and voltage is supplied to each control board from the power supply board 400.

[0181] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). If the result is that the power is out (power failure state), the process of step S1 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S2. Note that if the power is out (power failure state), the process can be executed using a backup power source (not shown).

[0182] (Step S2) In step S2, the main CPU 101 prohibits interrupts (main control board timer interrupt processing). As a result, the main CPU 101 executes only the processing in Fig. 10 until an interrupt is permitted in S19, which will be described later. Then, once the interrupt is prohibited, the processing proceeds to step S3.

[0183] After the processing of step S2 is completed, a signal to stop firing may be output to set the firing permission signal to a prohibited state. This prevents the game ball from being fired while the interrupt is prohibited. Then, in the first main control board timer interrupt processing after the interrupt is permitted in step S19 described below, the firing permission signal may be set to an permitted state.

[0184] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (whether it is pressed). That is, it determines whether the power supply of the pachinko gaming machine 1 is turned ON (the power SW 400a is ON) with the RAM clear switch 105 pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.

[0185] (Step S4) In step S4, main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key has been inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position; if it does not detect this, it determines that the setting change key is not in the setting change position. If the result shows that the setting change key is in the setting change position, it proceeds to step S5, and if the setting change key is not in the setting change position, it proceeds to step S7.

[0186] (Step S5) In step S5, the main CPU 101 performs the setting value change process shown in Fig. 11. This process will be described in detail later with reference to Fig. 11. Then, when the setting value change process ends, the process proceeds to step S6.

[0187] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and power has been turned on. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes, for example, the image display device 26 to display "Power on" and the speaker 10 to output the sound "Power on." After transmitting the power-on command, the process proceeds to step S18.

[0188] (Step S7) In step S7, when the RAM clear switch 105 is ON and the power SW400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if the time-shortened gaming state (A or B) is in effect when the gaming parlor closes, the normal gaming state can be restarted when the gaming parlor opens the next day. In this process, each game number counter shown in FIG. 9 is also cleared (counter value is set to 0). Then, after initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.

[0189] (Step S8) In step S8, the main CPU 101 transmits a power-on command, and after transmitting the power-on command, the process proceeds to step S18.

[0190] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10. If the setting change key is not in the setting change position, the process proceeds to step S11.

[0191] (Step S10) In step S10, the main CPU 101 performs the setting value confirmation process shown in Fig. 12. This process will be described in detail later with reference to Fig. 12. Then, when the setting value confirmation process ends, the process proceeds to step S11.

[0192] (Step S11) In step S11, the main CPU 101 determines whether backed-up data exists. For example, when the power supply of the pachinko gaming machine 1 is turned off, a backup process (not shown) is performed to retain data, store a checksum, and turn on a backup flag. If the backup flag is on, it is determined that backed-up data exists; if the backup flag is not on, it is determined that no backed-up data exists. As a result, if backed-up data exists, the process proceeds to step S12; if no backed-up data exists, it is determined that this is the first power-on, and the process proceeds to step S18.

[0193] (Step S12) In step S12, the main CPU 101 calculates a checksum of the area of ​​the main RAM 103. After calculating the checksum of the area of ​​the main RAM 103, the process proceeds to step S13.

[0194] (Step S13) In step S13, main CPU 101 determines whether the checksum of the area in main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it determines that the checksum is normal, and if they do not match, it determines that the checksum is abnormal. If the checksum is normal, the process proceeds to step S15, and if the checksum is abnormal, the process proceeds to step S14.

[0195] (Step S14) In step S14, the main CPU 101 performs a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, the speaker 10, the image display device 26, etc., and performs a process that makes it impossible to cancel the error unless the setting value change process of Fig. 11 is performed. Then, it remains in this process unless the setting value change process of Fig. 11 is performed.

[0196] (Step S15) In step S15, the main CPU 101 performs a recovery process. That is, the state before the power outage is restored to normal. For example, if the gaming parlor closes the previous day with the number of plays counter for activating time-shortened gaming state B at "100," the number of plays counter for activating time-shortened gaming state B will remain at "100" when the gaming parlor opens the next day. Then, once the state before the power outage is restored to normal, the processing proceeds to step S16.

[0197] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command indicates that the RAM clear switch 105 is OFF and power has been restored. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power restoration in progress" and the speaker 10 to output a sound saying "Power restoration in progress." After transmitting the power restoration command, the process proceeds to step S17.

[0198] (Step S17) In step S17, the main CPU 101 transmits a recovery game counter command. The recovery game counter command is a command indicating the value of each game counter (see FIG. 9) stored in the main RAM 103. Upon receiving this command, the performance control board 200 notifies the number of games until the time-shortened game state B is activated via the image / sound control unit 200b, and indicates, via the light emission drive control unit 200c, whether or not the value of each game counter (see FIG. 9) stored in the main RAM 103 has been cleared by operating the RAM clear switch 105. After transmitting the recovery game counter command, the process proceeds to step S18.

[0199] (Step S18) In step S18, the main CPU 101 sets the CTC. That is, it sets the CTC (Counter Timer Circuit) which has functions such as generating pulse output at a fixed period and measuring time, and sets the time constant register of the CTC so that the main control board timer interrupt process (described later) is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S19.

[0200] (Step S19) In step S19, the main CPU 101 permits the interrupt. After permitting the interrupt, the main CPU 101 waits, and thereafter, a main control board timer interrupt process (described later) is performed every 4 ms.

[0201] (Regarding setting value change processing) 11 is a flowchart showing the setting value change processing (a subroutine of step S5 of the main control board main processing) performed on the main control board 100. The state in which the processing of FIG. 11 is being performed corresponds to the "setting change state" described above.

[0202] (Step S5-1) In step S5-1, the main CPU 101 initializes the areas of the main RAM 103 (excluding the setting value storage area). In this process, each game number counter shown in Fig. 9 is also cleared (counter value is set to 0). Then, after initializing the areas of the main RAM 103 (excluding the setting value storage area), the process proceeds to step S5-2.

[0203] 9 are also cleared (counter value is set to 0), but for example, when the setting change key is in setting change position A, each game number counter is also cleared, but when the setting change key is in setting change position B, each game number counter may not be cleared. This makes it possible to meet the needs of those who want to change the setting value but do not want to clear each game number counter.

[0204] (Step S5-2) In step S5-2, the main CPU 101 transmits a setting value changing command. The setting value changing command is a command indicating that a setting value change process is being performed. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes, for example, the image display device 26 to display "settings changing" and the speaker 10 to output a sound saying "settings changing." Then, after transmitting the setting value changing command, the process proceeds to step S5-3.

[0205] (Step S5-3) In step S5-3, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of ​​main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S5-4.

[0206] (Step S5-4) In step S5-4, main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether RAM clear switch 105 has been turned ON. If RAM clear switch 105 has been turned ON, the process proceeds to step S5-5. If RAM clear switch 105 has not been turned ON, the process proceeds to step S5-7.

[0207] (Step S5-5) In step S5-5, main CPU 101 performs a process to change the set value. For example, if the RAM clear switch 105 is turned ON when the set value is "1," the set value is changed to "2," if the RAM clear switch 105 is turned ON when the set value is "2," the set value is changed to "3," if the RAM clear switch 105 is turned ON when the set value is "3," the set value is changed to "4," if the RAM clear switch 105 is turned ON when the set value is "4," the set value is changed to "5," if the RAM clear switch 105 is turned ON when the set value is "5," the set value is changed to "6," and if the RAM clear switch 105 is turned ON when the set value is "6," the set value is changed to "1." Then, after the set value is changed, the process proceeds to step S5-6.

[0208] (Step S5-6) In step S5-6, main CPU 101 displays the changed setting value on display 104 (for example, the rightmost segment). For example, if RAM clear switch 105 is turned ON while setting value "1" is displayed, setting value "2" is displayed; if RAM clear switch 105 is turned ON while setting value "2" is displayed, setting value "3" is displayed; if RAM clear switch 105 is turned ON while setting value "3" is displayed, setting value "4" is displayed; if RAM clear switch 105 is turned ON while setting value "4" is displayed, setting value "5" is displayed; if RAM clear switch 105 is turned ON while setting value "5" is displayed, setting value "6" is displayed; and if RAM clear switch 105 is turned ON while setting value "6" is displayed, setting value "1" is displayed. Then, after the changed setting value is displayed on display 104, the process proceeds to step S5-7.

[0209] (Step S5-7) In step S5-7, main CPU 101 determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If a setting value confirmation operation has been performed, the process proceeds to step S5-8, and if a setting value confirmation operation has not been performed, the process proceeds to step S5-4.

[0210] (Step S5-8) In step S5-8, the main CPU 101 stores the setting value in the setting value storage area of ​​the main RAM 103. That is, when the desired setting value is displayed on the display 104, the setting value of the pachinko gaming machine 1 is confirmed by rotating the setting change key 90 degrees counterclockwise (vertical direction). Thereby, subsequent games are played based on the stored setting value. Then, once the setting value is stored in the setting value storage area of ​​the main RAM 103, the process proceeds to step S5-9.

[0211] (Step S5-9) In step S5-9, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S5-6 above. Then, after display 104 is hidden, the process proceeds to step S5-10.

[0212] (Step S5-10) In step S5-10, the main CPU 101 transmits a setting value information command. The setting value information command is a command indicating setting value information. When the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203 and references the setting value information stored in the sub-RAM 203 when executing the setting value suggestion performance described below. Furthermore, when the performance control board 200 receives this command, it terminates the notification such as "Settings are being changed" described above. Then, after transmitting the setting value information command, the processing proceeds to step S6 of the main control board main processing.

[0213] As described above, even when one set value is provided, the set value change process may be performed, and in step S5-5, for example, the set value may be changed from "1" to "1", and in step S5-6, for example, when the RAM clear switch 105 is turned ON while the set value "1" is being displayed, the set value "1" may be displayed. Also, in step S5-8, the set value "1" is already stored, but it may be newly updated and stored.

[0214] (Regarding setting value confirmation processing) 12 is a flowchart showing the setting value confirmation process (a subroutine of step S10 of the main control board main process) performed in the main control board 100. The state in which the process of FIG. 12 is being performed corresponds to the above-mentioned "setting confirmation state."

[0215] (Step S10-1) In step S10-1, the main CPU 101 transmits a setting value checking command. The setting value checking command is a command indicating that a setting value checking process is being performed. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Settings checking" and the speaker 10 to output a sound saying "Settings checking." Then, after transmitting the setting value checking command, the process proceeds to step S10-2.

[0216] (Step S10-2) In step S10-2, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of ​​main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S10-3.

[0217] (Step S10-3) In step S10-3, main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If an end operation has been performed, the process proceeds to step S10-4; if an end operation has not been performed, the process loops until an end operation is performed.

[0218] (Step S10-4) In step S10-4, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S10-2 above. Then, after display 104 is hidden, the process proceeds to step S10-5.

[0219] (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value confirmation end command. The setting value confirmation end command is a command indicating that the setting value confirmation process has ended, and when the performance control board 200 receives this command, it terminates the notification such as "Settings confirmation in progress" described above. Then, after transmitting the setting value confirmation end command, the process proceeds to step S11 of the main control board main process.

[0220] As described above, the setting value confirmation process may be performed even when a single setting value is provided. Also, when no setting value is provided and the device is designated as a setting-unequipped device, the processes of Figs. 11 and 12 may be omitted.

[0221] (Main control board timer interrupt processing) 13 is a flowchart showing main control board timer interrupt processing performed in the main control board 100. This processing is executed by periodically (for example, every 4 ms) interrupting the above-mentioned main control board main processing.

[0222] (Step S101) In step S101, the main CPU 101 saves information stored in a register, and then proceeds to step S102.

[0223] (Step S102) In step S102, the main CPU 101 performs a time management process to update a timer used in a game (for example, the opening time of the big prize opening 24, etc.). Then, after updating the timer used in a game, the process proceeds to step S103.

[0224] (Step S103) In step S103, the main CPU 101 updates the initial value random numbers such as the random numbers for determining a win, the random numbers for determining a special symbol, the random numbers for determining a variation pattern, etc. Then, when the various random number update processes are completed, the process proceeds to step S104.

[0225] (Step S104) In step S104, the main CPU 101 detects input from each switch shown in Fig. 4. This process will be described in detail later with reference to Fig. 14. When an input from each switch is detected, the process proceeds to step S105.

[0226] (Step S105) In step S105, the main CPU 101 performs processing related to the special symbol. This processing will be described in detail later with reference to Fig. 18. Then, when the processing related to the special symbol is completed, the process proceeds to step S106.

[0227] (Step S106) In step S106, the main CPU 101 performs processing related to the normal symbol. For example, when the gaming ball passes through the gate member 20, the main CPU 101 performs "normal symbol winning determination processing" to determine the normal symbol and the normal symbol variation time. Then, when the processing related to the normal symbol is completed, the processing proceeds to step S107.

[0228] (Step S107) In step S107, the main CPU 101 performs processing related to the payout of game balls. For example, when the entry of a game ball is detected in the input SW detection processing of step S104, a payout command signal is set in a payout command transmission area in order to send a payout command signal to the payout control board 300 to pay out the corresponding prize ball, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the process proceeds to step S108.

[0229] (Step S108) In step S108, the main CPU 101 performs an abnormality determination process. This process will be described in detail later with reference to Fig. 23. Then, when the abnormality determination process ends, the process proceeds to step S109.

[0230] (Step S109) In step S109, the main CPU 101 performs a process of transmitting various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command has been set in a command transmission area provided in the main control board 100, and if a command has been set, transmits the set command to the performance control board 200 or the payout control board 300. Then, when the command transmission process is completed, the process proceeds to step S110.

