gaming machines
Patent Information
- Application Number
- JP2025040574
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2039-06-27
AI Technical Summary
【0008】 本発明によれば、興趣を高めることが可能な遊技機を提供することができる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and pachislot machines. [Background technology]
[0002] Conventionally, there have been known gaming machines that draw a lottery when a predetermined condition is met, and variably display symbols based on the lottery result. When the lottery result indicates a special result, the machine is controlled to enter a special gaming state that is advantageous to the player.
[0003] As this type of gaming machine, there is known a gaming machine that performs display effects using character images, designs, etc. to enhance the entertainment value (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-29956 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is a demand for a gaming machine that can further enhance the entertainment value by further improving the display presentation.
[0006] The present invention has been made in view of such points, and its object is to provide a gaming machine that can enhance entertainment value. [Means for solving the problem]
[0007] The gaming machine according to the present invention comprises: A process (e.g., bank flip) for switching between a drawing output buffer having a drawing function and a frame buffer having a display function is possible; A game calculation processing means (for example, a main CPU) that performs calculation processing to control game operations; A registration means (for example, a display control circuit capable of executing the processes of steps S6448 and S6457) capable of registering image information (for example, composition) for displaying a performance image to be displayed on a predetermined display means in the drawing output destination buffer; After the drawing output buffer is switched to the frame buffer (for example, after the processing of step S6446 is performed), a performance image display control means is capable of controlling the predetermined display means to display a performance image based on the image information registered by the registration means; A lottery means for performing a lottery based on the establishment of a specific condition (for example, a main CPU for performing a special symbol lottery); A variable control means for variably displaying decorative symbols (for example, a sub-CPU for variably displaying decorative symbols), A benefit awarding means (for example, a main CPU that controls the game to be in a jackpot game state) that can award a benefit (for example, a jackpot game state) to a player based on the result of the lottery; A specific effect control means (e.g., a sub-CPU) that performs a specific effect (e.g., a mini-game preview effect and a mini-game effect B) on a predetermined display means; A special effect control means (for example, a sub-CPU) for performing a special effect (for example, an SP reach) which is a transition effect from the specific effect and increases the possibility of the benefit being awarded when a predetermined condition is met (for example, when all 31 characters are successfully collected); Equipped with The specific performance is: The present invention includes a first effect (for example, an effect in which a character is stocked in a mini-game preview effect), a second effect (for example, an effect in which a character stocked in the first effect is acquired) that includes specific effect content (for example, a character stocked in the first effect) from the effect content of the first effect, and a third effect (for example, an effect in which a character not stocked in the first effect is acquired) that includes effect content that is not performed in the first effect and is different from the specific effect content (for example, a character not stocked in the first effect), and the second effect is executed before the third effect, The special effect control means In the specific performance, the first performance, the second performance, and / or the third performance are performed, and when the predetermined condition is established as a result of the second performance and / or the third performance (for example, when all 31 characters are successfully collected), the special performance can be executed; The registration means If the image information registered in the frame buffer switched from the drawing output destination buffer is pause image information for displaying a pause image that temporarily stops an image (for example, if the determination in step S6447 is YES), the pause image information can be registered in the drawing output destination buffer switched from the frame buffer, The game calculation processing means When processing information using one of at least two work areas provided in a storage means for storing information required for executing arithmetic processing, the work area to be used can be selected based on specific information added to the information to be processed; The specific information is used to specify the upper address data constituting the address of the corresponding work area, When selecting the work area, the address of the work area to be used can be specified based on the identification information, Each work area selectable based on the specific information can store information relating to a plurality of pieces of identification information. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can increase interest. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is an explanatory diagram for explaining the functional flow of a pachinko gaming machine according to one embodiment of the present invention. [Figure 2] 1 is a front view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 3] 1 is an external perspective view of a pachinko gaming machine according to one embodiment of the present invention; [Figure 4] 1 is an exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 5] 1 is a front view showing a game board of a pachinko game machine according to one embodiment of the present invention. [Figure 6] FIG. 2 is a diagram showing the range photographed by a CCD camera. [Figure 7] FIG. 2 is a diagram showing the range photographed by a CCD camera. [Figure 8] 1 is a block diagram showing the circuit configuration of a pachinko gaming machine according to one embodiment of the present invention; [Figure 9] FIG. 10 is a diagram showing an outline of the operation when constructing an animation request (the operation of generating various requests). [Figure 10] (a) is a signal flow diagram when driving a speaker (playing audio), and (b) is a signal flow diagram when driving an LED (turning it on / off). [Figure 11] A figure showing a winning random number determination table used in a pachinko gaming machine according to one embodiment of the present invention. [Figure 12] 1 is a diagram showing a symbol determination table used in a pachinko gaming machine according to one embodiment of the present invention; [Figure 13] 1 is a diagram showing a jackpot type determination table used in a pachinko gaming machine according to one embodiment of the present invention. FIG. [Figure 14] 1 is a flowchart showing the power-on processing executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 15] 10 is a flowchart showing a system timer interrupt process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 16] 10 is a flowchart showing a switch input detection process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 17] 10 is a flowchart showing a start port winning detection process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 18] 1 is a flowchart showing a main control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 19] 10 is a flowchart showing a special symbol control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 20] 10 is a flowchart showing a special symbol memory check process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 21] 10 is a flowchart showing a special symbol variation time management process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 22] 10 is a flowchart showing a special symbol display time management process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 23] 10 is a flowchart showing a time-saving / probability-change count subtraction process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 24] 10 is a flowchart showing a jackpot end interval process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 25] 10 is a flowchart showing a normal symbol control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 26]10 is a flowchart showing a sub-control circuit main process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 27] 10 is a flowchart showing a button input interrupt process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 28] 10 is a flowchart showing an operation means input process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 29] 10 is a flowchart showing a command analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 30] 10 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 31] 10 is a flowchart showing a camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 32] 1A is a diagram showing an image before and after projective transformation, respectively. [Figure 33] FIG. 10 is a diagram illustrating an example of a moving average filter. [Figure 34] FIG. 10 is a diagram illustrating an example of a weighted averaging filter. [Figure 35] FIG. 10 is a conceptual diagram of extraction of differences between previous and next frames. [Figure 36] FIG. 10 is a diagram showing a game ball rolling in the game area. [Figure 37] FIG. 10 is a diagram showing the process of obtaining a difference image (1) from a frame image captured at time T1 and a frame image captured at time T2. [Figure 38] FIG. 10 is a diagram showing the process of obtaining a difference image (2) from a frame image captured at time T2 and a frame image captured at time T3. [Figure 39] FIG. 10 is a diagram showing the process of extracting a gaming ball at time T2 from differential image (1) and differential image (2). [Figure 40] FIG. 10 is a diagram showing a masking region. [Figure 41]FIG. 10 is a diagram showing an injection area and a discharge area. [Figure 42] FIG. 10 is a conceptual diagram for explaining the assignment of IDs to game balls. [Figure 43] 10(a) is a diagram showing the position of the gaming ball at time T2, and FIG. 10(b) is a diagram showing the position of the gaming ball at time T3. [Figure 44] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 45] FIG. 10 is a diagram showing a search range based on the position of the gaming ball at time T2. [Figure 46] 10(a) is a diagram showing the position of the gaming ball at time T2, and FIG. 10(b) is a diagram showing the position of the gaming ball at time T3. [Figure 47] FIG. 10 is a diagram showing a search range based on the position of the gaming ball at time T2. [Figure 48] FIG. 10 is a diagram showing a ball jam caused by multiple game balls on the game board. [Figure 49] 10 is a flowchart showing processing relating to clogging and loss detection executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 50] (a) is a diagram for explaining the vanishing point and the disappearance detection area, (b) is a diagram showing the occurrence of ball jamming, and (c) is a diagram for explaining the overlap of game balls and the overlap detection area. [Figure 51] 1 is an explanatory diagram illustrating a functional flow in a pachislot gaming machine according to one embodiment of the present invention. [Figure 52] 1 is a perspective view showing an example of the external configuration of a pachislot gaming machine according to one embodiment of the present invention. [Figure 53] 1 is a perspective view showing the internal structure of a pachislot gaming machine according to one embodiment of the present invention, with the middle door closed. FIG. [Figure 54] 1 is an oblique view showing the internal structure of a pachislot gaming machine according to one embodiment of the present invention with the middle door open. FIG. [Figure 55] 1 is an explanatory diagram showing the inside of a cabinet in a pachislot gaming machine according to one embodiment of the present invention. [Figure 56] 1 is an explanatory diagram showing the back side of the front door in a pachislot gaming machine according to one embodiment of the present invention. [Figure 57] 10 is a diagram showing a movement path of a medal when the medal selector guides the medal to a hopper device. FIG. [Figure 58] 1 is a block diagram of the overall circuitry of a pachislot gaming machine according to one embodiment of the present invention. [Figure 59] 1 is a block diagram showing an example of the configuration of a main control circuit of a pachislot gaming machine according to one embodiment of the present invention; [Figure 60] 1 is a block diagram showing an example of the configuration of a sub-control circuit of a pachislot gaming machine according to one embodiment of the present invention; [Figure 61] 10 is a flowchart showing a main control process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 62] 10 is a flowchart showing a main control process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 63] 10 is a flowchart showing an interrupt process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 64] 10 is a flowchart showing a communication data transmission process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 65] 10 is a flowchart showing a demo command transmission process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 66] FIG. 2 is a top view of the roulette device. [Figure 67] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 68] FIG. 10 is a diagram for explaining the size of the game ball in the ball position image. [Figure 69]10 is a diagram for explaining the relationship between the size of a game ball in a ball position image and the width of a search range. FIG. [Figure 70] FIG. 10 is a diagram illustrating a search range setting table. [Figure 71] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 72] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 73] FIG. 10 is a diagram illustrating an example in which the search range is expanded. [Figure 74] FIG. 10 is a diagram illustrating an example in which the search range is expanded. [Figure 75] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 76] 10 is a flowchart showing a game medium tracking process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 77] FIG. 10 is a conceptual diagram of extraction of differences between previous and next frames. [Figure 78] FIG. 10 is a diagram showing the process of obtaining an AND image of difference image (1) and difference image (2). [Figure 79] FIG. 79 is a diagram showing the process of extracting the gaming ball at time T2 from the AND image obtained in FIG. 78 and the effect LED single image. [Figure 80] FIG. 10 is a conceptual diagram of extraction of differences between previous and next frames. [Figure 81] A diagram showing the process of obtaining the second frame image other than the LED effect. [Figure 82] FIG. 10 is a diagram showing the process of obtaining a differential image (1) from the second frame image and the first frame image other than the LED effect image. [Figure 83] FIG. 10 is a diagram showing the process