[0231] (Step S110) In step S110, the main CPU 101 performs display control (variable display and fixed display) of special symbols on the first special symbol display device 27a if the symbol change game is based on a gaming ball entering the first start hole 21, and performs display control (variable display and fixed display) of special symbols on the second special symbol display device 27b if the symbol change game is based on a gaming ball entering the second start hole 22. In addition, based on the fact that a gaming ball has entered each start hole and the fact that the symbol change game at each start hole has ended, the main CPU 101 also performs display control of the first special symbol reserved display device 27c and the second special symbol reserved display device 27d. Then, when the display control of the special symbols has ended, the process proceeds to step S111.

[0232] (Step S111) In step S111, the main CPU 101 performs display control (variable display and fixed display) of the normal symbol on the normal symbol display device 27e. In addition, based on the fact that the gaming ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 also performs display control on the normal symbol reserved display device 27f. Then, when the display control of the normal symbol has ended, the process proceeds to step S112.

[0233] (Step S112) In step S112, the main CPU 101 performs a game performance information management process. Specifically, the main CPU 101 calculates game performance information using the above-mentioned formula "(number of paid-out game balls in normal game state ÷ number of outs in normal game state) × 100" and displays the calculated game performance information on the display 104. Then, when the game performance information management process is completed, the process proceeds to step S113.

[0234] (Step S113) In step S113, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.

[0235] (Input switch detection process) FIG. 14 is a flowchart showing the input switch detection process performed in the main control board 100 (a subroutine of step S104 of the main control board timer interrupt process).

[0236] (Step S104-1) In step S104-1, the main CPU 101 performs processing when the first start hole is detected. This processing will be described in detail later using Figure 15. Then, when the processing when the first start hole is detected is completed, the processing proceeds to step S104-2.

[0237] (Step S104-2) In step S104-2, the main CPU 101 performs a process when the second start hole is detected. This process will be described in detail later with reference to Figure 16. Then, when the process when the second start hole is detected is completed, the process proceeds to step S104-3.

[0238] (Step S104-3) In step S104-3, when the main CPU 101 receives information that a gaming ball has been detected from the normal winning opening detection SW 23a, it performs processing to set a payout command signal in a payout command transmission area to have the payout control board 300 pay out eight gaming balls as prize balls. Also, as described above, when a gaming ball enters the normal winning opening 23 in a winning game, it sets a normal winning opening ball entry detection signal in the command transmission area to notify the player of the entry using the speaker 10 and the image display device 26. Then, when the normal winning opening detection processing is completed, the processing proceeds to step S104-4.

[0239] (Step S104-4) In step S104-4, when the main CPU 101 receives information indicating that a gaming ball has entered the special prize opening detection SW 24a, it performs processing to set a payout command signal in a payout command transmission area to cause the payout control board 300 to pay out 12 gaming balls as prize balls. Furthermore, a special prize opening ball entry detection signal is set in the command transmission area to notify the image display device 26 or the like that a gaming ball has entered the special prize opening 24. Examples of notification using the image display device 26 or the like include, for example, when the special prize opening detection SW 24a detects more than 10 gaming balls per round (also referred to as an over-entry), an indication of this is displayed on the image display device 26 or a sound (e.g., a "pirorin♪" sound) is output from the speaker 10. After the special prize opening detection processing is completed, the process proceeds to step S104-5. In addition, the notification of an over-winning win is not limited to a sound from the speaker 10, but may also be made by the light-emitting device 9, by displaying a specific character on the image display device 26, or by vibrating the effect button 14 or effect lever 15 with a vibration device.

[0240] (Step S104-5) In step S104-5, the main CPU 101 performs a process when a passage gate is detected. This process will be described in detail later with reference to Fig. 17. Then, when the process when a passage gate is detected is completed, the process proceeds to step S104-6.

[0241] (Step S104-6) In step S104-6, the main CPU 101 performs processing when it receives information that a game ball has entered the game ball from the out detection SW 25a. For example, in order to send an out-port passing command to the performance control board 200, the main CPU 101 sets the out-port passing command in the command sending area. Then, when the out-port detection processing is completed, the processing proceeds to step S105 of the main control board timer interrupt processing.

[0242] (Regarding processing when the first starting port is detected) FIG. 15 is a flowchart showing the first start port detection process performed in the main control board 100 (a subroutine of step S104-1 of the input SW detection process).

[0243] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information indicating that a game ball has entered has been input from the first start hole detection SW21a. If information indicating that a game ball has entered has been input from the first start hole detection SW21a, the process proceeds to step S104-1-2. If information indicating that a game ball has entered has not been input from the first start hole detection SW21a, the process proceeds to step S104-2 of the input SW detection process.

[0244] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out three game balls as prize balls for the game ball entering the first start opening 21. Then, after setting the prize ball command, the process proceeds to step S104-1-3.

[0245] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. In other words, it determines whether the number of reserved symbol variation games in the first start slot 21 is "4". If the "fourth storage area" has been stored, the process proceeds to step S104-2 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-1-4.

[0246] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for determining whether a win has occurred. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining whether a win has occurred, the process proceeds to step S104-1-5.

[0247] The random number value for hit determination may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the value has been stored up to the "fourth storage area," the acquired random number value may be discarded.

[0248] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for determining a special symbol. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.

[0249] The random number value for determining the special symbol may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the value has been stored up to the "fourth storage area," the acquired random number value may be discarded.

[0250] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. Then, after acquiring the random number value for determining a special symbol variation pattern, the process proceeds to step S104-1-7.

[0251] The random number value for determining the special symbol variation pattern may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.

[0252] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the random number values ​​for determining a win, the random number values ​​for determining a special symbol, and the random number values ​​for determining a special symbol variation pattern as determination information in an available memory area. For example, if the "third memory area" is stored and the "fourth memory area" is available, the main CPU 101 stores each random number value in the "fourth memory area." Then, once each random number value has been stored in an available memory area, the process proceeds to step S104-1-8.

[0253] (Step S104-1-8) In step S104-1-8, the main CPU 101 performs a winning time determination process. This winning time determination process is a process for determining whether the random number value acquired in step S104-1-4 is a winning value prior to the special symbol winning time determination process in the special symbol variation start time process (see FIG. 19). As a result, for example, if the winning time determination random number value stored in the "fourth memory area" in step S104-1-7 is a winning value, a preview effect ("preview effect" described below) can be executed across multiple variations. Then, when the winning time determination process is completed, the process proceeds to step S104-1-9.

[0254] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning command in the command transmission area in order to send the first start port winning command to the performance control board 200. The first start port winning command also includes information on the judgment result of the winning judgment process in step S104-1-8, and by receiving this command, the performance control board 200 can recognize whether the judgment result of the winning judgment process is a win or a miss. Then, after setting the first start port winning command, the processing proceeds to step S104-1-10.

[0255] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the reserved memory area designation command in the command transmission area to transmit the reserved memory area designation command to the performance control board 200. The reserved memory area designation command is a command that indicates the storage status of the judgment information storage area (reserved memory area) of the main RAM 103, and is a command that includes information such as "0" if only the variable memory area is stored, "1" if the first memory area is stored, "2" if the second memory area is stored, "3" if the third memory area is stored, and "4" if the fourth memory area is stored. This allows the performance control board 200 to recognize the storage status of the judgment information storage area (reserved memory area) of the main RAM 103. Then, after setting the reserved memory area designation command, the process proceeds to step S104-1-11.

[0256] (Step S104-1-11) In step S104-1-11, the main CPU 101 determines whether the current gaming state is a time-shortened gaming state (A, B) or a probability variable gaming state. Specifically, it determines whether "1" indicating time-shortened gaming state A, "2" indicating probability variable gaming state, or "3" indicating time-shortened gaming state B is stored in the gaming state storage area of ​​the main RAM 103. If the current gaming state is the time-shortened gaming state (A, B) or probability variable gaming state, the process proceeds to step S104-1-12, and if the current gaming state is not the time-shortened gaming state (A, B) or probability variable gaming state, the process proceeds to step S104-2 of the input SW detection process.

[0257] (Step S104-1-12) In step S104-1-12, the main CPU 101 sets a left-hit error designation command in the command transmission area to transmit the left-hit error designation command to the performance control board 200. That is, when a left-hit is performed in the time-saving game state (A, B) or the probability variable game state and the game ball enters the first starting hole 21, a notification regarding a left-hit error (for example, a display and audio notification such as "Please hit right") is made. Then, when the left-hit error designation command is set, the process proceeds to step S104-2 of the input switch detection process. In addition, if the gate member 20 is also provided in the first game area 7a, the left-hit error designation command is not set when the game ball enters the first starting hole 21, but rather when the game ball passes through the gate member 20.

[0258] (Regarding processing when the second starting port is detected) Figure 16 is a flowchart (a subroutine of step S104-2 of the input SW detection process) showing the processing performed when the second start port is detected in the main control board 100. Note that Figure 16 differs from Figure 15 in the start port, but the basic processing content is the same, so the explanation will be omitted as appropriate.

[0259] (Step S104-2-1) In step S104-2-1, the main CPU 101 determines whether or not information indicating that a game ball has entered has been input from the second start hole detection SW 22a. If information indicating that a game ball has entered has been input from the second start hole detection SW 22a, the process proceeds to step S104-2-2. If information indicating that a game ball has entered has not been input from the second start hole detection SW 22a, the process proceeds to step S104-3 of the input SW detection process.

[0260] (Step S104-2-2) In step S104-2-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out two game balls as prize balls for the game ball entering the second start opening 22. Then, after setting the prize ball command, the process proceeds to step S104-2-3.

[0261] (Step S104-2-3) In step S104-2-3, the main CPU 101 determines whether or not the above-mentioned "fourth storage area" has been stored. That is, it determines whether or not the number of reserved symbol variation games in the second start slot 22 is "4." If the "fourth storage area" has been stored, the process proceeds to step S104-3 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-2-4.

[0262] (Step S104-2-4) In step S104-2-4, the main CPU 101 acquires a random number value for determining whether or not a win has been made, and then proceeds to step S104-2-5.

[0263] (Step S104-2-5) In step S104-2-5, the main CPU 101 acquires a random number value for determining a special symbol. After acquiring the random number value for determining a special symbol, the main CPU 101 proceeds to step S104-2-6.

[0264] (Step S104-2-6) In step S104-2-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. After acquiring the random number value for determining a special symbol variation pattern, the main CPU 101 proceeds to step S104-2-7.

[0265] (Step S104-2-7) In step S104-2-7, the main CPU 101 stores the random number values ​​for determining the winning combination, the random number values ​​for determining the special symbol, and the random number values ​​for determining the special symbol variation pattern as determination information in an available memory area. After storing each random number value in an available memory area, the process proceeds to step S104-2-8.

[0266] (Step S104-2-8) In step S104-2-8, the main CPU 101 performs a prize-winning determination process. After the prize-winning determination process is completed, the process proceeds to step S104-2-9.

[0267] (Step S104-2-9) In step S104-2-9, the main CPU 101 sets the second start port winning command in the command transmission area in order to send the second start port winning command to the performance control board 200. Then, after setting the second start port winning command, the process proceeds to step S104-2-10.

[0268] (Step S104-2-10) In step S104-2-10, the main CPU 101 sets the reserved memory area designation command in the command transmission area in order to transmit the reserved memory area designation command to the performance control board 200. Then, after setting the reserved memory area designation command, the process proceeds to step S104-3 of the input switch detection process.

[0269] (Processing when passing gates are detected) FIG. 17 is a flowchart showing the process executed by the main control board 100 when detecting a passage gate (a subroutine of step S104-5 of the input switch detection process).

[0270] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether or not information indicating that a game ball has entered has been input from the gate detection SW 20a. If information indicating that a game ball has entered has been input from the gate detection SW 20a, the process proceeds to step S104-5-2, and if information indicating that a game ball has entered has not been input from the gate detection SW 20a, the process proceeds to step S104-6 of the input SW detection process.

[0271] (Step S104-5-2) In step S104-5-2, the main CPU 101 determines whether or not the above-mentioned "fourth storage area" has been stored. That is, it determines whether or not the number of reserved normal symbol variation games is "4." If the "fourth storage area" has been stored, the process proceeds to step S104-6 of the input switch detection process. If the "fourth storage area" has not been stored, the process proceeds to step S104-5-3.

[0272] (Step S104-5-3) In step S104-5-3, the main CPU 101 acquires a random number value for determining whether a normal symbol has won. After acquiring the random number value for determining whether a normal symbol has won, the process proceeds to step S104-5-4.

[0273] (Step S104-5-4) In step S104-5-4, the main CPU 101 acquires a random number value for determining a normal symbol. After acquiring the random number value for determining a normal symbol, the process proceeds to step S104-5-5.

[0274] The random number value for determining the normal symbol may be acquired before step S104-5-4. If it is determined in step S104-5-2 that the "fourth storage area" has been stored, the acquired random number value may be discarded.

[0275] (Step S104-5-5) In step S104-5-5, the main CPU 101 acquires a random number value for determining a normal symbol variation pattern. After acquiring the random number value for determining a normal symbol variation pattern, the process proceeds to step S104-5-6.

[0276] (Step S104-5-6) In step S104-5-6, the main CPU 101 stores the random number value for determining whether a normal symbol has won, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern in an available memory area as determination information. After storing each random number value in an available memory area, the process proceeds to step S104-5-7.