of obtaining a differential image (2) from the second frame image and the third frame image other than the LED effect image. [Figure 84] FIG. 10 is a conceptual diagram of extraction of differences between previous and next frames. [Figure 85]10 is a flowchart showing processing relating to clogging and loss detection executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 86] FIG. 10 is a diagram for explaining a ball jam mark. [Figure 87] FIG. 10 is a diagram for explaining the area for detecting ball jam removal. [Figure 88] 10 is a flowchart showing processing relating to clogging and loss detection executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 89] 10 is a flowchart showing a process for detecting clogging removal executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 90] FIG. 10 is a diagram for explaining the area for detecting ball jam removal. [Figure 91] 10 is a flowchart showing a camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 92] 10 is a flowchart showing a process for determining an error regarding ball movement executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 93] FIG. 10 is a diagram for explaining the moving distance of a gaming ball. [Figure 94] This is a diagram to explain the configuration for achieving a V win. [Figure 95] FIG. 10 is a diagram showing the area near the crane and stage included in an image captured by a CCD camera. [Figure 96] 10 is a flowchart showing a command analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 97] 10 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 98] FIG. 10 is a diagram showing how discharge areas are set for specific and non-specific areas. [Figure 99] FIG. 10 is a diagram showing a presentation pattern determination table. [Figure 100]10 is a flowchart showing a winning information determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 101] 1A is a diagram showing a game ball moving on a crane, and FIG. 1B is a diagram showing a game ball rolling on a stage. [Figure 102] FIG. 10 is a diagram showing a presentation pattern determination table. [Figure 103] A diagram showing how a discharge area is set for a ball passage. [Figure 104] 1 is a partially exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 105] 1 is an exploded perspective view showing a projector unit in a pachinko gaming machine according to one embodiment of the present invention. [Figure 106] 1 is a partially cutaway side view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 107] 10 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 108] 10 is a flowchart showing a projector projection content determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 109] FIG. 10 is a diagram showing an example of a performance using a projector. [Figure 110] 1 is a partially cutaway side view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 111] 1 is an external perspective view of a pachinko gaming machine according to one embodiment of the present invention; [Figure 112] 1 is an exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 113] FIG. 2 is a schematic side view showing a state where an image is projected onto a projection area from a projection unit. [Figure 114] FIG. 1 is an example of a perspective view of a game board viewed from above on the front side. [Figure 115](A) is an example of a schematic diagram of a liquid crystal display device viewed from the front, showing a state in which a rectangular image is displayed on the liquid crystal display device when the power is turned on. (B) is an example of a schematic diagram of a frame image captured by a CCD camera when the power is turned on, in which the rectangular image is included in the effective area. [Figure 116] 10 is a flowchart showing an example of a conversion coefficient calculation process executed by a sub-CPU when power is turned on. [Figure 117] 10 is a flowchart showing an example of a coordinate conversion process for converting the physical coordinates of a game ball flowing down a game area into liquid crystal coordinates. [Figure 118] (A) An example of a schematic diagram of a liquid crystal display device viewed from the front when the power is turned on, showing the state when a triangular image is displayed on the liquid crystal display device. (B) An example of a schematic diagram of a frame image captured by a CCD camera when the power is turned on, in which the triangular image is included in the effective area. [Figure 119] 10 is a flowchart showing a modified example of the conversion coefficient calculation process executed by the sub-CPU when the power is turned on. [Figure 120] 10 is a flowchart showing an example of image adjustment processing executed by a sub-CPU when power is turned on. [Figure 121] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 122] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 123] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 124] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 125]A figure showing an example of a mode of game medium complementation processing when the game ball position information included in the second frame image is unnatural in relation to the game ball position information and game ball position information, (A) images of each frame when game medium complementation processing is not necessary, (B) images of each frame when the game ball position information included in the second frame image is too far from the game ball position information included in the first frame image, and (C) images of each frame after the game ball position information included in the second frame image has been complemented when the game ball position information included in the second frame image is too far from the game ball position information included in the first frame image. [Figure 126] This figure shows an example of a gaming medium complementation process when a gaming ball is included in the image of the first frame and also in the image of the third frame, but a gaming ball is not included in the image of the second frame, where (A) images of each frame when there is no need to perform gaming medium complementation process, (B) images of each frame when a gaming ball is not included in the image of the second frame, and (C) images of each frame after the position information of the gaming ball has been complemented when a gaming ball is not included in the image of the second frame. [Figure 127] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 128] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 129] 1A is a diagram showing an example of an image before the gaming ball included in the image of the second frame is complemented, an example of an image after the gaming ball included in the image of the second frame is complemented to a specific position, and an example of an image after the gaming ball included in the image of the second frame is moved from the specific position to another position. (B) is a diagram showing an example of a destination when a gaming medium re-complement process is performed on the gaming ball included in the image of the second frame. [Figure 130] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 131] 10 is a flowchart showing an example of a game medium tracking process executed by a sub CPU. [Figure 132]This is an example of a diagram showing that the game media completion process is not performed if the specific position to which the game ball included in the second frame image is to be completed overlaps with the ejection position when the game media completion process is performed on the game ball included in the second frame image. (A) A diagram showing a state in which the game ball and the lost area overlap when the position information of the game ball included in the second frame image is completed at a specific position, and (B) A diagram showing a state in which the position information of the game ball included in the second frame image is not completed. [Figure 133] 10 is a flowchart showing a second modified example of the game media tracking process executed by the sub CPU. [Figure 134] 10 is a flowchart showing an example of a trajectory process executed by a sub-CPU. [Figure 135] 10 is a flowchart showing a modified example of the trajectory processing executed by the sub-CPU. [Figure 136] FIG. 22 is an example of a perspective view showing the appearance of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 137] FIG. 22 is an example of an exploded perspective view showing the appearance of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 138] FIG. 22 is a diagram showing an example of a group of operation buttons of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 139] FIG. 22 is a perspective view showing a pachinko gaming machine according to an eleventh embodiment of the present invention, viewed from the rear side. [Figure 140] 13 is an example of a front view showing the appearance of a game board unit in a pachinko gaming machine according to an eleventh embodiment of the present invention. FIG. [Figure 141] 13 is an example showing an external perspective view of a game board unit in a pachinko gaming machine according to an eleventh embodiment of the present invention. FIG. [Figure 142] 13 is an example showing an exploded front perspective view of a game board unit in a pachinko gaming machine according to an eleventh embodiment of the present invention, viewed obliquely from above right. FIG. [Figure 143] 10 is an example of a front view showing an LED unit including first and second special pattern display units. [Figure 144] FIG. 2 is an example of a block diagram showing a main control circuit. [Figure 145]FIG. 20 is a block diagram showing the internal configuration of a sub-control circuit of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 146] FIG. 20 is a block diagram showing the internal configuration of a sound and LED control circuit of a pachinko game machine according to an eleventh embodiment of the present invention. [Figure 147] FIG. 23 is a diagram for explaining an example of an output signal of a sound / LED control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 148] FIG. 22 is a control block diagram for explaining an example of volume control by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 149] FIG. 11 is a schematic diagram of the connection configuration between the built-in relay board and the speaker of the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 150] FIG. 20 is a block diagram showing the internal configuration of a display control circuit of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 151] FIG. 22 is a schematic diagram of the connection configuration between the sub-board and the CGROM board (NOR type) of the pachinko game machine according to the eleventh embodiment of the present invention. [Figure 152] FIG. 22 is a schematic diagram of the connection configuration between the sub-board and the CGROM board (NAND type) of the pachinko game machine according to the eleventh embodiment of the present invention. [Figure 153] 23 is a truth table for explaining the operation of an AND circuit provided on a sub-board of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 154] 13 is a truth table for explaining the operation of a bidirectional balanced transceiver provided on a sub-board of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 155] FIG. 22 is a diagram showing the functional flow of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 156] FIG. 10 is a diagram showing an example of a table showing the probability of winning a jackpot in a pachinko game machine. [Figure 157] This figure shows an example of the selection rate of the main pattern when the result of the jackpot determination for the special pattern is a jackpot. [Figure 158]FIG. 10 is a diagram showing an example of a special symbol variation time determination table stored in the main ROM. [Figure 159] 10 is a diagram showing an example of a decorative symbol determination table stored in a sub-main ROM of a sub-control circuit. FIG. [Figure 160] FIG. 10 is a diagram showing another example of the special symbol variation time determination table stored in the main ROM. [Figure 161] A figure showing a first modified example of the selection rate of the main symbol when the result of the jackpot determination of the special symbol is a jackpot. [Figure 162] A figure showing a second modified example of the selection rate of the main symbol when the result of the jackpot determination for the special symbol is a jackpot. [Figure 163] 10 is a modified example of the decorative symbol determination table stored in the sub-main ROM of the sub-control circuit. [Fig. 164] FIG. 22 is a diagram for explaining an outline of the drawing control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 165] 10 is a flowchart showing an example of a power-on process by a main CPU. [Figure 166] 10 is a flowchart illustrating an example of a power-on process. [Figure 167] 10 is a flowchart showing an example of a game permission process. [Figure 168] 10A is a flowchart showing an example of the setting process, and FIG. 10B is a flowchart showing another example of the setting process. [Figure 169] 10 is a flowchart illustrating an example of a setting change process. [Figure 170] 10 is a flowchart illustrating an example of a backup clear process. [Figure 171] 10 is a flowchart illustrating an example of a setting confirmation process. [Fig. 172] 10 is a flowchart showing an example of a game return process. [Fig. 173] 10 is a flowchart illustrating an example of an abnormality process. [Fig. 174] 10 is a flowchart illustrating an example of a process to be performed when a power outage occurs. [Figure 175] 10 is a flowchart showing an example of a system timer interrupt process by a main CPU. [Figure 176] 10 is a flowchart showing an example of a switch input detection process performed by a main CPU. [Figure 177] A flowchart showing an example of a starting gate winning detection process by the main CPU. [Figure 178] 10 is a flowchart showing an example of a setting check process performed by a main CPU. [Figure 179] 10 is a flowchart showing an example of main control processing by a main CPU. [Figure 180] 10 is a flowchart showing an example of a special symbol control process by the main CPU. [Figure 181] 10 is a flowchart showing an example of a special symbol memory check process by the main CPU. [Figure 182] 10 is a flowchart showing an example of a special symbol display time management process by the main CPU. [Figure 183] 10 is a flowchart showing an example of a time-saving number subtraction process by the main CPU. [Figure 184] A flowchart showing an example of jackpot end interval processing by the main CPU. [Figure 185] 10 is a flowchart showing an example of a fluctuation pattern table setting process by the main CPU. [Figure 186] 10 is a flowchart showing an example of normal symbol control processing by the main CPU. [Figure 187] 10 is a flowchart showing an example of a sub-control main process executed by a host control circuit (sub-control circuit). [Figure 188] 10 is a flowchart showing an example of a command analysis process executed by a host control circuit (sub-control circuit). [Figure 189] 10 is a flowchart showing an example of a command transmission process executed by a host control circuit (sub-control circuit). [Figure 190]10 is a flowchart showing an example of a message setting process executed by a host control circuit (sub-control circuit). [Figure 191] 10 is a flowchart showing an example of a directory table registration process executed by a host control circuit (sub-control circuit). [Figure 192] 10 is a flowchart showing an example of a message transmission process executed by a host control circuit (sub-control circuit). [Figure 193] 10 is a table showing an example of a selection rate of the number of limiters for each setting value in a pachinko gaming machine of an extended example 1. [Figure 194] 10 is a diagram showing an example of a manner in which a gaming ball passes through the right gate for continuous operation of a role in a pachinko gaming machine of an extended example 4. FIG. [Figure 195] 10 is a diagram showing an example of a manner in which a gaming ball passes through the left gate for continuous operation of a role in a pachinko gaming machine of an extended example 4. FIG. [Figure 196] 23 is a flowchart showing an example of sub-control main processing executed by a host control circuit (sub-control circuit) in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 197] 23 is a flowchart showing an example of a timer interrupt process executed by a host control circuit (sub-control circuit) in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 198] FIG. 23 is a diagram illustrating an example of sub-device input discrimination information created in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 199] 23 is a flowchart showing an example of a sub-device input process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 200] 23 is a flowchart showing an example of a sub-device input ON edge information (with repeat function) process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 201] 200 showing an example of a sub-device input ON edge information (with repeat function) process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 202] FIG. 22 is a diagram for conceptually explaining backlight control processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 203] 23 is a flowchart showing an example of a backlight control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 204] 23 is a flowchart showing an example of timer interrupt processing associated with a modified example of backlight control processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 205] 23 is a flowchart showing a modified example of the backlight control process in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 206] 23 is a flowchart showing an example of a timer interrupt process showing a backlight control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 207] 13 is a sub-control main process (overall flow) executed by a host control circuit to explain a first example of the process for adjusting the brightness of the backlight and various LEDs in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 208] 13 is a sub-control main process (overall flow) executed by a host control circuit to explain a second example of the process for adjusting the brightness of the backlight and various LEDs in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 209] 13 is a sub-control main process (overall flow) executed by a host control circuit to explain a third example of the process for adjusting the brightness of the backlight and various LEDs in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 210] 22 is a flowchart showing an example of an RTC acquisition process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 211] 23 is a flowchart showing an example of animation control main processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 212]23 is a flowchart showing an example of a composition playback control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 213] 23 is a flowchart showing an example of a sound amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 214] 23 is a flowchart showing an example of a normal amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 215] 23 is a flowchart showing an example of a deep bass amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 216] 16 is a flowchart showing an example of a sound amplifier check process for performing a normal amplifier / deep bass amplifier (collectively) check process in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 217] 23 is a flowchart showing an example of a more preferable form of sound amplifier check processing in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 218] 13 is a flowchart showing an example of a more preferable form of the normal amplifier / deep bass amplifier check process in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 219] This is a flowchart continuing from Figure 218, showing an example of a more preferable form of the normal amplifier / deep bass amplifier check processing in the pachinko gaming machine according to the 11th embodiment of the present invention. [Figure 220] 23 is a flowchart showing an example of sound request control processing when there are multiple sound requests for the same channel in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 221] 23 is a flowchart showing a first example of a sound request control process when volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 222]23 is a flowchart showing a second example of the sound request control process when volume adjustment is performed in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 223] 16 is a flowchart showing a third example of the sound request control process when volume adjustment is performed in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 224] 16 is a flowchart showing a fourth example of the sound request control process when volume adjustment is performed in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 225] 16 is a flowchart showing a fifth example of a sound request control process when volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 226] 23 is an attenuation table showing an example of brightness attenuation values of each color (red, green, blue) according to strong, medium, and weak LED light emission intensities in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 227] FIG. 22 is a block diagram showing an example of a connection state between an LED port, an LED, and a solenoid in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 228] 23 is a flowchart showing an example of a data loading process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 229] 23 is a flowchart showing an example of a random number initialization process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 230] 20 is a flowchart showing an example of a random number periodic update process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 231](a) A flowchart showing an example of random number 1 acquisition processing, (b) a flowchart showing an example of random number 2 acquisition processing, (c) a flowchart showing an example of random number 3 acquisition processing, and (d) a flowchart showing an example of random number 4 acquisition processing in a pachinko gaming machine according to the 11th embodiment of the present invention. [Figure 232] 23 is a flowchart showing an example of a random number acquisition process executed when a random number is used in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 233] 23 is a sub-control main process (overall flow) executed by a host control circuit to explain a modified example of the sub-random number process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 234] 23 is a flowchart showing an example of reception interrupt processing executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 235] 13 is a flowchart showing an example of a role initial operation process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 236] 23 is a flowchart showing an example of a role control process for a role executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 237] 10 is a flowchart showing an example of processing when a performance command is received. [Figure 238] 13 is a flowchart showing an example of a reel processing executed by a host control circuit when a variation start command for a reel is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 239] 13 is a flowchart showing an example of initial position restoration device operation processing for a device executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 240] 13 is a flowchart showing an example of a role processing executed by a host control circuit when a demo command for a role is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 241] 13 is a flowchart showing an example of a reel processing executed by a host control circuit when a change determination command for a reel is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 242] 13 is a flowchart showing an example of a role processing executed by a host control circuit when a winning command for a role is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 243] 10 is a flowchart showing an example of a whole menu task executed by a sub CPU. [Figure 244] FIG. 10 is a diagram showing an example of a hall menu screen displayed in the display area of a liquid crystal display device. [Figure 245] 10 is an example of a hole menu screen displayed in the display area of the liquid crystal display device when the hole menu display process is executed. [Figure 246] 10 is an example of a hole menu screen displayed in the display area of the liquid crystal display device when the hole menu display process is executed. [Figure 247] 10 is a diagram showing an example of a hole menu screen displayed in the display area of the liquid crystal display device when hole menu redisplay processing is executed. FIG. [Figure 248] These are examples of screens on which error details are displayed in the display area of a liquid crystal display device: (a) a screen indicating that a backup clear process has been performed without a setting change process; (b) a screen indicating that a start port abnormal entry error has occurred and that a backup clear process has been performed without a setting change process; and (c) a screen after the notification period has elapsed indicating that a backup clear process has been performed when both a backup clear process without a setting change process has been performed and a start port abnormal entry error has occurred. [Figure 249] 10 is a flowchart illustrating another example of the whole menu task executed by the host control circuit, in which the host control circuit executes a setting determination process for determining whether setting value information is appropriate. [Figure 250]10 is a flowchart showing an example of hall menu processing executed by a sub-CPU. [Figure 251] 10 is an example of an error information history screen displayed in a display area of a liquid crystal display device. [Figure 252] 10 is a flowchart showing an example of a setting change / check history process executed by a sub-CPU. [Figure 253] This is an example of the setting change / confirmation history processing executed by the sub-CPU, and is a flowchart continuing from Figure 252. [Figure 254] FIG. 10 is a diagram showing an example of an initial screen of a setting change / confirmation history screen displayed in the display area of the liquid crystal display device. [Figure 255] FIG. 10 is a diagram showing an example of the setting change / confirmation history screen when "Page" is selected. [Figure 256] FIG. 10 is a diagram showing an example of a page update screen on which page update can be performed on the setting change / confirmation history screen. [Figure 257] FIG. 10 is a diagram showing an example of the setting change / confirmation history screen when "Clear" is selected. [Figure 258] FIG. 10 is a diagram showing an example of a data clear screen in which each history data is cleared on the setting change / confirmation history screen. [Figure 259] FIG. 10 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example of the initial screen. [Figure 260] FIG. 10 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example when "Display settings" is selected. [Figure 261] FIG. 10 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example in which a new setting value is added and displayed. [Figure 262] FIG. 10 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example when "Page" is selected. [Figure 263]FIG. 10 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, and is a diagram showing an example of a page update screen on which page updates can be performed. [Figure 264] FIG. 10 is a flow chart showing an example of the operation procedure until a setting change / confirmation history screen on which setting values can be confirmed is displayed on the whole menu screen displayed in the display area of the liquid crystal display device. [Figure 265] 10 is a flowchart showing an example of maintenance processing executed by a sub-CPU. [Figure 266] FIG. 10 is a diagram showing an example of a maintenance screen displayed in a display area of a liquid crystal display device. [Figure 267] 10 is an example of a maintenance screen displayed in a display area of a liquid crystal display device. [Figure 268] FIG. 10 is a diagram showing an example of an initial guide image displayed in a display area of a liquid crystal display device. [Figure 269] FIG. 10 is a diagram showing an example of a UniMemo initial image displayed in the display area of the liquid crystal display device. [Figure 270] FIG. 10 is a diagram showing an example of a password request screen displayed in a display area of a liquid crystal display device. [Fig. 271] 10 is a flowchart showing a first modification of the setting change and confirmation history processing executed by the sub CPU. [Fig. 272] 10 is a flowchart showing an example of authentication processing in Modification 1 of the setting change and confirmation history processing executed by the sub-CPU. [Fig. 273] FIG. 10 is a diagram showing an example in which a password request screen is displayed in the display area of a liquid crystal display device when the setting change / confirmation history process is executed in variant 1 of the setting change / confirmation history process executed by the sub-CPU. [Fig. 274] 10 is an example of a password request screen displayed in the display area of the liquid crystal display device in the first modified example of the setting change / confirmation history processing executed by the sub-CPU. [Figure 275]FIG. 10 is a diagram showing an example of a screen displayed in the display area of the liquid crystal display device when an input password is incorrect in the first modified example of the setting change / confirmation history processing executed by the sub-CPU. [Figure 276] This is a flow chart showing an example of the operation procedure until a setting change / confirmation history screen that allows the setting values to be confirmed is displayed on a hall menu screen displayed in the display area of a display device in variant 1 of the setting change / confirmation history processing executed by a sub-CPU. [Figure 277] FIG. 10 is a diagram showing an example of the configuration of a volume switch that generates a volume password to be applied to authentication processing in a second modified example of the setting change / check history processing executed by the sub-CPU. [Fig. 278] 10 is a flowchart