[0277] (Step S104-5-7) In step S104-5-7, the main CPU 101 sets the normal map reserve increase command in the command transmission area to send the normal map reserve increase command to the performance control board 200. Then, when the normal map reserve increase command is set, the process proceeds to step S104-5-8.

[0278] (Step S104-5-8) In step S104-5-8, the main CPU 101 sets the normal symbol reserved memory area designation command in the command transmission area to send the normal symbol reserved memory area designation command to the performance control board 200. Then, when the normal symbol reserved memory area designation command is set, the process proceeds to step S104-5-9.

[0279] (Step S104-5-9) In step S104-5-9, the main CPU 101 determines whether the current gaming state is the normal gaming state. Specifically, it determines whether "0", which indicates the normal gaming state, is stored in the gaming state storage area of ​​the main RAM 103. If the current gaming state is the normal gaming state, the process proceeds to step S104-5-10. If the current gaming state is not the normal gaming state, the process proceeds to step S104-6 of the input switch detection process.

[0280] (Step S104-5-10) In step S104-5-10, the main CPU 101 sets a right-hit error designation command in the command transmission area in order to send the right-hit error designation command to the performance control board 200. That is, when a right-hit is performed in normal gaming mode and the gaming ball passes through the gate member 20, a notification regarding a right-hit error (for example, a display and audio notification such as "Please hit left") is made. Then, once the right-hit error designation command is set, the process proceeds to step S104-6 of the input SW detection process.

[0281] (Regarding special design related processing) FIG. 18 is a flowchart showing the special symbol-related processing performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).

[0282] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating a stopped game is stored in the special symbol state flag storage area of ​​the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" indicating the game is changing in the special symbol state flag storage area (step S105-2-16 in FIG. 19 described later), and when it stops the variation of the special symbol, it sets the value "0" indicating the game is stopped in the special symbol state flag storage area (step S105-4-3 in FIG. 20 described later). After setting the value "0" indicating the game is stopped, if a win occurs, the value "2" indicating a winning game is set. If the value "0" indicating the game is stopped is set, the process proceeds to step S105-2, and if the value "0" indicating the game is stopped is not set, the process proceeds to step S105-3.

[0283] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start processing shown in Fig. 19. This processing will be described in detail later with reference to Fig. 19. Then, when the special symbol variation start processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.

[0284] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating that the special symbol state is changing is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "1" indicating that the special symbol state is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the special symbol state is changing is not set, the process proceeds to step S105-5.

[0285] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation process shown in Fig. 20. This process will be described in detail later with reference to Fig. 20. Then, when the special symbol variation process is completed, the process proceeds to step S106 of the main control board timer interrupt process.

[0286] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating a stopped state is not set and that the value "1" indicating a fluctuating state is not set, it determines that the value "2" indicating a winning game is set and performs the winning game processing shown in Fig. 22. This processing will be described in detail later with reference to Fig. 22. Then, when the winning game processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.

[0287] (Regarding the processing at the start of special pattern fluctuations) FIG. 19 is a flowchart showing the special symbol variation start processing performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related processing).

[0288] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a reserved item in the reserved memory area of ​​the symbol variation game corresponding to the second start slot 22 provided in the main RAM 103. If there is a reserved item corresponding to the second start slot 22, the process proceeds to step S105-2-2, and if there is no reserved item corresponding to the second start slot 22, the process proceeds to step S105-2-4.

[0289] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reserved balls in the second start port 22. As described above in the section "Regarding the second start port 22," this subtraction corresponds to sliding the judgment information (random number values) in the "variable memory area" to the "fourth memory area" and then emptying the memory area of ​​"1." Accordingly, the display of the second special symbol reserved indicator 27d also changes to a display mode (from "flashing" to "on" or from "on" to "off") according to the number of reserved balls. Then, after subtracting "1" from the number of reserved balls in the second start port 22, the process proceeds to step S105-2-3.

[0290] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a second start port subtraction command in the command transmission area to subtract the number of reserved games managed by the performance control board 200. Then, when the second start port subtraction command is set, the process proceeds to step S105-2-8.

[0291] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a reservation in the reservation memory area corresponding to the first start port 21 provided in the main RAM 103. If there is a reservation corresponding to the first start port 21, the process proceeds to step S105-2-5, and if there is no reservation corresponding to the first start port 21, the process proceeds to step S105-2-7.

[0292] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of reserved positions in the first start port 21. As described above in the section "Regarding the first start port 21," this subtraction corresponds to sliding the judgment information (random number values) in the "variable memory area" to the "fourth memory area" and then emptying the memory area of ​​"1." Accordingly, the display of the first special symbol reserved indicator 27c also changes to a display mode (from "flashing" to "on" or from "on" to "off") according to the number of reserved positions. Then, after subtracting "1" from the number of reserved positions in the first start port 21, the process proceeds to step S105-2-6.

[0293] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a first start port subtraction command in the command transmission area to subtract the number of reserved games managed by the performance control board 200. Then, when the first start port subtraction command is set, the process proceeds to step S105-2-8.

[0294] (Step S105-2-7) In step S105-2-7, if there is neither a hold corresponding to the second start port 22 nor a hold corresponding to the first start port 21, the main CPU 101 sets a customer waiting command in the command transmission area to display a "Waiting for Customer" screen on the image display device 26. Then, after setting the customer waiting command, the process proceeds to step S106 of the main control board timer interrupt process.

[0295] The "waiting for customers" screen is, for example, a state in which the sub-patterns determined and displayed in the most recently ended pattern change game, the background image displayed in the most recently ended pattern change game, the change icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of ​​the second start port may also be included), and is a state in which, for example, an image informing that the volume or light intensity can be adjusted (for example, an image imitating a level gauge image or a cross key button) is further added and displayed. Then, when a predetermined time has elapsed in the "waiting for customers" state, a "demo performance" is executed. In the "demo performance", the sub-patterns and background images displayed in "Waiting for customers", as well as the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of ​​the second start port may also be included), the first start port reserved ball number image 26e, and the second start port reserved ball number image 26f are not displayed, and for example, the entire display area is used to display the model name, manufacturer name (manufacturer logo), and caution information to prevent addiction to the game. Then, when a predetermined time has passed in the "demo performance", the "Waiting for customers" state will be displayed again.

[0296] It is also possible not to send the customer waiting command. In this case, the performance control board 200 measures the time from the end of the previous symbol variation game, and if a predetermined time is measured without receiving a new start command (such as a special symbol variation pattern designation command), it is possible to display a "Waiting for Customers" screen. In this way, the customer waiting command becomes unnecessary, which makes it possible to reduce commands and simplify control.

[0297] (Step S105-2-8) In step S105-2-8, the main CPU 101 sets the reserved memory area designation command in the command transmission area in order to send the reserved memory area designation command to the performance control board 200. Then, after setting the reserved memory area designation command, the process proceeds to step S105-2-9.

[0298] (Step S105-2-9) In step S105-2-9, if the main CPU 101 reaches this processing after performing step S105-2-2, it uses the determination information (random number value) acquired and stored in the second start hole detection processing to determine whether the determination information (random number value) is a winning determination information (random number value). Furthermore, the main CPU 101 determines a special symbol based on the result of the determination. For example, if it determines that the determination information (random number value) acquired and stored in the first start hole detection processing is a winning, it determines one of special symbols A to C, and if it determines that the determination information (random number value) acquired and stored in the first start hole detection processing is a losing, it determines special symbol D. Then, when the special symbol winning determination processing is completed, the process proceeds to step S105-2-10.

[0299] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets the symbol designation command in the command transmission area in order to transmit the symbol designation command to the performance control board 200. For example, in step S105-2-9, if the special symbol D is determined, the main CPU 101 sets a symbol designation command indicating that it is the special symbol D. Then, once the symbol designation command is set, the process proceeds to step S105-2-11.

[0300] (Step S105-2-11) In step S105-2-11, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using the special symbol variation pattern table shown in FIG. 8). Then, after determining the variation pattern of the special symbol, the process proceeds to step S105-2-12.

[0301] As described above, in the case of the first variation in the time-saving game state B, in step S105-2-11, the variation pattern of the special symbol in the pattern variation game is determined using the special symbol variation pattern table B in Fig. 8. Also, as described above, in the case of consuming the remaining special 2, in step S105-2-11, the variation pattern of the special symbol in the pattern variation game is determined using the special symbol variation pattern table C in Fig. 8. In other cases, the variation pattern of the special symbol in the pattern variation game is determined using the special symbol variation pattern table A in Fig. 8.

[0302] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area to send a command indicating the special symbol variation pattern determined in step S105-2-11 to the performance control board 200. For example, if "variation pattern 9" is determined in step S105-2-11, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, after the special symbol variation pattern designation command is set, the process proceeds to step S105-2-13.

[0303] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets the fluctuation time (see FIG. 8) corresponding to the special symbol fluctuation pattern determined in step S105-2-11 in the time management counter of the main RAM 103. For example, if "fluctuation pattern 9" is determined, the fluctuation time "70S" is set. Then, after setting the fluctuation time, the process proceeds to step S105-2-14.

[0304] (Step S105-2-14) In step S105-2-14, the main CPU 101 sets the value "1" indicating that the special symbol is changing in the special symbol status flag storage area of ​​the main RAM 103. This allows the player to recognize that the special symbol is changing. In addition, in this process, the subtraction of the change time set in step S105-2-13 is started. Then, when the value "1" indicating that the special symbol is changing is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.

[0305] In the above explanation of Figure 19, if there is judgment information for the second starting hole 22 in step S105-2-1, the special pattern hit judgment process is executed in priority to the first starting hole 21, but the special pattern hit judgment process may also be executed in the order in which the balls enter the first starting hole 21 and the second starting hole 22.

[0306] (Regarding processing during special pattern changes) FIG. 20 is a flowchart showing the special symbol variable process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).

[0307] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variable time has elapsed in the time management counter of the main RAM 103. For example, if "variable pattern 9" is determined and "70S" is set, it determines whether "70S" has elapsed. If the variable time for the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variable time for the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.

[0308] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a symbol stop command in the command transmission area to transmit a symbol stop command for stopping the sub-symbols being variably displayed on the image display device 26 to the performance control board 200. Then, after setting the symbol stop command, the process proceeds to step S105-4-3.

[0309] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of ​​the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, after setting the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area, the process proceeds to step S105-4-4.

[0310] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the determination in step S105-2-9 in Fig. 19 is a win or not. If it is a win, the process proceeds to step S105-4-5, and if it is not a win, the process proceeds to step S105-4-11.

[0311] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating a winning game in the special symbol state flag storage area of ​​the main RAM 103. This allows the game to be recognized as a winning game. Note that although the value "2" indicating a winning game is set in this process, the special symbol remains stopped until the winning game ends and the start condition for the next variation is met. Then, when the value "2" indicating a winning game is set in the special symbol state flag storage area, the process proceeds to step S105-4-6.

[0312] (Step S105-4-6) In step S105-4-6, the main CPU 101 clears the game state. For example, if the current game state is the normal game state, it remains the normal game state; if the current game state is a time-limited game state (A, B), it remains the normal game state; and if the current game state is a probability variable game state, it remains the normal game state. This prevents, for example, a win in the time-limited game state (A, B), normal power support from being provided during the winning game, and prevents the player from suffering losses due to the game balls only entering the second start slot 22 during the winning game and not entering the big prize slot 24. Then, after the game state is cleared, processing proceeds to step S105-4-7.

[0313] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game number counter. That is, when a winning game is won, each game number counter shown in FIG. 9 is cleared (counter value is set to 0) before the winning game starts. Then, after each game number counter is cleared, the process proceeds to step S105-4-8.

[0314] (Step S105-4-8) In step S105-4-8, the main CPU 101 transitions to a winning opening that notifies the start of a winning game. For example, the winning state storage area of ​​the main RAM 103 stores the state of the winning game, and if it is a winning opening, "0" is set, if the big prize opening 24 is open, "1" is set, if it is an interval between rounds, "2" is set, and if it is an ending, "3" is set. Then, after transitioning to the winning opening, the process transitions to step S105-4-9.

[0315] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a winning opening command in the command transmission area in order to transmit a winning opening command for executing an effect corresponding to the opening of a winning game to the effect control board 200. Then, after setting the winning opening command, the process proceeds to step S105-4-10.

[0316] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets a time corresponding to the opening of the winning game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the time corresponding to the winning opening, the process proceeds to step S106 of the main control board timer interrupt process.

[0317] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs the game state specific processing shown in Fig. 21. This processing will be described in detail later with reference to Fig. 21. Then, when the game state specific processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.

[0318] (Processing by game state) FIG. 21 is a flowchart showing the processing for each game state performed in the main control board 100 (a subroutine of step S105-4-11 of the processing during special symbol variation).

[0319] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 determines whether the current gaming state is time-shortened gaming state A. Specifically, it determines whether "1" indicating time-shortened gaming state A is stored in the gaming state storage area of ​​the main RAM 103. If the current gaming state is time-shortened gaming state A, the process proceeds to step S105-4-11-2, and if the current gaming state is not time-shortened gaming state A, the process proceeds to step S105-4-11-8.

[0320] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (increments) the time-shortened game state B activation counter provided in the main RAM 103. Specifically, the time-shortened game state B activation counter is incremented by "1." Note that since the time-shortened game state A has a playable number of 100 times, the time-shortened game state B activation counter will never reach "898" in the time-shortened game state A. Therefore, after completing this process, the process proceeds to step S105-4-11-3, where the time-shortened game state counter is updated (decremented). The update can be performed in either a symbol change game based on a game ball entering the first starting hole 21 or a symbol change game based on a game ball entering the second starting hole 22.