showing an example of authentication processing in Modification 2 of the setting change / confirmation history processing executed by the sub-CPU. [Figure 279] FIG. 10 is a diagram showing an example in which a password request screen is displayed in the display area of a liquid crystal display device when the setting change / confirmation history process is executed in variant 2 of the setting change / confirmation history process executed by the sub-CPU. [Figure 280] 10 is an example of a volume password request display screen displayed in the display area of the liquid crystal display device in the second modified example of the setting change / confirmation history processing executed by the sub-CPU. [Figure 281] FIG. 10 is a flowchart showing an example of a procedure for checking setting values in setting change / check history information in a second modified example of the setting change / check history processing executed by the sub CPU. [Figure 282] FIG. 10 is a diagram showing an example of the configuration of a gaming system according to a third variant of the setting change / confirmation history processing executed by the sub-CPU. [Figure 283] 10 is a flowchart showing an example of a setting change / confirmation history process in a pachinko gaming machine constituting a gaming system according to Modification 3. [Fig. 284] 13 is a flowchart showing an example of a setting change / confirmation history process in the portable wireless communication terminal and the server device of the gaming system according to Modification 3. [Figure 285]FIG. 11 is a diagram showing an example of a setting change / confirmation history screen including a two-dimensional code in a pachinko gaming machine of a gaming system according to Modification 3. [Figure 286] FIG. 11 is a flowchart showing an example of a procedure for checking setting values in setting change / check history information in a gaming system according to Modification 3. [Figure 287] FIG. 11 is a diagram showing an example of a two-dimensional code display screen on a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 288] FIG. 11 is a diagram showing an example of a password input screen on a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 289] FIG. 11 is a diagram showing an example of a setting change / confirmation history screen on a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 290] FIG. 22 is a diagram showing the functional flow of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Figure 291] A figure showing an example of a fluctuation pattern table that can be used in the 12th embodiment of the present invention. [Figure 292] FIG. 22 is an external perspective view of a pachinko gaming machine according to a twelfth embodiment of the present invention, as seen from the front side. [Figure 293] FIG. 22 is an exploded perspective view of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Fig. 294] FIG. 22 is an external perspective view of a pachinko gaming machine according to a twelfth embodiment of the present invention, as seen from the rear side. [Figure 295] FIG. 22 is a front view showing the configuration of the game board of a pachinko game machine according to a twelfth embodiment of the present invention. [Figure 296] FIG. 22 is a block diagram showing the circuit configuration of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Figure 297] FIG. 22 is a block diagram showing the internal configuration of a sub-control circuit of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Figure 298] FIG. 22 is a diagram showing the configuration of various registers possessed by the main CPU of the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 299] FIG. 22 is a diagram showing a memory map of a main control circuit of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Figure 300] A figure showing an example of the operation of the variable display of each special pattern when the simultaneous variation function is activated in a pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 301] FIG. 23 is a diagram showing an example of a first special symbol working area table in the twelfth embodiment of the present invention. [Figure 302] A figure showing an example of a first special pattern related definition data table in the 12th embodiment of the present invention. [Figure 303] FIG. 23 is a diagram showing an example of a second special symbol working area table in the twelfth embodiment of the present invention. [Figure 304] A figure showing an example of a second special pattern related definition data table in the 12th embodiment of the present invention. [Figure 305] FIG. 23 is a diagram showing a modified example of the first special symbol working area table in the twelfth embodiment of the present invention. [Figure 306] 23 is a flowchart showing an example of external maskable interrupt processing executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 307] 23 is a flowchart showing an example of a system timer interrupt process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 308] 23 is a flowchart showing an example of a setting control process in the twelfth embodiment of the present invention. [Figure 309] 23 is a flowchart showing an example of a setting change process in the twelfth embodiment of the present invention. [Figure 310] 23 is a flowchart showing an example of a setting confirmation process in the twelfth embodiment of the present invention. [Figure 311] 23 is a flowchart showing an example of a first normal game pre-processing in the twelfth embodiment of the present invention. [Figure 312] 23 is a flowchart showing an example of a second normal game pre-processing in the twelfth embodiment of the present invention. [Figure 313]23 is a flowchart showing an example of a switch input detection process in the twelfth embodiment of the present invention. [Figure 314] 23 is a flowchart showing an example of an abnormal state monitoring process in a twelfth embodiment of the present invention. [Figure 315] 23 is a flowchart showing an example of abnormal state monitoring pre-processing in a twelfth embodiment of the present invention. [Figure 316] 23 is a flowchart showing an example of a general-purpose abnormality detection and determination process in the twelfth embodiment of the present invention. [Figure 317] 23 is a flowchart (part 1) showing an example of main control processing executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 318] 23 is a flowchart (part 2) showing an example of the main control process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 319] 23 is a flowchart (part 3) showing an example of the main control process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 320] 23 is a flowchart (part 4) showing an example of the main control main process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Figure 321] 23 is a flowchart showing an example of a wait process in the twelfth embodiment of the present invention. [Figure 322] 23 is a flowchart showing an example of startup initial setting processing in the twelfth embodiment of the present invention. [Figure 323] 23 is a flowchart showing an example of a setting operation pre-processing in the twelfth embodiment of the present invention. [Figure 324] 23 is a flowchart showing an example of power cutting processing in the twelfth embodiment of the present invention. [Figure 325] 23 is a flowchart (part 1) showing an example of a special symbol control process in the twelfth embodiment of the present invention. [Figure 326]23 is a flowchart (part 2) showing an example of the special symbol control process in the twelfth embodiment of the present invention. [Figure 327] 23 is a flowchart showing an example of a special symbol related timer update process in the twelfth embodiment of the present invention. [Figure 328] 23 is a flowchart showing an example of a special symbol management process in the twelfth embodiment of the present invention. [Figure 329] 20 is a flowchart showing an example of special pattern variation start processing in the 12th embodiment of the present invention. [Figure 330] 23 is a flowchart showing an example of a special symbol game standby process in the twelfth embodiment of the present invention. [Figure 331] 23 is a flowchart (part 1) showing an example of a special symbol variation end process in the twelfth embodiment of the present invention. [Figure 332] 23 is a flowchart (part 2) showing an example of the special symbol variation end process in the twelfth embodiment of the present invention. [Figure 333] 23 is a flowchart (part 1) showing an example of a special symbol game determination process in the twelfth embodiment of the present invention. [Figure 334] 23 is a flowchart (part 2) showing an example of the special symbol game determination process in the twelfth embodiment of the present invention. [Figure 335] 23 is a flowchart showing an example of a special symbol game ending process in the twelfth embodiment of the present invention. [Figure 336] A flowchart showing an example of the large prize opening preparation process in the 12th embodiment of the present invention. [Figure 337] 12 is a flowchart showing an example of a large prize opening control process in the 12th embodiment of the present invention. [Figure 338] 23 is a flowchart showing an example of a special symbol winning end process in the twelfth embodiment of the present invention. [Figure 339] 23 is a flowchart showing an example of a normal symbol control process in the twelfth embodiment of the present invention. [Figure 340]23 is a flowchart showing an example of a special symbol management process in the thirteenth embodiment of the present invention. [Figure 341] A flowchart showing an example of special pattern variation start processing in the 13th embodiment of the present invention. [Figure 342] 23 is a flowchart showing an example of a special symbol game standby process in the thirteenth embodiment of the present invention. [Figure 343] 23 is a flowchart showing an example of a special symbol fall determination process in the thirteenth embodiment of the present invention. [Figure 344] 23 is a flowchart showing an example of a special symbol presentation mode management process in the thirteenth embodiment of the present invention. [Figure 345] This figure shows the configuration of a special pattern change pattern selection table selection data table, a special pattern change pattern selection table group, and a special pattern change pattern selection offset table used in another example of a method for selecting a performance change table. [Figure 346] 23 is a flowchart showing an example of a special symbol game state setting process in the thirteenth embodiment of the present invention. [Figure 347] A flowchart showing an example of special pattern variation end processing in the 13th embodiment of the present invention. [Figure 348] 23 is a flowchart (part 1) showing an example of a special symbol game determination process in the thirteenth embodiment of the present invention. [Figure 349] 23 is a flowchart (part 2) showing an example of the special symbol game determination process in the thirteenth embodiment of the present invention. [Figure 350] 22 is a flowchart showing an example of a game status management process in the thirteenth embodiment of the present invention. [Figure 351] 23 is a flowchart showing an example of a special symbol game end process in the thirteenth embodiment of the present invention. [Figure 352] 20 is a flowchart showing an example of a special symbol winning end process in the thirteenth embodiment of the present invention. [Figure 353] FIG. 23 is an example of a front view showing the appearance of a game board unit in a pachinko gaming machine according to a fourteenth embodiment. [Figure 354] FIG. 23 is an example of a front view showing the appearance of the game board unit when the display shutter is moving from the advanced position to the retracted position in the pachinko game machine according to the fourteenth embodiment. [Figure 355] FIG. 23 is an example of a front view showing the appearance of the game board unit when the 7-segment display is in the advanced position and the upper half of the display shutter is in the retracted position in the pachinko game machine according to the fourteenth embodiment. [Figure 356] FIG. 23 is an example of a front view showing the appearance of the game board unit when both the 7-segment display and the display shutter are in the retracted position in the pachinko game machine according to the fourteenth embodiment. [Figure 357] FIG. 22 is an example of a block diagram showing a control circuit of a pachinko gaming machine according to a fourteenth embodiment. [Figure 358] A block diagram showing the circuit configuration inside the sub-control circuit of the pachinko gaming machine according to the 14th embodiment, and the connection relationship between the sub-control circuit and various peripheral devices. [Figure 359] 13 is an example of a table showing the probability of a big win and a small win for each setting in the special symbol lottery of the pachinko game machine according to the 14th embodiment. [Figure 360] 23 is an example of a special symbol determination table for a pachinko gaming machine according to a fourteenth embodiment. [Figure 361] 20 is an example of a jackpot type determination table for a pachinko gaming machine according to the fourteenth embodiment. [Figure 362] 23 is an example of a table that defines combinations of first-half variation patterns and second-half variation patterns of special symbols in a pachinko gaming machine according to a fourteenth embodiment. [Figure 363] 23 is an example of a first half variation pattern table of special symbols in a pachinko gaming machine according to a fourteenth embodiment. [Figure 364] 23 is an example of a second half variation pattern table of special symbols in a pachinko gaming machine according to a fourteenth embodiment. [Figure 365]This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine of the 14th embodiment, and shows the case where both the first special pattern and the second special pattern were in the normal presentation mode when the power was restored. [Figure 366] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where both the first special pattern and the second special pattern are in the chance presentation mode when the power is restored. [Figure 367] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine of the 14th embodiment, and shows a case where both the first special pattern and the second special pattern were in the countdown presentation mode when the power was restored. [Figure 368] This figure shows an example of processing executed by the host control circuit 7212 when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows a case where both the first special pattern and the second special pattern are in rush performance mode when the power is restored. [Figure 369] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where the first special symbol is in the normal presentation mode and the second special symbol is in the chance presentation mode when the power is restored. [Figure 370] FIG. 22 is a diagram showing an example in which the first special symbol is in the normal presentation mode and the second special symbol is in the chance presentation mode when the power is restored