[0321] The start of the time-saving gaming state A constitutes the establishment of a predetermined condition. In other words, when the first symbol change game in the time-saving gaming state A starts, the value of the game number counter for activating the time-saving gaming state B becomes "1." In addition, if the game state transitions to the normal game state without winning a winning game in the time-shortened game state B, the value of the game number counter for activating the time-shortened game state B is not updated in the normal game state. In this case, the value of the game number counter for activating the time-shortened game state B is not updated thereafter until the RAM clear switch 105 is turned on and the area of ​​the main RAM 103 is initialized, and once the RAM clear switch 105 is turned on and the area of ​​the main RAM 103 is initialized, the value of the game number counter for activating the time-shortened game state B can be updated. In addition, when the time-saving gaming state A is not provided, the start of the normal gaming state constitutes the fulfillment of the predetermined condition. In other words, when the first symbol variation game in the normal gaming state starts, the value of the game number counter for activating the time-saving gaming state B becomes "1".

[0322] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (decrements) the time-shortened game state game number counter provided in the main RAM 103. Specifically, the time-shortened game state game number counter is decremented by "1." Then, after updating (decrementing) the time-shortened game state game number counter, the process proceeds to step S105-4-11-4.

[0323] (Step S105-4-11-4) In step S105-4-11-4, the main CPU 101 sets a game number counter command. Here, the game number counter command to be set is a command indicating the value of the game number counter for activating the time-shortened game state B and a command indicating the value of the time-shortened game state game number counter. Then, after setting the game number counter command, the process proceeds to step S105-4-11-5.

[0324] (Step S105-4-11-5) In step S105-4-11-5, the main CPU 101 determines whether the counter value after the subtraction, which was updated (decremented) in step S105-4-11-3, is 0. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-6, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.

[0325] (Step S105-4-11-6) In step S105-4-11-6, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, it stores "0", which indicates the normal gaming state, in the gaming state storage area of ​​the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-11-7.

[0326] (Step S105-4-11-7) In step S105-4-11-7, the main CPU 101 sets a game status command (normal) in the command transmission area to transmit the game status command (normal) indicating the normal game status to the performance control board 200. Then, when the game status command indicating the normal game status is set, the process proceeds to step S106 of the main control board timer interrupt process.

[0327] (Step S105-4-11-8) In step S105-4-11-8, the main CPU 101 determines whether the current gaming state is the normal gaming state. Specifically, it determines whether "0", which indicates the normal gaming state, is stored in the gaming state storage area of ​​the main RAM 103. If the current gaming state is the normal gaming state, the process proceeds to step S105-4-11-9. If the current gaming state is not the normal gaming state, the process proceeds to step S105-4-11-16.

[0328] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (increments) the game number counter for activating the time-shortened game state B provided in the main RAM 103. Specifically, the main CPU 101 increments the game number counter for activating the time-shortened game state B by "1." After updating (incrementing) the game number counter for activating the time-shortened game state B, the process proceeds to step S105-4-11-10. The update can be performed in either a symbol change game based on a game ball entering the first starting hole 21 or a symbol change game based on a game ball entering the second starting hole 22. As described above, if the game state transitions to the normal game state without winning a winning game in the time-shortened game state B, the game number counter for activating the time-shortened game state B is not updated in this process. Examples of situations in which the game number counter for activating the time-shortened game state B is updated in this process include a situation in which the normal game state transitioned from the time-shortened game state A is being played, and a situation in which the normal game state is being played after the RAM clear switch 105 is turned on and the area of ​​the main RAM 103 is initialized. Therefore, when the RAM clear switch 105 is turned on and the area of ​​the main RAM 103 is initialized, this constitutes the establishment of a predetermined condition.

[0329] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets a game number counter command. Here, the game number counter command to be set is a command indicating the value of the game number counter for activating the time-shortened game state B. Then, after setting the game number counter command, the process proceeds to step S105-4-11-11.

[0330] (Step S105-4-11-11) In step S105-4-11-11, the main CPU 101 determines whether the counter value after updating (adding) the number of games counter for activating the time-shortened gaming state B in step S105-4-11-9 is "898". If the updated counter value is "898", the process proceeds to step S105-4-11-12, and if the updated counter value is not "898", the process proceeds to step S106 of the main control board timer interrupt process.

[0331] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 sets the gaming state to the time-shortened gaming state B. Specifically, "3", which indicates the time-shortened gaming state, is stored in the gaming state storage area of ​​the main RAM 103. Then, when the gaming state is set to the time-shortened gaming state B, the process proceeds to step S105-4-11-13.

[0332] That is, in this embodiment, when the play count counter for activating the time-shortened play state B reaches "898" in the normal play state, the game state transitions from the normal play state to the time-shortened play state B. The play count counter for activating the time-shortened play state B is cleared, for example, in step S105-4-7 of FIG. 20, so that if the symbol change game is played "898" times in succession without winning a winning game in the time-shortened play state A and the normal play state (a disadvantageous situation for the player), the game state transitions to the time-shortened play state B as a rescue. This serves as a guideline for "898" times, and can reduce the number of players who continue playing without limit.

[0333] In the following, the transition to the time-shortened gaming state B by this processing may be referred to as "trigger 2" or "the time-shortened gaming state activated (transitioned) by trigger 2."

[0334] Furthermore, when multiple setting values ​​are provided as described above, the value of the play count counter for activating the time-shortened game state B, which will result in a transition to the time-shortened game state B, may be common to all setting values. For example, whether the setting value is 1 or 6, the value of the play count counter for activating the time-shortened game state B, which will result in a transition to the time-shortened game state B, may be "898." This prevents players from continuing to play blindly without knowing which setting value is set, and makes it possible to clearly indicate a guideline, such as "898" times, regardless of the setting value.

[0335] On the other hand, when multiple setting values ​​are provided as described above, the value of the play count counter for activating time-shortened game state B, which will transition to time-shortened game state B, may be different for each setting value. For example, the value may be "898" when the setting value is 1, and "750" when the setting value is 6. This allows the setting value to be ascertained from the number of plays that transition to time-shortened game state B, and by drawing attention to the number of plays that transition to time-shortened game state B, it leads to increased interest in the game.

[0336] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets "1212" to a time-shortened game state play count counter provided in the main RAM 103. That is, if the symbol variation game is played "898" times consecutively in the time-shortened game state A and the normal game state without winning a winning game (a situation unfavorable to the player), the time-shortened game state B is granted "1212" times as a rescue. Then, after setting "1212" to the time-shortened game state play count counter, the process proceeds to step S105-4-11-14.

[0337] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets a game state command (time reduction B) in the command transmission area to transmit the game state command (time reduction B) indicating that the game is in the time-shortened game state B to the performance control board 200. Then, when the game state command indicating that the game is in the time-shortened game state B is set, the process proceeds to step S105-4-11-15.

[0338] (Step S105-4-11-15) In step S105-4-11-15, the main CPU 101 clears the game number counter for activating the time-shortened game state B in the main RAM 103 (sets the counter value to 0). Then, after clearing the game number counter for activating the time-shortened game state B (sets the counter value to 0), the main CPU 101 shifts the processing to step S106 of the main control board timer interrupt processing.

[0339] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 determines whether the current gaming state is time-shortened gaming state B. Specifically, it determines whether "3", which indicates time-shortened gaming state B, is stored in the gaming state storage area of ​​the main RAM 103. If the current gaming state is time-shortened gaming state B, the process proceeds to step S105-4-11-17, and if the current gaming state is not time-shortened gaming state B, the process proceeds to step S105-4-11-22.

[0340] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 updates (decrements) the time-shortened game state game number counter provided in the main RAM 103. Specifically, the time-shortened game state game number counter is decremented by "1." Then, after updating (decrementing) the time-shortened game state game number counter, the main CPU 101 proceeds to step S105-4-11-18.

[0341] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 sets a game number counter command. Here, the game number counter command to be set is a command indicating the value of the time-shortened game state game number counter. Then, after setting the game number counter command, the process proceeds to step S105-4-11-19.

[0342] (Step S105-4-11-19) In step S105-4-11-19, the main CPU 101 determines whether the counter value after the subtraction, which was updated (decremented) in step S105-4-11-17, is 0. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-20, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.

[0343] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, "0" indicating the normal gaming state is stored in the gaming state storage area of ​​the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-11-21.

[0344] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets a game status command (normal) in the command transmission area to transmit the game status command (normal) indicating that the game is in the normal game status to the performance control board 200. Then, when the game status command indicating that the game is in the normal game status is set, the process proceeds to step S106 of the main control board timer interrupt process.

[0345] (Step S105-4-11-22) In step S105-4-11-22, the main CPU 101 updates (increments) the probability variable game state play number counter provided in the main RAM 103. Specifically, the probability variable game state play number counter is incremented by "1." Then, after updating (incrementing) the probability variable game state play number counter, the process proceeds to step S105-4-11-23.

[0346] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 sets a game number counter command. Here, the set game number counter command is a command that indicates the value of the probability variable game state game number counter. Then, after setting the game number counter command, the process proceeds to step S106 of the main control board timer interrupt process. When the number of games played in the probability variable game state counter is updated (incremented) to 10,000, the same processing as in steps S105-4-11-6 and S105-4-11-7 is carried out, but this is omitted from the flowchart.

[0347] (Regarding winning game processing) FIG. 22 is a flowchart showing the winning game processing carried out in the main control board 100 (a subroutine of step S105-5 of the special symbol related processing).

[0348] (Step S105-5-1) In step S105-5-1, the main CPU 101 determines whether a winning opening is in progress. That is, it determines whether "0", which indicates a winning opening, is set in the winning status storage area of ​​the main RAM 103. When the large prize opening is opened in step S105-5-3 described below, the value in the winning status storage area changes from "0" to "1". If a winning opening is in progress, the process proceeds to step S105-5-2, and if a winning opening is not in progress, the process proceeds to step S105-5-4.

[0349] (Step S105-5-2) In step S105-5-2, the main CPU 101 determines whether the time (for example, "10 seconds") corresponding to the winning opening set in step S105-4-11 of Fig. 20 has elapsed. If the time corresponding to the winning opening has elapsed, the process proceeds to step S105-5-3, and if the time corresponding to the winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.

[0350] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the special prize opening opening solenoid 24b to open the special prize opening 24. Also, the time management counter in the main RAM 103 is set to 29.5 seconds as the opening time. This marks the start of the first round of the winning game. In this process, the value in the winning status storage area is changed from "0" to "1." Then, once the special prize opening 24 has been opened, the process proceeds to step S106 of the main control board timer interrupt process.

[0351] (Step S105-5-4) In step S105-5-4, the main CPU 101 determines whether the large prize opening is currently open. It determines whether "1", which indicates that the large prize opening is currently open, is set in the win status storage area of ​​the main RAM 103. If the large prize opening is currently open, the process proceeds to step S105-5-5. If the large prize opening is not currently open, the process proceeds to step S105-5-7.

[0352] (Step S105-5-5) In step S105-5-5, the main CPU 101 determines whether either of the following conditions for closing the large prize opening has been met: the large prize opening 24 has remained open for 29.5 seconds without the large prize opening detection SW 24a detecting 10 balls entering, or the large prize opening detection SW 24a detecting 10 balls entering. If the large prize opening closing condition has been met, the process proceeds to step S105-5-6; if the large prize opening closing condition has not been met, the process proceeds to step S106 of the main control board timer interrupt process.

[0353] (Step S105-5-6) In step S105-5-6, the main CPU 101 transitions to the inter-round interval, which is the time between when the large prize opening 24 closes and when it opens again. In this process, the value of the win status storage area is changed from "1" to "2." Then, after transitioning to the inter-round interval, the process transitions to step S106 of the main control board timer interrupt process.

[0354] (Step S105-5-7) In step S105-5-7, the main CPU 101 determines whether an inter-round interval is occurring. That is, it determines whether "2", which indicates an inter-round interval, is set in the win status storage area of ​​the main RAM 103. If an inter-round interval is occurring, the process proceeds to step S105-5-8. If an inter-round interval is not occurring, the process proceeds to step S105-5-13.

[0355] (Step S105-5-8) In step S105-5-8, the main CPU 101 determines whether the final round has ended. For example, in step S105-5-11 described below, if the number of remaining rounds is "0" as a result of updating (incrementing or decrementing) the number of rounds, the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-5-9, and if the final round has not ended, the process proceeds to step S105-5-11.

[0356] (Step S105-5-9) In step S105-5-9, the main CPU 101 transitions to an ending that notifies the user that the winning game has ended. In this process, the value of the winning status storage area is changed from "2" to "3." In addition, a time corresponding to the ending of the winning game (for example, 10 seconds) is set in the time management counter of the main RAM 103. Then, after transitioning to the ending, the process transitions to step S106 of the main control board timer interrupt process.

[0357] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area to transmit an ending command for executing a presentation corresponding to the ending of the winning game to the presentation control board 200. Then, after setting the ending command, the process proceeds to step S106 of the main control board timer interrupt process.

[0358] (Step S105-5-11) In step S105-5-11, the main CPU 101 updates the value of the round number counter in the main RAM 103. The updating method may be increment or decrement. For example, if a 5-round win is awarded, the round number counter in the main RAM 103 may be set to "5" and decremented by 1 each time a round is completed, or the round number counter in the main RAM 103 may not be set to "5" but may be incremented by 1 each time a round is completed. After updating the number of rounds, the process proceeds to step S105-5-12.

[0359] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the special prize opening opening solenoid 24b to open the special prize opening 24. The main CPU 101 also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. This starts the second and subsequent rounds of the winning game. In this process, the value of the winning status storage area is changed from "0" to "1." Once the special prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.

[0360] (Step S105-5-13) In step S105-5-13, the main CPU 101 determines whether the time (for example, 10 seconds) corresponding to the ending set in the above-mentioned step S105-5-9 has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.

[0361] (Step S105-5-14) In step S105-5-14, the main CPU 101 determines whether the special symbol is one of "special symbol A," "special symbol B," or "special symbol E." In other words, it determines whether the special symbol determined based on the win is one of "special symbol A," "special symbol B," or "special symbol E." If the special symbol is one of "special symbol A," "special symbol B," or "special symbol E," the process proceeds to step S105-5-15, and if the special symbol is not one of "special symbol A," "special symbol B," or "special symbol E," the process proceeds to step S105-5-18.

[0362] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the gaming state to a probability variable gaming state. Therefore, in this process, "2" is set in the gaming state storage area of ​​the main RAM 103. Then, after "2" is set in the gaming state storage area of ​​the main RAM 103, the process proceeds to step S105-5-16.

[0363] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets a game state command (probability variable) in the command transmission area to transmit a game state command (probability variable) indicating that the game is in a probability variable game state to the performance control board 200. Then, when the game state command indicating that the game is in a probability variable game state is set, the process proceeds to step S105-5-17.

[0364] (Step S105-5-17) In step S105-5-17, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol state flag storage area of ​​the main RAM 103. Note that in this process, the value "0" indicating that the special symbol is stopped is set, but as described above, during a winning game, the special symbol is stopped, so this can be said to be a process of merely setting a flag to start the next variation. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.

[0365] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the gaming state to the time-shortened gaming state A. Therefore, in this process, "1" is set in the gaming state storage area of ​​the main RAM 103. Then, after "1" is set in the gaming state storage area of ​​the main RAM 103, the process proceeds to step S105-5-19.

[0366] In the following, the transition to the time-shortened gaming state A by this processing may be referred to as "trigger 1" or "the time-shortened gaming state activated (transitioned) by trigger 1."

[0367] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets "100" to the time-shortened game state play count counter provided in the main RAM 103. This means that "100" time-shortened game state A will start from the next variation. Then, after setting "100" to the time-shortened game state play count counter provided in the main RAM 103, the process proceeds to step S105-5-20.

[0368] In addition, there may be multiple types of values ​​set in the time-saving gaming state play counter for both "Trigger 1" and "Trigger 2." Also, while there may be multiple types of "Trigger 1" or "Trigger 2," there may be only one type of the other.

[0369] (Step S105-5-20) In step S105-5-20, the main CPU 101 sets a game state command (time reduction A) indicating that the game is in the time-shortened game state A in the command transmission area to transmit it to the performance control board 200. Then, when the game state command (time reduction A) indicating that the game is in the time-shortened game state A is set, the process proceeds to step S105-5-21.

[0370] (Step S105-5-21) In step S105-5-21, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol state flag storage area of ​​the main RAM 103. Note that in this process, the value "0" indicating that the special symbol is stopped is set, but as described above, during a winning game, the special symbol is stopped, so this process can be said to be merely a process to set a flag to start the next variation. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.

[0371] (Regarding abnormality detection processing) FIG. 23 is a flowchart showing the abnormality determination process performed in the main control board 100 (a subroutine of step S108 of the main control board timer interrupt process).

[0372] (Step S108-1) In step S108-1, the main CPU 101 determines whether a magnetic sensor input has been received. Specifically, it determines whether an input has been received from the magnetic sensor 27h. If an input has been received from the magnetic sensor 27h, the process proceeds to step S108-2. If an input has not been received from the magnetic sensor 27h, the process proceeds to step S108-4.

[0373] (Step S108-2) In step S108-2, the main CPU 101 determines whether the amount of magnetism detected by the magnetic sensor 27h exceeds a specified value. If the amount of magnetism detected by the magnetic sensor 27h exceeds the specified value, the process proceeds to step S108-3, and if the amount of magnetism detected by the magnetic sensor 27h does not exceed the specified value, the process proceeds to step S108-4.

[0374] (Step S108-3) In step S108-3, the main CPU 101 sets a magnetic anomaly designation command in the command transmission area to transmit the magnetic anomaly designation command for reporting a magnetic anomaly to the performance control board 200. Then, after setting the magnetic anomaly designation command, the process proceeds to step S108-4.

[0375] (Step S108-4) In step S108-4, main CPU 101 determines whether a radio wave sensor input has been received. Specifically, it determines whether an input has been received from radio wave sensor 27i. If an input has been received from radio wave sensor 27i, the process proceeds to step S108-5. If an input has not been received from radio wave sensor 27i, the process proceeds to step S109.

[0376] (Step S108-5) In step S108-5, main CPU 101 determines whether the amount of radio waves detected by radio wave sensor 27i exceeds a specified value. If the amount of radio waves detected by radio wave sensor 27i exceeds the specified value, the process proceeds to step S108-6. If the amount of radio waves detected by radio wave sensor 27i does not exceed the specified value, the process proceeds to step S109.

[0377] (Step S108-6) In step S108-6, the main CPU 101 sets a radio wave abnormality designation command in the command transmission area in order to transmit the radio wave abnormality designation command for reporting the radio wave abnormality to the performance control board 200. Then, after setting the radio wave abnormality designation command, the process proceeds to step S109.

[0378] Next, the control processing performed by the sub-CPU 201 of the performance control board 200 will be described.

[0379] (Regarding control processing performed by the sub-CPU 201) The control programs shown in the flowcharts of FIGS. 24 to 29 are stored in the sub ROM 202, and the sub CPU 201 reads the control programs from the sub ROM 202 and performs control processing in accordance with the read control programs.

[0380] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). As a result, if the power is out (power failure state), the process of step S200 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S201. Note that if the power is out (power failure state), the process can be executed using a backup power source (not shown).

[0381] (Step S201) In step S201, the sub CPU 201 performs an initial setting process to initialize the values ​​of internal registers, etc. After completing the initial setting process, the process proceeds to step S202.

[0382] (Step S202) In step S202, the sub-CPU 201 sets the CTC. That is, it sets the CTC (counter timer circuit) which has the function of generating a pulse output at a fixed period and the function of measuring time, and sets the time constant register of the CTC so that the performance control board timer interrupt processing described later is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S203.

[0383] (Step S203) In step S203, the sub-CPU 201 inhibits the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, after inhibiting the interruption, the process proceeds to step S204.

[0384] (Step S204) In step S204, the sub-CPU 201 updates the random numbers for effect. Then, when the update process of the random numbers for effect is completed, the process proceeds to step S205.

[0385] (Step S205) In step S205, the sub-CPU 201 allows the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, when the interruption is allowed, the process again proceeds to step S203, and thereafter, steps S203 to S205 are looped.

[0386] (Regarding the performance control board timer interrupt processing) 25 is a flowchart showing the performance control board timer interrupt processing performed in the performance control board 200. This processing is executed by periodically (for example, every 4 ms) interrupting the performance control board main processing described above.

[0387] (Step S300) In step S300, the sub CPU 201 saves the contents of the registers in the stack area. After saving the contents of the registers in the stack area, the process proceeds to step S301.

[0388] (Step S301) In step S301, the sub-CPU 201 performs processing to update the timer managed by the performance control board 200. Then, after updating the timer, the process proceeds to step S302.

[0389] (Step S302) In step S302, the sub CPU 201 performs input processing of the operation device shown in Fig. 26. This processing will be described in detail later with reference to Fig. 26. Then, when the input processing of the operation device is completed, the process proceeds to step S303.

[0390] (Step S303) In step S303, the sub CPU 201 performs the main command reception process shown in Figures 27 and 28. This process will be described in detail later with reference to Figures 27 and 28. Then, when the main command reception process ends, the process proceeds to step S304.

[0391] (Step S304) In step S304, the sub-CPU 201 performs a process to transmit a sub-command. A sub-command is a command set in the main command reception process shown in FIGS. 27 and 28, which will be described later, and in this process, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command control the display, sound, light emission, and drive effects corresponding to the sub-command. Then, once the sub-command has been transmitted, the process proceeds to step S305.

[0392] (Step S305) In step S305, the sub-CPU 201 restores the contents saved in the stack area in step S300 to the register. Then, after restoring the contents saved in the stack area to the register, the performance control board timer interrupt process is terminated.

[0393] (Regarding operation device input processing) FIG. 26 is a flowchart showing the operation device input processing carried out in the performance control board 200 (a subroutine of step S302 of the performance control board timer interrupt processing).

[0394] (Step S302-1) In step S302-1, the sub-CPU 201 determines whether a cross key detection SW (up or down) input has been made. Note that the cross key detection SW 16a shown in Fig. 4 has switches corresponding to the up, down, left, and right of the cross key button 16, and for example, if the up button of the cross key button 16 is operated, it can be determined that a cross key detection SW (up) input has been made. Then, if a cross key detection SW (up or down) input has been made, the process proceeds to step S302-2, and if a cross key detection SW (up or down) input has not been made, the process proceeds to step S302-5.

[0395] (Step S302-2) In step S302-2, the sub-CPU 201 determines whether an upward cross key detection switch input has been made. If an upward cross key detection switch input has been made, the sub-CPU 201 proceeds to step S302-3, and if an upward cross key detection switch input has not been made, the sub-CPU 201 proceeds to step S302-4.

[0396] (Step S302-3) In step S302-3, the sub-CPU 201 changes (increases) the light intensity value managed by the sub-CPU 201 and sets a light intensity value change (increase) sub-command in the sub-command transmission area to transmit the light intensity value change (increase) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. This increases the brightness of the image display device 26 and the light emitting device 9. Then, after setting the light intensity value change (increase) sub-command, the process proceeds to step S303 of the performance control board timer interrupt process.

[0397] (Step S302-4) In step S302-4, the sub-CPU 201 changes (decreases) the light intensity value managed by the sub-CPU 201 and sets a light intensity value change (decrease) sub-command in the sub-command transmission area to transmit the light intensity value change (decrease) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. This makes it possible to reduce the brightness of the image display device 26 and the light emitting device 9. Then, once the light intensity value change (decrease) sub-command has been set, processing proceeds to step S303 of the performance control board timer interrupt processing.

[0398] (Step S302-5) In step S302-5, the sub-CPU 201 determines whether a cross key detection switch (left or right) input has been made. If a cross key detection switch (left or right) input has been made, the sub-CPU 201 proceeds to step S302-6, and if a cross key detection switch (left or right) input has not been made, the sub-CPU 201 proceeds to step S302-9.

[0399] (Step S302-6) In step S302-6, the sub-CPU 201 determines whether a right-direction cross key detection switch input has been performed. If a right-direction cross key detection switch input has been performed, the sub-CPU 201 proceeds to step S302-7, and if a right-direction cross key detection switch input has not been performed, the sub-CPU 201 proceeds to step S302-8.

[0400] (Step S302-7) In step S302-7, the sub-CPU 201 changes (increases) the volume value managed by the sub-CPU 201 and sets a volume value change (increase) sub-command in the sub-command transmission area to transmit the volume value change (increase) sub-command to the image / sound control unit 200b. This makes it possible to increase the volume value of background music, sound effects, etc. output from the speaker 10. Then, once the volume value change (increase) sub-command has been set, processing proceeds to step S303 of the performance control board timer interrupt processing.

[0401] (Step S302-8) In step S302-8, the sub-CPU 201 changes (decreases) the volume value managed by the sub-CPU 201 and sets a volume value change (decrease) sub-command in the sub-command transmission area to transmit the volume value change (decrease) sub-command to the image / sound control unit 200b. This makes it possible to lower the volume values ​​of background music, sound effects, etc. output from the speaker 10. Then, once the volume value change (decrease) sub-command has been set, processing proceeds to step S303 of the performance control board timer interrupt processing.

[0402] Note that steps S302-1 to S302-8 show the processing when the cross key button 16 is operated to adjust the volume or the light intensity, but this is merely an example, and other processing may be performed by operating the cross key button 16. For example, processing to change an item in a menu may be performed by operating the cross key button 16.

[0403] (Step S302-9) In step S302-9, the sub-CPU 201 performs processing corresponding to other operation devices. For example, if there is input from the effect button detection SW 14a, it sends an effect button operation sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. If there is input from the effect lever detection SW 15a, it sends an effect lever operation sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing the processing corresponding to other operation devices, it proceeds to step S303 of the effect control board timer interrupt processing.

[0404] (Main command reception process) FIG. 27 is a flowchart showing main command reception processing 1 / 2 performed in performance control board 200 (a subroutine of step S301 of performance control board timer interrupt processing).

[0405] (Step S301-1) In step S301-1, the sub-CPU 201 determines whether a power-related information command has been received. Examples of power-related information commands include the power-on command and power-restore command described above. If either of these commands has been received, the process proceeds to step S301-2. If either of these commands has not been received, the process proceeds to step S301-6.

[0406] (Step S301-2) In step S301-2, the sub-CPU 201 performs processing when it receives a power-related information command. For example, if it receives a power-on command, it performs processing related to power-on, and if it receives a power-restore command, it performs processing related to power-restore. Then, when it finishes this processing, it proceeds to step S301-3.

[0407] (Step S301-3) In step S301-3, the sub-CPU 201 sets a power-related sub-command in a sub-command transmission area to transmit the power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the sub-CPU 201 proceeds to step S301-4.

[0408] (Step S301-4) In step S301-4, the sub-CPU 201 determines whether a power-on command has been received. If a power-on command has been received, the process proceeds to step S301-5. If a power-on command has not been received, the process proceeds to step S302 of the performance control board timer interrupt process.