in the pachinko gaming machine according to the fourteenth embodiment. [Figure 371]This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where the first special symbol is in the chance presentation mode and the second special symbol is in the normal presentation mode when the power is restored. [Figure 372] FIG. 22 is a diagram showing an example in which the first special symbol is in the chance presentation mode and the second special symbol is in the normal presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 373] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows a case where the first special pattern is in the countdown presentation mode and the second special pattern is in the rush presentation mode when the power is restored. [Figure 374] FIG. 22 is a diagram showing an example in which the first special symbol is in the countdown presentation mode and the second special symbol is in the rush presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 375] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where the first special pattern is in rush presentation mode and the second special pattern is in countdown presentation mode when the power is restored. [Figure 376] FIG. 22 is a diagram showing an example in which the first special symbol is in the rush presentation mode and the second special symbol is in the countdown presentation mode when the power is restored in the pachinko gaming machine according to the fourteenth embodiment. [Figure 377] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where the first special symbol is in the rush performance mode and the second special symbol is in the normal performance mode when the power is restored. [Figure 378]FIG. 22 is a diagram showing an example in which the first special symbol is in the rush presentation mode and the second special symbol is in the normal presentation mode when the power is restored in the pachinko gaming machine according to the fourteenth embodiment. [Figure 379] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in the pachinko game machine according to the 14th embodiment, and shows the case where the first special symbol is in the normal presentation mode and the second special symbol is in the rush presentation mode when the power is restored. [Figure 380] FIG. 22 is a diagram showing an example in which the first special symbol is in the normal presentation mode and the second special symbol is in the rush presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 381] This figure shows an example of processing executed by the host control circuit in the pachinko game machine of the 14th embodiment when the backup clear processing is not executed when the power is restored and the situation when the power is restored is in a jackpot game state, in the following cases: (A) when the power is restored at the start of the jackpot game state, (B) when the power is restored when passing through the passage gate, (C) when the power is restored when the large prize entry port is opened, (D) when the power is restored when the large prize entry port is closed, and (E) when the power is restored at the end of the jackpot game state. [Figure 382] A figure for explaining a first example of a presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit depending on the combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch due to the combination of the setting value and the dip switch setting, and (C) a figure showing the presentation mode executed in response to a match / mismatch due to the combination of the setting value and the dip switch setting. [Figure 383]A figure for explaining a second example of a presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit depending on the combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch based on the combination of the setting value and the dip switch setting, and (C) a figure showing the frequency of execution of special presentations corresponding to a match / mismatch based on the combination of the setting value and the dip switch setting. [Figure 384] A figure for explaining a third example of a presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit depending on the combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch based on the combination of the setting value and the dip switch setting, and (C) a figure showing whether a special presentation can be executed corresponding to a match / mismatch based on the combination of the setting value and the dip switch setting. [Figure 385] FIG. 22 is a schematic oblique view of a gaming machine according to a fifteenth embodiment of the present invention, seen from the front side. [Figure 386] FIG. 22 is a schematic front view of a gaming machine according to a fifteenth embodiment of the present invention. [Figure 387] An exploded oblique view showing the tray unit detached in the 15th embodiment of the present invention. [Figure 388] FIG. 22 is an exploded perspective view showing the state in which the top decoration is detached in the fifteenth embodiment of the present invention. [Figure 389] FIG. 20 is an exploded perspective view showing the right decorative member and the left decorative member in the fifteenth embodiment of the present invention, with the members separated. [Figure 390] A schematic oblique view of the tray unit shown from a diagonal right direction. [Figure 391] A schematic oblique view of the tray unit shown from a diagonal left direction. [Figure 392] FIG. 2 is a schematic front view of the tray unit. [Figure 393]A schematic side view showing the right side of the tray unit. [Figure 394] A schematic side view showing the left side of the tray unit. [Figure 395] A schematic oblique view showing the tray unit from a diagonal downward direction. [Figure 396] FIG. [Figure 397] FIG. 2 is a schematic perspective view showing the state in which some parts of the plate unit have been removed. [Figure 398] A schematic front view showing the state in which some parts of the plate unit have been removed. [Figure 399] FIG. 2 is an exploded perspective view illustrating the configuration of the speaker and its surroundings in the dish unit. [Figure 400] 10 is an exploded perspective view illustrating the air blowing mechanism around the speaker in the dish unit. FIG. [Figure 401] FIG. 10 is an exploded perspective view for explaining the operation of the air blowing mechanism. [Figure 402] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism. [Figure 403] FIG. 10 is an exploded perspective view for explaining the operation of the air blowing mechanism. [Figure 404] FIG. 10 is an internal plan view for explaining the operation of the air blowing mechanism. [Figure 405] FIG. 22 is a block diagram showing a control circuit of a gaming machine according to a fifteenth embodiment of the present invention. [Figure 406] FIG. 22 is a diagram for explaining various tables of a gaming machine according to a fifteenth embodiment of the present invention. [Figure 407] FIG. [Figure 408] 10 is a schematic plan view showing the inner light guide plate of the right decorative member. FIG. [Figure 409] 10 is a partially cutaway perspective view showing the rear incident end surface of the inner light guide plate in the right decorative member. FIG. [Figure 410] FIG. 10 is a partially cutaway rear view showing the rear incident end surface of the inner light guide plate in the right decorative member. [Figure 411]10 is a partially cutaway perspective view showing the front end surface of the inner light guide plate in the right decorative member. FIG. [Figure 412] 10 is a partially cutaway front view showing the front end surface of the inner light guide plate in the right decorative member. FIG. [Figure 413] FIG. 10 is an exploded perspective view of the central decorative member in the top decorative member. [Figure 414] FIG. 10 is an exploded perspective view of the central decorative member in the top decorative member. [Figure 415] FIG. 2 is a schematic front view showing the internal structure of the central decorative member in the top decoration. [Figure 416] FIG. 2 is an exploded perspective view showing the internal structure of the central decorative member in the top decorative member. [Figure 417] FIG. 10 is an exploded top view of the central decorative member of the top decorative member. [Figure 418] FIG. 10 is an exploded perspective view of the right decorative member of the top decorative member. [Fig. 419] FIG. 10 is a schematic front view showing some parts of the right decorative member in the top decoration. [Figure 420] FIG. 10 is a schematic top view showing some parts of the right decorative member in the top decoration. [Figure 421] This is a schematic top view showing the right side of some parts of the right decorative member in the top decoration. [Figure 422] This is a schematic top view showing the left side of some parts of the right decorative member in the top decoration. [Figure 423] FIG. 10 is a schematic rear view showing some parts of the right decorative member in the top decoration. [Figure 424] FIG. 10 is a schematic perspective view showing a modified example of the air blowing mechanism. [Figure 425] FIG. 20 is an external perspective view of a gaming machine according to a sixteenth embodiment of the present invention. [Figure 426] FIG. 20 is an exploded perspective view of a gaming machine according to a sixteenth embodiment of the present invention. [Figure 427] An exploded oblique view of the main body frame of the gaming machine according to the sixteenth embodiment of the present invention. [Figure 428] FIG. 22 is an exploded oblique view of the mounting frame in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 429] FIG. 22 is a top view of the gaming board in the gaming machine according to the 16th embodiment of the present invention. [Fig. 430] FIG. 22 is a top view of a gaming board in a gaming machine according to a modified example of the sixteenth embodiment of the present invention. [Figure 431] FIG. 22 is an oblique view of a mounting base in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 432] FIG. 22 is a front view of the mounting base in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 433] A cross-sectional view of the main body frame in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 434] 22 is a diagram illustrating the optical axis of the projected light emitted from the projector unit in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Figure 435] 22 is an oblique view of the cover member of the gaming machine according to the sixteenth embodiment of the present invention, viewed from the rear side. FIG. [Figure 436] 22 is an oblique view of the cover member in the gaming machine according to the sixteenth embodiment of the present invention, viewed from the front side. FIG. [Figure 437] 16 is a diagram illustrating the positional relationship between the game board relay board, the board hole in the mounting base, and the opening of the cover member in the game machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 438] FIG. 22 is a top view of a gaming machine according to a sixteenth embodiment of the present invention. [Figure 439] An exploded oblique view of the main body frame of the gaming machine according to the sixteenth embodiment of the present invention. [Fig. 440] 20 is an exploded oblique view of a first guide gutter and a second guide gutter in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Figure 441] 20 is an exploded oblique view of a first guide gutter and a second guide gutter in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Figure 442] FIG. 22 is an overall perspective view showing a payout device in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 443] 16 is an oblique view showing a ball passage unit included in a payout device in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Figure 444]An exploded oblique view showing a ball passage unit in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 445] This is an exploded oblique view showing the ball passage unit in a different orientation from Figure 444. [Figure 446] A plan view showing the first guide path of the ball passage unit in the gaming machine according to the 16th embodiment of the present invention. [Figure 447] A plan view showing the second guide path of the ball passage unit in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 448] FIG. 22 is a perspective view showing the outlet of the gaming board in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 449] FIG. 20 is an oblique view showing the ball detection unit located behind the outlet in the gaming machine according to the 16th embodiment of the present invention with the gaming board removed. [Figure 450] 16 is a perspective view showing the entire ball detection unit in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Figure 451] FIG. 22 is an exploded perspective view showing a ball detection unit in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 452] This is an exploded oblique view showing the ball detection unit in a different orientation from Figure 451. [Figure 453] An internal side view of the right-side component that makes up the ball detection unit in the gaming machine according to the 16th embodiment of the present invention. [Figure 454] An internal side view of the left component that makes up the ball detection unit in the gaming machine according to the 16th embodiment of the present invention. [Figure 455] A top view of a protruding piece member that constitutes a ball detection unit in an amusement machine according to the 16th embodiment of the present invention. [Figure 456] This is an overall oblique view showing a glass door on which a dish unit is provided in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 457] FIG. 20 is an overall front view showing the front of the glass door in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 458]An enlarged oblique view showing the entire dish unit in the gaming machine according to the sixteenth embodiment of the present invention. [Fig. 459] An exploded oblique view of a dish unit in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 460] A top view of a dish unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 461] A top view of the gaming machine according to the 16th embodiment of the present invention with the tray cover member of the tray unit removed. [Figure 462] 16 is an oblique view of the main body, ball removal passage member, and lid opening / closing portion of the gaming machine according to the sixteenth embodiment of the present invention, viewed from the rear side. [Figure 463] FIG. 463 is an exploded view of the view shown in FIG. 462. [Fig. 464] FIG. 22 is an oblique view of a ball removal passage member in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 465] This is a cross-sectional view of AA' in Figure 464. [Figure 466] This is a cross-sectional view of BB' in Figure 464. [Figure 467] FIG. 22 is an exploded oblique view of a ball removal passage member in a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 468] FIG. 20 is a block diagram showing the circuit configuration of a gaming machine according to a sixteenth embodiment of the present invention. [Figure 469] FIG. 22 is an oblique view of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 470] FIG. 22 is an oblique view of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 471] FIG. 22 is a front view of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 472] FIG. 22 is an oblique view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. [Fig. 473] FIG. 22 is an oblique view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. [Fig. 474] FIG. 22 is an exploded perspective view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 475] FIG. 22 is an exploded perspective view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 476] FIG. 22 is a front view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 477] FIG. 22 is a rear view of the circuit board case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 478] A side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 479] A side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 480] FIG. 22 is a partially enlarged side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 481] FIG. 22 is a front view of the interior of the lower member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 482] FIG. 22 is an oblique view showing the state before the upper and lower members are assembled in the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 483] 20 is an oblique view showing the state after the upper and lower members have been assembled in the base case of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 484] FIG. 22 is an oblique view showing the rotational state of the board case in the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 485] FIG. 22 is an oblique view showing the rotational state of the board case in the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 486] FIG. 22 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 487] FIG. 22 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 488] FIG. 22 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 489]FIG. 22 is an exploded perspective view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 490] FIG. 22 is an exploded perspective view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 491] FIG. 22 is an exploded perspective view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 492] FIG. 22 is an oblique view showing the rotational state of the board case in the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 493] FIG. 22 is an exploded perspective view showing a sealing member attached to a base member of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 494] FIG. 22 is a top view showing the rotational state of the board case in the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 495] FIG. 22 is an oblique view showing the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 496] FIG. 22 is a side view showing the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 497] FIG. 22 is an exploded perspective view showing the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 498] An exploded oblique view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 499] An exploded oblique view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 500] A front view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 501] A rear view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 502] A side view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 503] FIG. 22 is an exploded perspective view showing the assembled state of the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 504] FIG. 22 is an exploded perspective view showing the assembled state of the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 505] FIG. 22 is an oblique view showing the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 506] FIG. 22 is an exploded perspective view showing the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 507] FIG. 22 is an exploded perspective view showing the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 508] FIG. 22 is an exploded side view showing the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 509] A front view showing the handle grip of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 510] A rear view showing the handle grip of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 511] A front view showing the base member of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 512] A rear view showing the base member of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 513] FIG. 22 is a perspective view showing the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 514] FIG. 22 is an exploded perspective view showing the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 515] FIG. 22 is an internal plan view showing the inside of the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 516] FIG. 22 is an internal plan view for explaining the operation of the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 517] FIG. 22 is a left side view illustrating the operation of the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 518]FIG. 22 is an internal plan view for explaining the operation of the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 519] FIG. 22 is a left side view illustrating the operation of the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 520] FIG. 22 is an oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 521] FIG. 22 is an oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 522] A front view showing a main body subunit of a gaming machine according to an 18th embodiment of the present invention. [Figure 523] FIG. 22 is an exploded perspective view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 524] FIG. 22 is an exploded perspective view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 525] An oblique view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 526] A front view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 527] A rear view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 528] A side view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 529] A top view showing a portion of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 530] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 531] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 532]A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 533] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 534] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 535] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 536] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 537] A side view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 538] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 539] A front view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 540] A rear view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 541] A side view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 542] A top view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 543] An oblique view for explaining the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 544]An oblique view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 545] An exploded oblique view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 546] An exploded oblique view showing the right movable body in the first presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 547] An oblique view showing a portion of the lower movable body and the right movable body in the first presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 548] This is a partially cutaway side view showing the lower movable body, left movable body, and right movable body in the first presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 549] An oblique view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 550] A front view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 551] A top view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 552] A rear view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 553] An oblique view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 554] A front view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 555] A rear view for explaining the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 556] FIG. 22 is a front view showing the game board of the gaming machine according to the eighteenth embodiment of the present invention. [Figure 557]FIG. 22 is an exploded perspective view showing the main parts of the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Figure 558] FIG. 22 is an exploded perspective view showing the main parts of the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Figure 559] 20 is an oblique view showing a ball passage cover on a gaming board of a gaming machine according to an 18th embodiment of the present invention. FIG. [Fig. 560] FIG. 22 is a rear view showing the ball passage cover on the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 561] FIG. 22 is an oblique view showing an opening and closing unit of a gaming board of a gaming machine according to an 18th embodiment of the present invention. [Fig. 562] FIG. 22 is an oblique view for explaining the operation of the opening and closing unit of the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 563] FIG. 22 is a partially cutaway perspective view for explaining the operation of the opening and closing unit of the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 564] FIG. 22 is a partially cutaway top view illustrating the operation of the opening and closing unit in the gaming board of the gaming machine according to the 18th embodiment of the present invention. [Figure 565] FIG. 22 is a diagram showing an example of a game information providing system according to a 19th embodiment of the present invention. [Fig. 566] FIG. 23 is a diagram showing an example of the flow until the UniMemo menu screen is displayed in the gaming machine according to the 19th embodiment of the present invention. [Fig. 567] 23 shows an example of the flow after the UniMemo menu screen is displayed in the gaming machine according to the nineteenth embodiment of the present invention. [Fig. 568] 23A and 23B are diagrams showing an example of a character selection screen and an example of a character release condition, respectively, in a gaming machine according to a 19th embodiment of the present invention. [Fig. 569] In the gaming machine according to the 19th embodiment of the present invention, the winning random number determination tables stored in the main ROM of the main control board are (a) a winning random number determination table for the first special pattern, and (b) a winning random number determination table for the second special pattern. [Fig. 570] In the gaming machine according to the 19th embodiment of the present invention, the pattern determination tables stored in the main ROM of the main control board are (a) a pattern determination table for the first special pattern, and (b) a pattern determination table for the second special pattern. [Figure 571] A figure showing a jackpot type determination table stored in the main ROM of the main control board in the gaming machine according to the 19th embodiment of the present invention. [Figure 572] FIG. 22 is a diagram showing an example of a game state transition in a gaming machine according to a 19th embodiment of the present invention. [Figure 573] 22 is an example of a table referenced in the variation pattern table determination process in the gaming machine according to the 19th embodiment of the present invention. [Figure 574] 23 is a flowchart showing an example of a variation pattern table determination process executed by the main CPU in the gaming machine according to the 19th embodiment of the present invention. [Figure 575] 23 is a flowchart showing an example of a winning table determination process in a gaming machine according to a 19th embodiment of the present invention. [Fig. 576] 23 is a flowchart showing an example of a table determination process when a game is lost, in a gaming machine according to a 19th embodiment of the present invention. [Figure 577] This is a diagram summarizing an example of a group of fluctuation pattern tables that are referenced depending on the game status controlled by the main CPU in a gaming machine according to the 19th embodiment of the present invention. [Figure 578] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 579] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 580] 23 is an example of a fluctuation pattern table group for NOR1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 581]23 is an example of a fluctuation pattern table group for NOR1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 582] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 583] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 584] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR2 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 585] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR2 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 586] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of HJTN (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 587] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of HJTN (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 588] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the group of fluctuation pattern tables of HJTN (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 589] 23 is an example of a fluctuation pattern number determination table among the group of fluctuation pattern tables of HJTN (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 590]23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the group of fluctuation pattern tables for RUSH (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 591] 23 is an example of a fluctuation pattern number determination table among a group of fluctuation pattern tables for RUSH (when losing) in a gaming machine according to a 19th embodiment of the present invention. [Fig. 592] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the group of fluctuation pattern tables for RUSH (when a win occurs) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 593] 23 is an example of a fluctuation pattern number determination table among a group of fluctuation pattern tables for RUSH (when a win occurs) in a gaming machine according to a 19th embodiment of the present invention. [Fig. 594] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of JTN1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 595] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 596] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of JTN1 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 597] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN1 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 598] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of JTN2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 599]23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 600] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of JTN2 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 601] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN2 (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 602] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of J1END (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 603] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of J1END (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 604] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of J1END (when a win occurs) in the gaming machine according to the 19th embodiment of the present invention. [Figure 605] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of