[0409] (Step S301-5) In step S301-5, the sub-CPU 201 performs the time-saving B suggestion effect determination process shown in Fig. 29. This process will be described in detail later with reference to Fig. 29. Then, when the time-saving B suggestion effect determination process is completed, the process proceeds to step S302 of the effect control board timer interrupt process. Details of the "Time-saving B suggestion effect" will be explained in detail in Figure 57, etc.

[0410] (Step S301-6) In step S301-6, the sub-CPU 201 determines whether an error-related information command has been received. Examples of error-related information commands include the magnetic anomaly designation command and the radio wave anomaly designation command described above. If any of these commands has been received, the process proceeds to step S301-7. If any of these commands has not been received, the process proceeds to step S301-9.

[0411] (Step S301-7) In step S301-7, the sub-CPU 201 performs processing when an error-related information command is received. For example, if a magnetic anomaly designation command is received, processing related to a magnetic anomaly error is performed, and if a radio wave anomaly designation command is received, processing related to a radio wave anomaly error is performed. Then, after completing this processing, the process proceeds to step S301-8.

[0412] (Step S301-8) In step S301-8, the sub-CPU 201 sets the error-related sub-command in the sub-command transmission area to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0413] (Step S301-9) In step S301-9, the sub-CPU 201 determines whether a start port related information command has been received. Examples of start port related information commands include the first start port winning command, the second start port winning command, the first start port subtraction command, the second start port subtraction command, and the reserved memory area designation command. If any of these commands has been received, the process proceeds to step S301-10; if any of these commands has not been received, the process proceeds to step S301-13.

[0414] (Step S301-10) In step S301-10, the sub-CPU 201 performs an icon change effect determination process. Specifically, when a first start opening winning command or a second start opening winning command is received, the sub-CPU 201 refers to the information on the judgment result of the winning time judgment process included in the command, and determines the display mode of the variable icon or reserved icon (the color of the variable icon or reserved icon described in the "reserved advance reading effect" described later). Then, after completing this process, the process proceeds to step S301-11.

[0415] (Step S301-11) In step S301-11, the sub-CPU 201 performs a process to determine whether to change the starting gate light emitting device. The light color of the starting gate light emitting device is linked to the color of the reserved icon determined in step S301-10. For example, if it is determined in step S301-10 that the color of the reserved icon is blue when the ball enters the starting gate, the starting gate light emitting device 21a will also emit blue light. After completing this process, the process proceeds to step S301-12.

[0416] (Step S301-12) In step S301-12, the sub-CPU 201 sets the start-up hole-related sub-command in the sub-command transmission area to transmit the start-up hole-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0417] (Step S301-13) In step S301-13, the sub-CPU 201 determines whether a game status related information command has been received. The game status related information command includes a game status command (normal), a game status command (time-saving A, time-saving B), and a game status command (probable change). If any of these commands has been received, the process proceeds to step S301-14, and if any of these commands has not been received, the process proceeds to step S301-16.

[0418] (Step S301-14) In step S301-14, the sub-CPU201 performs processing when it receives a game state related information command. For example, when it receives a game state command (normal), it performs processing related to the normal game state, when it receives a game state command (time-shortened A, time-shortened B), it performs processing related to each time-shortened game state, and when it receives a game state command (probability variable), it performs processing related to the probability variable game state. Then, when it finishes this processing, it moves to step S301-15.

[0419] (Step S301-15) In step S301-15, the sub-CPU 201 sets the game status related sub-command in the sub-command transmission area to transmit the game status related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0420] (Step S301-16) In step S301-16, the sub-CPU 201 determines whether a gate passage command has been received. If a gate passage command has been received, the process proceeds to step S301-17. If a gate passage command has not been received, the process proceeds to step S301-18.

[0421] (Step S301-17) In step S301-17, the sub-CPU 201 sets the gate passage sub-command in the sub-command transmission area to transmit the gate passage sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0422] (Main command reception process) FIG. 28 is a flowchart showing main command reception processing 2 / 2 performed in performance control board 200 (a subroutine of step S301 of performance control board timer interrupt processing).

[0423] (Step S301-18) In step S301-18, the sub-CPU 201 determines whether a symbol designation command has been received. If a symbol designation command has been received, the sub-CPU 201 proceeds to step S301-19. If a symbol designation command has not been received, the sub-CPU 201 proceeds to step S301-21.

[0424] (Step S301-19) In step S301-19, the sub-CPU 201 performs processing upon receiving a symbol designation command. For example, if a symbol designation command designating special symbol A is received, the sub-CPU 201 determines a symbol combination of "777" decorative symbols so that the symbol combination of "777" is confirmed and displayed as a decorative symbol. Note that if a symbol designation command designating special symbol A is received, the sub-CPU 201 may determine a symbol combination of "444" decorative symbols so that the symbol combination of "444" decorative symbols is confirmed and displayed as a decorative symbol. In this case, after a winning game ends, the sub-CPU 201 may transition to time-saving game state A, so that the actual game state is a probability variable game state, even though the game state appears to be time-saving game state A. This configuration may increase the player's interest in the game, since even if the game appears to be in time-saving game state A, it may be advantageous (probability variable game state). After completing this processing, the sub-CPU 201 proceeds to step S301-20.

[0425] (Step S301-20) In step S301-20, the sub-CPU 201 sets the sub-symbol-related sub-command in the sub-command transmission area to transmit the sub-symbol-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0426] (Step S301-21) In step S301-21, the sub-CPU 201 determines whether or not a special symbol variation pattern designation command has been received. If a special symbol variation pattern designation command has been received, the process proceeds to step S301-22. If a special symbol variation pattern designation command has not been received, the process proceeds to step S301-30.

[0427] (Step S301-22) In step S301-22, the sub-CPU 201 performs a variable effect pattern determination process. Specifically, a variable effect pattern corresponding to the specified special symbol variable pattern is determined from a variable effect pattern determination table (not shown) stored in the sub-ROM 202. The variable effect pattern determination table associates one or more variable effect patterns with one special symbol variable pattern. For example, for "normal variable" (7S) in "variation pattern 1," one corresponding variable effect pattern (7S) is prepared, and for "super reach" (40S) in "variation pattern 3," multiple corresponding variable effect patterns (40S) are prepared. When "variation pattern 3" is received, one of the multiple prepared variable effect patterns is selected. Since the multiple prepared variable effect patterns each have different effects, multiple effects can be executed for one variable pattern. After completing this process, the process proceeds to step S301-23.

[0428] (Step S301-23) In step S301-23, the sub-CPU 201 performs an icon change effect update process. The icon change effect update process is to update the color of the icon determined in step S301-10 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, the process determines that the icon will change to yellow. In other words, the color of the icon may change every time one variation is played. Then, after the process is completed, the process proceeds to step S301-24.

[0429] (Step S301-24) In step S301-24, the sub-CPU 201 performs a process to update the start port light-emitting device change effect. This process is performed in conjunction with the color updated in step S301-23. For example, if the color is updated to yellow in step S301-23, the start port light-emitting device 21a also changes from blue to yellow. After this process is completed, the process proceeds to step S301-25.

[0430] (Step S301-25) In step S301-25, the sub-CPU 201 performs a jackpot notice effect determination process. Specifically, the jackpot notice effect to be executed in the symbol change game is determined from a jackpot notice effect determination table (not shown) stored in the sub-ROM 202. Here, the jackpot notice effect is an effect that can be executed in the symbol change game, and one or more jackpot notice effects can be executed in one symbol change game. In addition, the jackpot notice effects include those that are difficult to determine when a win is determined in the special symbol hit determination process and are easy to determine when a miss is determined (jackpot notice effect A), those that are easy to determine when a win is determined in the special symbol hit determination process and are difficult to determine when a miss is determined (jackpot notice effect B), and those that can be determined only when a win is determined in the special symbol hit determination process and are not easy to determine when a miss is determined (jackpot notice effect C, so-called premium notice). Furthermore, multiple announcements tend to be executed more easily in winning symbol variation games, and less easily in losing symbol variation games (especially normal variation losses). After this process is completed, the process proceeds to step S301-26.

[0431] (Step S301-26) In step S301-26, the sub-CPU 201 determines whether the game is a time-saving B suggestion effect execution game. The time-saving B suggestion effect execution game is assumed to be, for example, the first change after the power is turned on to the pachinko gaming machine 1 (the first change after the gaming parlor opens). If the game is a time-saving B suggestion effect execution game, the process proceeds to step S301-27, and if the game is not a time-saving B suggestion effect execution game, the process proceeds to step S301-29.

[0432] The time-saving B suggestion effect execution game is not limited to the first change after the power is turned on to the pachinko gaming machine 1 (the first change after the gaming parlor opens), and may be another change. For example, it may be the 50th change after the power is turned on to the pachinko gaming machine 1 (the 50th change after the gaming parlor opens) or the 100th change after the power is turned on to the pachinko gaming machine 1 (the 100th change after the gaming parlor opens). In this way, even if a time-saving B suggestion effect that is disadvantageous to the player (for example, an effect suggesting that the main RAM has been cleared) is executed in the first change after the gaming parlor opens, it is possible to prevent the player's motivation to play from being dampened by the first change.

[0433] (Step S301-27) In step S301-27, the sub-CPU 201 sets a variation pattern-related sub-command in the sub-command transmission area in order to transmit the variation pattern-related (including suggestive effects) sub-command (for example, information determined in steps S301-22 to S301-25) to the image and sound control unit 200b and the light emission drive control unit 200c. Note that the variation pattern-related (including suggestive effects) sub-command includes execution instruction information for the time-shortening B suggestive effects, and the image and sound control unit 200b and the light emission drive control unit 200c that receive the sub-command will execute the time-shortening B suggestive effects. Details of the time-shortening B suggestive effects will be described in detail with reference to FIGS. 57 to 59. Then, upon completion of this process, the process proceeds to step S301-28.

[0434] (Step S301-28) In step S301-28, the sub-CPU 201 turns off the time-saving B suggestive effect execution flag. The time-saving B suggestive effect execution flag is a flag that is turned on (in a predetermined area of ​​the sub-RAM 203) in the time-saving B suggestive effect determination process of FIG. 29, and includes a flag corresponding to a light-off effect (to be described later), a flag corresponding to a red light-on effect (to be described later), and a flag corresponding to a blue light-on effect (to be described later). In a time-saving B suggestive effect execution game, any one of these flags is turned on, and the time-saving B suggestive effect corresponding to the flag that is turned on is executed. Then, when this process is completed, the process proceeds to step S302 of the effect control board timer interrupt process.

[0435] (Step S301-29) In step S301-29, the sub-CPU 201 sets a variation pattern-related sub-command in the sub-command transmission area to transmit the variation pattern-related (not including the suggestive effect) sub-command (for example, the information determined in steps S301-22 to S301-25) to the image / sound control unit 200b and the light emission drive control unit 200c. Note that the variation pattern-related (not including the suggestive effect) sub-command does not include execution instruction information for the time-saving B suggestive effect. Then, after completing this process, the process proceeds to step S302 of the effect control board timer interrupt process.

[0436] (Step S301-30) In step S301-30, the sub-CPU 201 determines whether or not a recovery game counter command has been received. If a recovery game counter command has been received, the process proceeds to step S301-31. If a recovery game counter command has not been received, the process proceeds to step S301-32.

[0437] (Step S301-31) In step S301-31, the sub-CPU 201 performs the time-saving B suggestion effect determination process shown in Fig. 29. This process will be described in detail later with reference to Fig. 29. Then, when the time-saving B suggestion effect determination process is completed, the process proceeds to step S302 of the effect control board timer interrupt process.

[0438] (Step S301-32) In step S301-32, the sub-CPU 201 determines whether a game number counter command has been received. If a game number counter command has been received, the sub-CPU 201 proceeds to step S301-33. If a game number counter command has not been received, the sub-CPU 201 proceeds to step S301-35.

[0439] (Step S301-33) In step S301-33, the sub-CPU 201 performs processing upon receiving a game count counter command. Although not shown, the sub-RAM 203 also has an area for counting and storing the values ​​of each game count counter, and upon receiving a game count counter command, the value of each game count counter in the sub-RAM 203 is updated. This allows synchronization with the values ​​of each game count counter on the main control board 100 side. Then, upon completion of this processing, the process proceeds to step S301-34.

[0440] (Step S301-34) In step S301-34, the sub-CPU 201 sets a variation pattern-related sub-command in the sub-command transmission area to transmit a game number counter-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. For example, when the image / sound control unit 200b receives the sub-command, it updates and displays the number of games until the transition to the time-shortened game state B, which can be displayed on the image display device 26. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.

[0441] (Step S301-35) In step S301-35, the sub-CPU 201 performs processing corresponding to other received commands. For example, if a setting value change command, setting value information command, setting value confirmation command, or setting value confirmation end command is received, the sub-CPU 201 performs processing corresponding to these received commands. Then, after completing this processing, the process proceeds to step S302 of the performance control board timer interrupt processing.

[0442] (Regarding the time-saving B suggestion effect determination process) FIG. 29 is a flowchart showing the time-saving B suggestion effect determination process performed in the effect control board 200 (a subroutine of step S301-5 and step S301-31 of the main command receiving process).

[0443] (Step S301-5(31)-1) In step S301-5(31)-1, the sub-CPU 201 determines whether a power-on command has been received. If a power-on command has been received, the process proceeds to step S301-5(31)-2, and if a power-on command has not been received, the process proceeds to step S301-5(31)-4.

[0444] (Step S301-5(31)-2) In step S301-5(31)-2, the sub-CPU 201 determines a light-off effect as a time-reduction B suggestion effect. The light-off effect is an effect in which the light-emitting units provided on the movable body 28 are turned off for a predetermined period of time from the start of the symbol-changing game, as shown in FIG. 57. As a result, when the light-emitting units provided on the movable body 28 are turned off for a predetermined period of time from the start of the symbol-changing game, the player can understand that each play counter has been cleared, and can use this as a factor in deciding whether or not to continue playing. Then, after completing this process, the process proceeds to step S301-5(31)-3.

[0445] (Step S301-5(31)-3) In step S301-5(31)-3, the sub-CPU 201 turns on the light-off effect execution flag in a predetermined area of ​​the sub-RAM 203. This allows the sub-CPU 201 to determine which time-saving B suggestion effect (light-off effect, red light effect, or blue light effect) to execute in the above-mentioned step S301-27. After completing this process, the process proceeds to step S302 of the effect control board timer interrupt process.

[0446] (Step S301-5(31)-4) In step S301-5(31)-4, the sub-CPU 201 refers to the value indicated by the recovery time game counter command. That is, if the power-on command has not been received (if recovery is occurring), the sub-CPU 201 refers to the value of each carried-over game counter (particularly the value of the game counter for activating time-shortened game state B). For example, if the value of the game counter for activating time-shortened game state B at the time of closing of the gaming parlor on the previous day was "100," the value of the game counter for activating time-shortened game state B becomes "100" as a result of the reference in this process. Then, when this process is completed, the process proceeds to step S301-5(31)-5.

[0447] (Step S301-5(31)-5) In step S301-5(31)-5, the sub-CPU 201 determines whether there are fewer than 200 games remaining until the transition to time-shortened gaming state B. If there are fewer than 200 games remaining until the transition to time-shortened gaming state B, the sub-CPU 201 proceeds to step S301-5(31)-6, and if there are more than 200 games remaining until the transition to time-shortened gaming state B, the sub-CPU 201 proceeds to step S301-5(31)-8. For example, if the value of the game counter for activating time-shortened gaming state B is "100" in step S301-5(31)-4, the number of games remaining until the transition to time-shortened gaming state B is "798," and therefore the process is denied. On the other hand, for example, if the value of the play count counter for activating time-saving play state B is "700" in step S301-5(31)-4, the number of plays remaining until transition to time-saving play state B is "198", so the processing is affirmative.

[0448] (Step S301-5(31)-6) In step S301-5(31)-6, the sub-CPU 201 determines a red lighting effect as the time-saving B suggestion effect. The red lighting effect is an effect in which the light-emitting element provided on the movable body 28 is lit in red for a predetermined period of time from the start of the symbol-changing game, as shown in FIG. 57. As a result, if the light-emitting element provided on the movable body 28 is lit in red for a predetermined period of time from the start of the symbol-changing game, the player can understand that each play counter has not been cleared and that there are only a few plays remaining until the transition to time-saving game state B. This not only indicates that each play counter has not been cleared, but also indicates how many plays are remaining until the transition to time-saving game state B, thereby drawing the player's attention to the type of time-saving B suggestion effect to be executed. After completing this process, the process proceeds to step S301-5(31)-7.

[0449] (Step S301-5(31)-7) In step S301-5(31)-7, the sub-CPU 201 turns on the red lighting effect execution flag in a predetermined area of ​​the sub-RAM 203. This allows the sub-CPU 201 to determine which time-saving B suggestion effect (light-off effect, red lighting effect, or blue lighting effect) to execute in the above-mentioned step S301-27. After completing this process, the process proceeds to step S302 of the effect control board timer interrupt process.

[0450] (Step S301-5(31)-8) In step S301-5(31)-8, the sub-CPU 201 determines a blue lighting effect as the time-saving B suggestion effect. The blue lighting effect is an effect in which the light-emitting element provided on the movable body 28 is lit in blue for a predetermined period of time from the start of the symbol-changing game, as shown in FIG. 57. As a result, if the light-emitting element provided on the movable body 28 is lit in blue for a predetermined period of time from the start of the symbol-changing game, the player can understand that each play counter has not been cleared and that more plays are required (that there is not a small number of plays remaining) before the game transitions to time-saving game state B. This not only indicates that each play counter has not been cleared, but also indicates how many plays are remaining until the game transitions to time-saving game state B, thereby drawing the player's attention to the type of time-saving B suggestion effect to be executed. After this process is completed, the process proceeds to step S301-5(31)-9.

[0451] (Step S301-5(31)-9) In step S301-5(31)-9, the sub-CPU 201 turns on the blue lighting effect execution flag in a predetermined area of ​​the sub-RAM 203. This allows the sub-CPU 201 to determine which time-saving B suggestion effect (light-off effect, red lighting effect, or blue lighting effect) to execute in the above-mentioned step S301-27. After completing this process, the process proceeds to step S302 of the effect control board timer interrupt process.

[0452] Next, examples of various effects that can be executed by the pachinko gaming machine 1 in this embodiment will be described below.

[0453] (Predictive performance) The pre-reading effect is an effect that is executed based on the result of the pre-determination process (winning determination process in FIGS. 15 and 16) that is performed prior to the special symbol hit determination process in the special symbol change start process when a gaming ball enters the first starting gate 21 or the second starting gate 22. If the pre-reading effect is not installed, for example, when a gaming ball enters the first starting gate 21, determination information (random number value) is acquired and stored, and then the special symbol hit determination process is performed in the special symbol change start process. Therefore, even if the determination information (random number value) is stored in the "fourth memory area," it is not determined whether or not there is a hit until the determination information (random number value) is transferred to the "variable memory area." Therefore, even if the "hit" determination information (random number value) has been acquired, it is not possible to execute an effect that heightens the expectation of a win before the determination information (random number value) is transferred to the "variable memory area." However, if a predictive display is installed, for example, a "pre-judgment process (judgment process at the time of winning)" can be performed to determine whether the result is a "win" or a "lose," and then continuous displays can be executed across multiple variations (including the variations moved to the variable memory area) until the judgment information (random number value) is transferred to the "variable memory area," thereby increasing the anticipation of a "win" from a stage before the judgment information (random number value) is transferred to the "variable memory area."

[0454] A specific example of the above-mentioned look-ahead effect is a "reserved ball look-ahead effect." The "reserved ball look-ahead effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o, the reserved icon displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and the reserved icon displayed in the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n. For example, when determination information (random number value) is stored up to the above-mentioned "third memory area," if a game ball enters the first start port 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, if it is determined based on the determination result of the pre-determination process that a reserved ball look-ahead effect should be performed, a pre-determined reserved icon different from the default normal color (white) reserved icon (normal icon) is displayed in the first start port fourth reserved ball image display area 26j. The pre-reading hold icon can be displayed in multiple types and multiple stages, such as "blue," "yellow," "green," "red," and "rainbow." If the result of the preliminary determination process is a "win," any of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the result of the preliminary determination process is a "miss," any of "blue," "yellow," "green," or "red" can be displayed. The "rainbow" can be selected only in the case of a "win," and "red" is made easier to select in the case of a "win," while "blue" is made easier to select in the case of a "miss," thereby increasing the expectation of a "red" win. The order of expectation of a win is rainbow > red > green > yellow > blue > normal. Hereinafter, this type of effect may be referred to as a "hold change effect."

[0455] Another example of the above-mentioned predictive effects is a "win flash effect." The "win flash effect" is an effect in which, when a game ball enters the starting hole, the speaker lamp 10a provided on the lower speaker 10 lights up and continues to light up until the symbol change game related to the ball entering starts, until the symbol change game related to the ball entering is running, or until the symbol change game related to the ball entering ends, thereby increasing the expectation of a win. For example, when determination information (random number values) is stored up to the above-mentioned "third memory area," if a game ball enters the first starting hole 21, the determination information (random number values) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, if it is determined based on the result of the pre-determination process that a win flash effect should be performed, a scenario (a scenario with a predetermined light color) for lighting the speaker lamp 10a is selected, and the speaker lamp 10a is illuminated based on the selected scenario. The color of the speaker lamp 10a is, for example, red > green > blue, in descending order of the expectation of winning, and it is possible to change the color to the color that indicates the highest expectation of winning for each symbol change game, just like the reserved pre-reading effect described above. It is also possible to output a winning sound corresponding to each color.

[0456] Another specific example of the above-mentioned look-ahead effect is a "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, when the determination information (random number value) is stored up to the "third memory area" and a gaming ball enters the first starting hole 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. If it is determined based on the determination result of the pre-determination process that a zone effect should be performed, for example, in the next symbol change game, the image display device 26 displays an effect encouraging the player to enter, such as "Enter the XX zone when special symbols are aligned!", and then, when the special symbols are aligned, the player enters the "XX zone." The "XX zone" effect is executed until the determination information (random number value) stored in the "fourth memory area" is transferred to the "change memory area." During the execution of this "XX zone" effect, the image display device 26 displays a caption such as "In the XX zone." Furthermore, the "zone effect" is likely to be executed when the preliminary determination process determines that there is a "win" and is unlikely to be executed when the preliminary determination process determines that there is a "loss," so that if it is executed, there can be great hope that a winning game will be awarded.

[0457] Another specific example of the above-mentioned look-ahead effect is a "continuous chance eye announcement." The "continuous chance eye announcement" is an effect that mainly uses the left decorative symbol image 26a, the center decorative symbol image 26b, and the right decorative symbol image 26c displayed on the image display device 26. For example, when the determination information (random number value) is stored up to the above-mentioned "third memory area," if a gaming ball enters the first starting hole 21, the determination information (random number value) is stored in the "fourth memory area," and then a pre-determination process is performed. Then, if it is determined based on the determination result of the pre-determination process that a consecutive chance eye effect will be performed, for example, a combination of decorative symbol images of the same color is stopped in the determination display of the symbol change game corresponding to the determination information (random number value) stored in the "first memory area," the determination display of the symbol change game corresponding to the determination information (random number value) stored in the "second memory area," and the determination display of the symbol change game corresponding to the determination information (random number value) stored in the "third memory area." For example, the decorative pattern image is composed of "333" and "777" in red, "111" and "555" in green, and "222", "444", "666", and "888" in blue, and by displaying combinations of only red, such as "337" and "773", combinations of only green, such as "115" and "551", and combinations of only blue, such as "246" and "628", over multiple variations, it creates an expectation that a win will be awarded in the subsequent pattern variation game. In the case of a win, it is easy to select a combination of only red, and in the case of a loss, it is easy to select a combination of only blue, increasing the expectation of a win when a combination of only red is displayed.

[0458] (Pseudo consecutive announcement) The pseudo consecutive announcement is an effect that mainly uses the left decorative pattern image 26a, the center decorative pattern image 26b, the right decorative pattern image 26c displayed on the image display device 26, and the symbols dedicated to the pseudo consecutive announcement, and is an effect that makes it appear as if multiple changes are occurring by repeatedly displaying the temporary stop of the decorative pattern in a "game of one change." For example, as shown in Figure 8, the pseudo consecutive announcement can be performed two, three, or four times, and the more times it is performed, the higher the expectation of a win (in this embodiment, four times is a guaranteed win). As a specific performance content, for example, "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern (for example, "NEXT")" is temporarily displayed as the middle decorative pattern image 26b, and again, all decorative pattern images are variably displayed (at this point, two pseudo consecutive times), and again, "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern (for example, "NEXT")" is temporarily displayed as the middle decorative pattern image 26b. and then all the decorative pattern images are displayed in a variable manner again (at this point, three pseudo consecutive wins. The same applies to four pseudo consecutive wins thereafter). For example, if, at the second temporary stop display, "5" is temporarily displayed as the left decorative pattern image 26a and "5" is temporarily displayed as the right decorative pattern image 26c, this will be two pseudo consecutive wins; and if, at the second temporary stop display, "5" is temporarily displayed as the left decorative pattern image 26a and "6" is temporarily displayed as the right decorative pattern image 26c, this will be three pseudo consecutive wins (the same applies to four pseudo consecutive wins thereafter). In addition, once a reach has been reached, a so-called "pseudo-consecutive series after a reach" can be produced, in which a "pseudo-consecutive exclusive symbol (e.g., "NEXT")" is temporarily displayed as the middle decorative symbol image 26b, or, for example, when the fluctuation starts after the first temporary stop display, a notice (symbol stop notice) is given that a "pseudo-consecutive exclusive symbol (e.g., "NEXT")" will be temporarily displayed in the middle decorative symbol image 26b, and at that point three or more pseudo-consecutive series are confirmed.

[0459] (Regarding the relationship between the winning sound, change sound, and start port light-emitting device (color) for each icon) Figure 30 is a diagram showing the relationship between the winning sound, change sound, and start hole light emitting device (color) for each icon. In the figure, the time of determination corresponds to the time of the above-mentioned "icon change effect determination process," and the time of update corresponds to the time of the above-mentioned "icon change effect update process." Note that the winning sound and change sound are the same when the ball lands in the first start hole 21 and when the ball lands in the second start hole 22.

[0460] When the default "normal icon" is displayed, a "ping-pong" sound is output from the speaker 10 as the winning sound when the ball enters the starting hole. In the change scenario, for example, the icon does not change from a blue icon to a normal icon, so the column for update time is "-". When the "normal icon" is displayed, the light emitted from the starting port light emitting device 21a is white.