J1END (when winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 606] 23 is an example of a variation pattern table of special symbols in a gaming machine according to a 19th embodiment of the present invention. [Figure 607] 23 is an example of a special effect table used in the special effect setting process in the gaming machine according to the nineteenth embodiment of the present invention. [Figure 608] 23 is a flowchart showing an example of a special effect setting process executed by a sub-CPU in a gaming machine according to a 19th embodiment of the present invention. [Figure 609]20 is a flowchart showing an example of a special effect setting process at the start of fluctuation in a gaming machine according to a 19th embodiment of the present invention. [Figure 610] 20 is a flowchart showing an example of a special effect setting process at the end of a variation in a gaming machine according to a 19th embodiment of the present invention. [Figure 611] This figure shows an example of various operations and their relationships when the game state changes with a change in the main special pattern in the gaming machine according to the 19th embodiment of the present invention, and shows (A) the state during basic operation, (B) the state when the first irregularity occurs, (C) the state when the second irregularity occurs, (D) the state when the third irregularity occurs, (E) the state when the fourth irregularity occurs, and (F) the state when the fifth irregularity occurs. [Figure 612] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable role is role mode A. [Figure 613] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable role is role mode B. [Figure 614] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable device is in device mode C. [Figure 615] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable role is role role D. [Figure 616] This is a table or diagram for explaining the error recovery operation performed by the sub-CPU in the gaming machine of the 19th embodiment of the present invention, (A) a table showing an example of an error recovery operation performed depending on the error recovery state, and (B) a diagram showing an example of how the error recovery state transitions depending on the transition of the gaming state, etc. [Figure 617] FIG. 22 is a diagram showing an example of the flow of presentations in a normal gaming state in a gaming machine according to a 19th embodiment of the present invention. [Figure 618]This is an example of a presentation screen in a mini-game preview presentation displayed in the display area of a liquid crystal display device in an gaming machine according to the 19th embodiment of the present invention, and is an example of a presentation screen showing the stock position of a stocked character. [Figure 619] In the gaming machine according to the 19th embodiment of the present invention, examples of presentation screens showing how a character is stocked in the mini-game preview presentation are shown, where (A) is the presentation screen when a character appears, and (B) is the presentation screen showing that the appeared character has been stocked. [Figure 620] 23 is an example of a presentation screen displayed when entering a mini-game presentation via a normal reach in a gaming machine according to a 19th embodiment of the present invention. [Figure 621] 23 is an example of a presentation screen of an introductory part of a mini-game presentation A in a gaming machine according to a 19th embodiment of the present invention. [Figure 622] 23 is an example of a presentation screen showing the general flow of the mini-game part of mini-game presentation A in the gaming machine according to the nineteenth embodiment of the present invention. [Figure 623] 23 is an example of a presentation screen specifically showing the flow of presentations in the mini-game part of mini-game presentation A in the gaming machine according to the 19th embodiment of the present invention. [Figure 624] 23 is an example of a presentation screen of an introductory part of a mini-game presentation B in a gaming machine according to a 19th embodiment of the present invention. [Figure 625] FIG. 23 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in the gaming machine according to the 19th embodiment of the present invention. [Figure 626] FIG. 22 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in the gaming machine according to the 19th embodiment of the present invention, which shows a presentation screen that raises the possibility of mini-game presentation B ending. [Figure 627] FIG. 22 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in the gaming machine according to the 19th embodiment of the present invention, which shows a presentation screen that raises the possibility of development into an SP reach. [Figure 628]FIG. 22 is a diagram showing an example of a presentation screen in which, for example, all 31 characters are successfully collected in mini-game presentation B, and an SP development display presentation is performed, in the gaming machine according to the 19th embodiment of the present invention. [Figure 629] 23 is an example of a presentation screen showing the flow of a branch challenge presentation in a gaming machine according to a 19th embodiment of the present invention. [Figure 630] 23 is a presentation screen showing an example of one branch challenge main presentation when "EXTRA TIME" does not occur in a gaming machine according to a 19th embodiment of the present invention. [Figure 631] 23 is a presentation screen showing an example of one branch challenge main presentation when "EXTRA TIME" occurs in a gaming machine according to a 19th embodiment of the present invention. [Figure 632] 23 is an example of a presentation screen for a count-up presentation that is performed after a presentation screen indicating a jackpot is displayed in a gaming machine according to a 19th embodiment of the present invention. [Figure 633] 19 is a presentation screen showing an example of a small win presentation performed by the sub-CPU when a small win is won in a gaming machine according to a 19th embodiment of the present invention. [Figure 634] This is a presentation screen showing an example of a scenario presentation that is performed when a small win is won in a manner that a predetermined condition is met in a gaming machine according to the 19th embodiment of the present invention. [Figure 635] This is an example of a time chart showing the execution timing and validity period of each effect that occurs when a small hit is won in the gaming machine according to the 19th embodiment of the present invention, where (A) is a time chart when a small hit is won once, and (B) is a time chart when small hits are won consecutively. [Figure 636] FIG. 23 is a diagram showing an example of an effect screen in which a character is having a conversation using a speaking tube in the gaming machine according to the 19th embodiment of the present invention. [Figure 637] 19A and 19B are diagrams for explaining an example of a role step-up effect in the gaming machine according to the 19th embodiment of the present invention, in which (A) is a diagram showing an example of an effect screen that prompts button operation, and (B) is a diagram showing an example of an effect flow. [Figure 638] FIG. 22 is a diagram illustrating an example of the decorative pattern variation effect in the gaming machine according to the 19th embodiment of the present invention, and is used to explain the priority of effect layers. [Figure 639] A time chart showing an example of the relationship between the variable display status (variable / stopped) of the special pattern, the preview button effect valid flag status (ON / OFF), the auto button setting valid flag status (ON / OFF), the timing of button operation, and the auto function status (valid / invalid) in the gaming machine according to the 19th embodiment of the present invention, showing (A) a processing example (first processing example) when a button operation is performed during the period when the preview button effect valid flag is set to OFF (preview button effect invalid period), and (B) a processing example (second processing example) when a button operation is performed during the preview button effect valid period. [Fig. 640] A time chart showing an example of the relationship between the variable display status of special symbols, the preview button effect valid period, the auto button setting valid period, the timing of button operation, and the auto function status (enabled / disabled) in a gaming machine according to the 19th embodiment of the present invention, showing (A) a processing example (third processing example) for preventing the auto function from being enabled despite the player's intention, (B) a processing example (fourth processing example) when the preview button effect valid flag is turned ON while an operation to enable the auto function is being performed and before a specified time has elapsed, and (C) a processing example (fifth processing example) when an operation to enable the auto function is performed across the variable display of special symbols. [Figure 641] A time chart showing an example of the relationship between the variable display status of special symbols, the preview button effect valid period, the auto button setting valid period, the timing of button operation, and the auto function status (enabled / disabled) in a gaming machine according to the 19th embodiment of the present invention, in which (A) a processing example (sixth processing example) is shown when button operation is started during the auto button setting valid period but the variable display of special symbols ends and the standby screen appears before the specified time has elapsed, and (B) a processing example (seventh processing example) is shown when the auto button setting valid flag is set to OFF after a certain time has elapsed since the preview button effect valid flag was set to ON. DETAILED DESCRIPTION OF THE INVENTION
[0010] [First embodiment] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0011] [Function flow] FIG. 1 is a diagram showing the functional flow of a pachinko gaming machine according to one embodiment of the present invention. As shown in the figure, a pachinko game is a game in which gaming balls are shot by user operation, and a payout control process for the gaming balls is performed when the gaming balls win various prizes. Pachinko games also include special symbol games that use special symbols and normal symbol games that use normal symbols. In this specification, the term "pachinko gaming machine" may be used in some cases, or may be used in other cases.
[0012] When a "big win" occurs in the special symbol game or when a "win" occurs in the normal symbol game, the possibility of the game ball winning increases relatively, and the payout control process of the game ball becomes easier to perform.
[0013] In addition, the various types of winning include a special pattern starting winning, which is one of the conditions for the variable display of special patterns in a special pattern game, and a normal pattern starting winning, which is one of the conditions for the variable display of normal patterns in a normal pattern game.
[0014] In this specification, "variable display" refers to the concept of a display that can be changed, and enables, for example, a "variable display" that actually changes and is displayed, and a "stationary display" that actually stops and is displayed.
[0015] In addition, in the "variable display," for example, a "derived display" can be performed in which a special symbol (identification information) is displayed as a result of a special symbol game. In other words, in this specification, the operation from the start of the "variable display" to the "derived display" is referred to as one "variable display."
[0016] An outline of the processing flow for the special symbol game and the normal symbol game will be explained below.
[0017] (1) When a special symbol start winning occurs in a special symbol game, random numbers (random number for determining a jackpot and random number for determining a symbol) are extracted from the counter for determining a jackpot and the counter for determining a symbol, respectively, and the extracted random numbers are stored (see the flow of the special symbol start winning process in the special symbol game shown in Figure 1).
[0018] 1, in the special symbol control process during the special symbol game, it is first determined whether or not the condition for starting the variable display of the special symbol is met. In this determination process, it is determined whether or not a random number value has been stored due to the special symbol start winning, and if a random number value has been stored, it is determined that the condition for starting the variable display of the special symbol is met.
[0019] Next, when the variable display of the special symbols is started, the random number value for determining a jackpot extracted from the jackpot determination counter is referenced, and a jackpot determination is made as to whether or not a "jackpot" has occurred. After that, a process for determining the symbols to be stopped is carried out. In this process, the random number value for determining the symbols extracted from the symbol determination counter and the result of the jackpot determination described above are referenced, and the special symbols to be stopped and displayed are determined.
[0020] Next, a variation pattern determination process is carried out. In this process, a random number is extracted from the variation pattern determination counter, and the random number, the result of the jackpot determination, and the special symbols to be stopped and displayed are referenced to determine the variation pattern of the special symbols.
[0021] Next, a presentation pattern determination process is carried out. In this process, a random number is extracted from the presentation pattern determination counter, and the random number, the result of the jackpot determination, the special symbols to be stopped and displayed, and the variation pattern of the special symbols are referenced to determine the presentation pattern to be executed in accordance with the variable display of the special symbols.
[0022] Next, based on the result of the determined jackpot determination, the special pattern to be displayed in a stopped state, the variation pattern of the special pattern, and the presentation pattern associated with the variable display of the special pattern are referenced, and a variable display control process that controls the variable display of the special pattern and a presentation control process that performs a predetermined presentation are executed.
[0023] Then, when the variable display control process and the effect display control process are completed, it is determined whether or not a "jackpot" has been achieved. If it is determined in this determination process that a "jackpot" has been achieved, a jackpot game control process is executed to play a jackpot game. Note that in a jackpot game, the possibility of winning the various prizes mentioned above increases. On the other hand, if it is determined that a "jackpot" has not been achieved, the jackpot game control process is not executed.