[0461] When the "blue icon" is displayed, a "plonk" sound is output from the speaker 10 as the winning sound when the ball enters the starting hole. When the normal icon changes to a blue icon, the speaker 10 outputs a "plonk" sound as a sound change upon updating. When the "blue icon" is displayed, the light emitted from the starting port light emitting device 21a is blue.

[0462] When the "yellow icon" is displayed, a "keen" sound is output from the speaker 10 as the winning sound when the ball enters the starting hole. When the icon changes from a normal icon to a yellow icon or from a blue icon to a yellow icon, a high-pitched squeal is output from the speaker 10 as a sound indicating the change upon updating. When the "yellow icon" is displayed, the light emitted from the starting port light emitting device 21a is yellow.

[0463] When the "green icon" is displayed, the sound "Ka-n" is output from the speaker 10 as a winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a green icon, from a blue icon to a green icon, or from a yellow icon to a green icon, a "Kaan♪" sound is output from the speaker 10 as a sound indicating the change at the time of updating. When the "green icon" is displayed, the light emitted from the starting port light emitting device 21a is green.

[0464] When the "red icon" is displayed, the sound "Ja-ki-n" is output from the speaker 10 as the winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a red icon, from a blue icon to a red icon, from a yellow icon to a red icon, or from a green icon to a red icon, a "Ja-ki-n" sound is output from the speaker 10 as a sound indicating the change at the time of updating. When the "red icon" is displayed, the light emitted from the starting port light emitting device 21a is red.

[0465] When the "rainbow icon" is displayed, the sound "Queen♪" is output from the speaker 10 as the winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a rainbow icon, from a blue icon to a rainbow icon, from a yellow icon to a rainbow icon, from a green icon to a rainbow icon, or from a red icon to a rainbow icon, a "Queen♪" sound is output from the speaker 10 as a sound indicating the change at the time of updating. When the "rainbow icon" is displayed, the light emitted from the starting port light emitting device 21a is a rainbow.

[0466] In this embodiment, the icons (the variable icon, the pending icon) are hidden while the Super Reach is being executed, since the Super Reach performance is executed using almost the entire display area. In this way, even if an icon is hidden during execution of a super reach (for example, if a red icon is displayed, it is hidden), the starting port light emitting device 21a visibly emits light in the color (red) corresponding to the hidden icon, so it is possible to recognize from the starting port light emitting device 21a what color the icon has changed to.

[0467] Furthermore, since a corresponding winning sound or change sound is set for each icon, it is possible to make the player easily aware that the icon has changed (such as to what color it has changed to).

[0468] During execution of a super reach, the icons (the variable icon, the pending icon) may be displayed, or only the variable icon may be displayed.

[0469] The light emitted by the starting port light emitting device 21a may be turned off, for example, when the symbol variation game ends (the confirmation display). The timing of the erasure of the variable icon and the turning off of the starting port light emitting device 21a may be different (for example, the erasure may be earlier than the turning off, or the erasure may be earlier than the turning off), or they may be the same.

[0470] (Regarding control processing performed by the image / sound CPU 204) Next, the control processing performed by the image / sound CPU 204 will be explained using Fig. 31 to Fig. 34. Fig. 31 to Fig. 33 show the image / sound control unit main processing performed by the image / sound CPU 204, and Fig. 34 shows the image / sound control unit timer interrupt processing that is performed by periodically (every 33 ms) interrupting the image / sound control unit main processing.

[0471] (Step S400-1) In step S400-1, the image / sound CPU 204 determines whether a volume / light intensity value related subcommand has been received. That is, it determines whether a volume / light intensity value related subcommand has been received from the performance control unit 200a. Note that various subcommands are received in the image / sound control unit timer interrupt processing of FIG. 34. If a volume / light intensity value related subcommand has been received, the process proceeds to step S400-2; if a volume / light intensity value related subcommand has not been received, the process proceeds to step S400-3.

[0472] (Step S400-2) In step S400-2, the image / sound CPU 204 performs the processing for receiving a subcommand related to volume and light intensity values ​​shown in Fig. 32. This processing will be described in detail later with reference to Fig. 32. Then, when the processing for receiving a subcommand related to volume and light intensity values ​​is completed, the process proceeds to step S400-3.

[0473] (Step S400-3) In step S400-3, the image / sound CPU 204 determines whether a power-related subcommand has been received. If a power-related subcommand has been received, the process proceeds to step S400-4. If a power-related subcommand has not been received, the process proceeds to step S400-5.

[0474] (Step S400-4) In step S400-4, if the image / sound CPU 204 receives a power-related subcommand related to the power-on command, it performs image / sound setting processing related to power-on, and if it receives a power-related subcommand related to the power restoration command, it performs image / sound setting processing related to power restoration. Note that an example of a notification mode using display and sound executed by performing image / sound setting processing related to power restoration will be described in detail later using Figure 39 etc. Then, when the image / sound setting processing for power-on or power restoration is completed, the process proceeds to step S400-5.

[0475] (Step S400-5) In step S400-5, the image / sound CPU 204 determines whether a game status related subcommand has been received. If a game status related subcommand has been received, the process proceeds to step S400-6. If a game status related subcommand has not been received, the process proceeds to step S400-8.

[0476] (Step S400-6) In step S400-6, the image / sound CPU 204 updates the game state corresponding to the received game state-related subcommand in a predetermined area (game state management area) of RAM (not shown). Specifically, if the received game state-related subcommand indicates a normal game state, the value of the predetermined area of ​​RAM is set to "0." If the received game state-related subcommand indicates a time-limited game state A, the value of the predetermined area of ​​RAM is set to "1." If the received game state-related subcommand indicates a probability variable game state, the value of the predetermined area of ​​RAM is set to "2." If the received game state-related subcommand indicates a time-limited game state B, the value of the predetermined area of ​​RAM is set to "3." Then, after updating the game state, the process proceeds to step S400-7.

[0477] (Step S400-7) In step S400-7, the image / sound CPU 204 performs image / sound setting processing corresponding to the updated game state. For example, if the game state is updated to the normal game state in step S400-6, the display and sound (BGM, etc.) corresponding to the normal game state are output by the processing of step S400-7. Then, after completing the image / sound setting processing corresponding to the updated game state, the processing proceeds to step S400-8.

[0478] (Step S400-8) In step S400-8, the image / sound CPU 204 determines whether or not a start port related subcommand has been received. If a start port related subcommand has been received, the process proceeds to step S400-9. If a start port related subcommand has not been received, the process proceeds to step S400-10.

[0479] (Step S400-9) In step S400-9, the image / sound CPU 204 performs the process when a start port related subcommand is received, as shown in Fig. 33. This process will be described in detail later with reference to Fig. 33. Then, when the process when a start port related subcommand is received ends, the process proceeds to step S400-10.

[0480] (Step S400-10) In step S400-10, the image / sound CPU 204 determines whether a gate pass subcommand has been received. If a gate pass subcommand has been received, the process proceeds to step S400-11. If a gate pass subcommand has not been received, the process proceeds to step S400-13.

[0481] (Step S400-11) In step S400-11, the image / sound CPU 204 determines whether the game state is the normal game state. Specifically, it references the value in the predetermined area of ​​RAM described in step S400-6 and determines whether the value is "0." If the value is "0," it proceeds to step S400-12, and if the value is not "0," it proceeds to step S400-13.

[0482] (Step S400-12) In step S400-12, the image / sound CPU 204 performs image / sound setting processing corresponding to a left hit. That is, even though the game is in normal play mode, it determines that a right hit is being made, and performs setting processing to notify the player to make a left hit. An example of the notification mode using display and sound executed by performing image / sound setting processing corresponding to a left hit will be described in detail later using Figure 38, etc. Then, when the image / sound setting processing corresponding to a left hit is completed, the process proceeds to step S400-13.

[0483] (Step S400-13) In step S400-13, the image / sound CPU 204 determines whether an error-related subcommand has been received. If an error-related subcommand has been received, the process proceeds to step S400-14. If an error-related subcommand has not been received, the process proceeds to step S400-15.

[0484] (Step S400-14) In step S400-14, the image / sound CPU 204 performs image / sound setting processing corresponding to the error content. Note that an example of the display and sound notification mode executed by performing the image / sound setting processing corresponding to the error content will be described in detail later using Figure 50 etc. Then, when the image / sound setting processing corresponding to the error content is completed, the process proceeds to step S400-15.

[0485] (Step S400-15) In step S400-15, the image / sound CPU 204 performs image / sound setting processing corresponding to the other subcommands, and when the image / sound setting processing corresponding to the other subcommands is completed, the process proceeds to step S400-16.

[0486] (Step S400-16) In step S400-16, the video / audio CPU 204 determines whether a frame switch flag is ON in a flag management area (not shown) provided in the video / audio control unit 200b. The frame switch flag is turned ON by the video / audio control unit timer interrupt process of FIG. 34, and therefore turns ON every 33 ms. In other words, one frame of image is displayed every 33 ms in the image display device 26. Note that the management area for managing the frame switch flag may be provided in a dedicated RAM, or the VRAM 207 may be used. If the frame switch flag is ON, the process proceeds to step S400-17; if the frame switch flag is not ON, the process proceeds to step S400-1.

[0487] (Step S400-17) In step S400-17, the image / sound CPU 204 performs processing to turn off the frame switch flag, and once the frame switch flag has been turned off, the process proceeds to step S400-18.

[0488] (Step S400-18) In step S400-18, the image / sound CPU 204 performs image generation processing. Specifically, image information for one frame is generated based on the settings made in each image / sound setting process. This generates an image for one frame. The concept of image generation will be explained later in FIG. 37. Then, when the image generation processing is completed, the process proceeds to step S400-19.

[0489] (Step S400-19) In step S400-19, the image / sound CPU 204 performs sound generation processing. Specifically, it generates sound information for one frame based on the settings made in each image / sound setting process. This generates sound for one frame. Then, when the sound generation processing is completed, the process proceeds to step S400-20.

[0490] (Step S400-20) In step S400-20, the image / sound CPU 204 performs processing to output the image and sound for the generated one frame. As a result, the image for the generated one frame is displayed on the image display device 26, and the sound for the generated one frame is output from the speaker 10. Then, when the output processing is completed, the process proceeds to step S400-1.

[0491] (Regarding the processing when receiving subcommands related to volume and light levels) FIG. 32 is a flowchart showing the processing performed by the image / sound CPU 204 when a subcommand related to volume value / light intensity value is received (a subroutine of step S400-2 of the image / sound control unit main processing).

[0492] (Step S400-2-1) In step S400-2-1, the image / sound CPU 204 determines whether a level gauge image is being displayed. As described above, the level gauge image is an image that indicates the degree of adjustment of the light intensity or volume, and will be described later in FIG. 41, etc. If the level gauge image is being displayed, the process proceeds to step S400-2-2, and if the level gauge image is not being displayed, the process proceeds to step S400-2-4.

[0493] The level gauge image showing the degree of light intensity adjustment and the level gauge image showing the degree of volume adjustment are displayed by performing the process of step S400-2-4 described below. Then, even if no light intensity or volume adjustment operation is performed, the image continues to be displayed for a predetermined time (e.g., 10 seconds). On the other hand, when the light intensity or volume adjustment operation is performed, the image is switched to a level gauge image corresponding to the degree of adjustment by performing the process of step S400-2-3 described below (see FIG. 41).

[0494] (Step S400-2-2) In step S400-2-2, the image / sound CPU 204 performs update processing according to the content of the received subcommand related to the volume value and light intensity value. For example, if a change (increase) light intensity value subcommand is received, the image / sound CPU 204 increases the light intensity value by one step, and if a change (decrease) light intensity value subcommand is received, the image / sound ...

Claims

[Claim 1] a main control means for acquiring determination information based on the game ball entering a starting hole formed in a game area through which the game ball can flow down, and determining whether or not to execute a special game that is advantageous to the player based on the determination information; A specific ball entry port formed in the game area that is different from the starting port; a display means and a sound output means different from the display means; an adjustment operation means for adjusting the volume value; a performance control means for controlling the performance of the display means and the sound output means, The main control means The determination information for which the determination has not been made can be reserved and stored, The determination information can be determined in advance before the determination, The performance control means A symbol variation game can be executed according to the result of the determination. The light emission control of the light emitting means capable of producing light emission effects is possible, When an operation for adjusting the volume value is performed, the volume value adjustment process can be executed, When an adjustment operation of the volume value is performed, information indicating the volume value related to the adjustment operation can be displayed on the display means, When a game ball enters the specific ball entrance during execution of the special game, a predetermined effect can be executed by the display means and the sound output means, When power is supplied during the execution of the symbol variation game, first restoration information can be displayed on the display means, When power is supplied during the execution of the special game, second restoration information can be displayed on the display means, When a game ball enters the specific ball entrance while the second recovery information is being displayed, the execution of the predetermined effect on the display means is restricted, and the predetermined effect on the sound output means is enabled; When an operation for adjusting the volume value is performed while the second recovery information is being displayed, the volume value adjustment process can be executed, but the display of information indicating the volume value on the display means is restricted. The display means can display hold information according to the number of hold memories, According to the preliminary determination, first hold information and second hold information different from the first hold information can be displayed, When the second hold information is displayed, a predetermined effect sound is audibly output from the sound output means in a manner different from that when the first hold information is displayed, and the light emitting means can emit a predetermined light in a manner different from that when the first hold information is displayed, When a game ball enters the starting hole while the first recovery information is being displayed and it is determined to display the second pending information in accordance with the preliminary determination, the second pending information is not made visible, the predetermined effect sound is audibly output, and the light emitting means is made to emit a predetermined light, and the second pending information is made visible after the display of the first recovery information has ended. A gaming machine characterized by:

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