[0024] If it is determined that a "jackpot" has not been achieved, or if the jackpot game control process has ended, a game state transition control process is carried out to transition the game state. In this game state transition control process, management of the normal game state, which is different from the jackpot game state, is carried out.
[0025] Examples of normal game states include a game state in which the probability of being determined as a "jackpot" increases in the above-mentioned jackpot determination (hereinafter referred to as a "probable variable game state"), a game state in which it becomes easier to obtain a special symbol start winning (hereinafter referred to as a "time-saving game state"), etc. After that, a determination process is again made as to whether or not to start the variable display of the special symbol, and then various processes of the above-mentioned special symbol control process are repeated.
[0026] In addition, in the pachinko gaming machine of this embodiment, if the gaming ball makes a starting winning entry while the special pattern is being displayed in a changing state, various data obtained at the time of the starting winning entry (random number values for determining a jackpot, random number values for determining the pattern, etc.) will be held in reserve.
[0027] In other words, if a gaming ball enters a starting winning position while a special symbol is being displayed, the variable display (variable display) of the special symbol corresponding to the starting winning position is suspended, and the variable display of the reserved special symbol begins after the variable display of the currently executed special symbol has finished. Hereinafter, the variable display of the reserved special symbol is also referred to as a "reserved ball."
[0028] In addition, in the pachinko gaming machine of this embodiment, as will be described later, two types of special symbol start winnings are possible. (First start opening prize and second start opening prize) are set up, and a maximum of four reserved balls can be acquired for each special symbol start winning. In other words, in this embodiment, a maximum of eight reserved balls can be acquired.
[0029] Although not shown in Figure 1, the pachinko gaming machine of this embodiment may be equipped with a function to determine whether the reserved balls have won (whether or not they have won a "jackpot") based on the information about the reserved balls described above, and to perform a predetermined presentation based on the results of that determination, i.e., a predictive presentation function.
[0030] (2) When a normal symbol start winning occurs in a normal symbol game, a random number value is extracted from the winning determination counter and stored (see the flow of the normal symbol start winning processing in the normal symbol game shown in Figure 1).
[0031] 1, in the normal symbol control process during the normal symbol game, it is first determined whether or not the condition for starting the variable display of the normal symbol is met. In this determination process, it is referenced whether or not a random number value has been stored due to the normal symbol start winning, and it is determined that the condition for starting the variable display of the normal symbol is met if a random number value has been stored.
[0032] Next, when variable display of normal symbols is started, the random number extracted from the winning judgment counter is referenced, and a win judgment is made as to whether or not it is a "win." After that, a variation pattern determination process is performed. In this process, the result of the win judgment is referenced, and the variation pattern of the normal symbols is determined.
[0033] Next, the result of the determined winning judgment and the variation pattern of the normal symbol are referenced, and a variable display control process that controls the variable display of the normal symbol and a presentation control process that performs a predetermined presentation are executed.
[0034] When the variable display control process and the effect display control process are completed, it is determined whether or not a "win" has occurred. If it is determined in this determination process that a "win" has occurred, a win game control process is executed to play a win game.
[0035] In the winning game control process, the possibility of the various winnings described above, especially the possibility of the game ball starting a special symbol winning in the special symbol game, increases. On the other hand, if it is determined that there is no "winning", the winning game control process is not executed. After that, the process of determining whether or not to start the variable display of the normal symbol is performed again, and then the various processes of the normal symbol control process described above are repeated.
[0036] As mentioned above, in pachinko games, the ease with which the payout control process for game balls can be carried out varies depending on conditions such as whether or not a "jackpot" occurs in a special pattern game, the transition status of the game state, and whether or not a "win" occurs in a normal pattern game.
[0037] In this embodiment, a software random number system that generates random numbers by executing a program is used as a system for extracting various random number values. However, the present invention is not limited to this system. For example, if a pachinko gaming machine is equipped with a random number generator that updates random numbers at a predetermined interval, a hard random number system that extracts random numbers from a counter (a so-called ring counter) in the random number generator may be used as a system for extracting various random number values.
[0038] When using the hard random number method, the initial value of the random number value is determined at a timing different from the predetermined cycle, thereby preventing the same random number value from being extracted in a predetermined cycle.
[0039] [Pachinko machine structure] Next, the structure of the pachinko gaming machine in this embodiment will be described with reference to Figures 2 to 4. Figure 2 is a front view of the pachinko gaming machine, Figure 3 is a perspective view showing the appearance of the pachinko gaming machine, and Figure 4 is an exploded perspective view of the pachinko gaming machine. In the following description, unless otherwise specified, the front side of the pachinko gaming machine 1 will be referred to as the front direction, the back side of the pachinko gaming machine 1 will be referred to as the rear direction, the left side as viewed from the front of the pachinko gaming machine 1 will be referred to as the left direction, the right side as viewed from the front of the pachinko gaming machine 1 will be referred to as the right direction, the upper side of the pachinko gaming machine 1 will be referred to as the upper direction, the lower side of the pachinko gaming machine 1 will be referred to as the lower direction, the clockwise direction as viewed from the front of the pachinko gaming machine 1 will be referred to as the right-handed direction, and the conversely, counterclockwise direction will be referred to as the left-handed direction.
[0040] As shown in FIGS. 2 and 3, the pachinko gaming machine 1 includes a main body 2, a base door 3 attached to the main body 2 so as to be able to open and close freely, and a glass door 4 attached to the base door 3 so as to be able to open and close freely.
[0041] [Main unit] The main body 2 is made of a frame-shaped member having a rectangular opening 2a (see FIG. 4). The main body 2 is made of a material such as wood.
[0042] [Base Door] The base door 3 is made of a plate-like member having a rectangular outer shape that is approximately the same as the outer shape of the main body 2. The base door 3 is disposed in front of the main body 2 (the front side of the pachinko gaming machine 1), and the opening 2a of the main body 2 is opened and closed by rotating the base door 3 around one side edge of the main body 2 as an axis.
[0043] 4, a rectangular opening 3a is provided in the base door 3. This opening 3a is formed from approximately the center of the base door 3 to the upper region, and is formed to a size that occupies most of this region.
[0044] In addition, a speaker 11, a game board 12, a tray unit 14, a launching device 15, a payout unit 16, and a board unit 17 can be attached to the base door 3. A liquid crystal display device 13 is attached to the game board 12. The liquid crystal display device 13 may not be attached to the game board 12, but may be disposed on the back side of the game board 12 with a gap between it and the game board 12.
[0045] The speaker 11 is disposed at the top (near the upper end) of the base door 3. The game board 12 is disposed in front of the base door 3 (on the front side of the pachinko gaming machine 1) so as to cover the opening 3a of the base door 3.
[0046] The game board 12 is made of a plate-shaped resin member having optical transparency. Examples of optically transparent resin include acrylic resin, polycarbonate resin, and methacrylic resin.
[0047] Furthermore, a play area 12a is formed on the front surface of the game board 12 (the surface on the front side of the pachinko game machine 1) in which game balls launched from the launching device 15 roll. This play area 12a is an area surrounded by guide rails (specifically, outer rails 41a, not shown, that surround the opening 4a of the glass door 4, which will be described later), and its outer periphery is substantially circular.
[0048] Furthermore, a plurality of game nails (not shown) are driven into the game area 12a. The configuration of the game board 12 (game area 12a) will be described later with reference to Fig. 5(a).
[0049] The liquid crystal display device 13 is attached to the rear side of the game board 12 (opposite the front side of the pachinko game machine 1). The liquid crystal display device 13 has a display area 13a for displaying images. The size of the display area 13a is set to occupy a portion of the surface of the game board 12. Note that the size of the display area 13a of the liquid crystal display device 13 may be large enough to occupy the entire surface of the game board 12.
[0050] Various images such as identification symbols (decorative symbols) for effects, effect images, decorative images, etc. are displayed in the display area 13a of the liquid crystal display device 13. The player can visually recognize the various images displayed in the display area 13a of the liquid crystal display device 13 through the game board 12.
[0051] In this embodiment, a liquid crystal display device 13 is used as the display device, but the present invention is not limited to this, and instead of the liquid crystal display device 13, display devices such as a plasma display, a rear projection display, a CRT (Cathode Ray Tube) display, etc. may be applied.
[0052] A spacer 19 is provided on the rear side of the game board 12 (opposite the front side of the pachinko game machine 1). This spacer 19 is provided between the rear side of the game board 12 (the surface on the rear side of the pachinko game machine 1) and the front side of the liquid crystal display device 13 (the surface on the front side of the pachinko game machine 1), and forms a space that serves as a flow path for game balls rolling in the game area 12a of the game board 12.
[0053] The spacer 19 is made of a light-transmitting material. However, the present invention is not limited to this, and the spacer 19 may be made of, for example, a part of the spacer 19 is made of a light-transmitting material, or may be made of a light-non-transmitting material.
[0054] The tray unit 14 is disposed below the game board 12. The tray unit 14 has an upper tray 21 and a lower tray 22 disposed below it. The upper tray 21 and the lower tray 22 are formed with a payout opening 21a and a payout opening 22a, respectively, for lending game balls and paying out game balls (prize balls).
[0055] When a predetermined payout condition is met, game balls are discharged from the payout outlet 21a or the payout outlet 22a, and the discharged game balls are stored in the upper tray 21 or the lower tray 22. In addition, the game balls stored in the upper tray 21 are launched into the game area 12a by the launching device 15.
[0056] In addition, the tray unit 14 is provided with an effect button 23. This effect button 23 is attached on the upper tray 21. In addition, a jog dial 24 is attached to the periphery of the effect button 23 so as to be rotatable relative to the effect button 23.
[0057] The pachinko game machine 1 of this embodiment has a predetermined effect function that is performed using at least one of the effect button 23 and the jog dial 24, and when the predetermined effect is to be performed, an image prompting the player to operate at least one of the effect button 23 and the jog dial 24 is displayed in the display area 13a of the liquid crystal display device 13.
[0058] The launching device 15 is located in the lower right area (near the lower right corner) on the front of the base door 3. The launching device 15 includes a launching handle 25 that can be operated by a player, and a panel body 26 that engages with the lower right part of the tray unit 14. The launching handle 25 is located on the front side of the panel body 26 and is rotatably supported by the panel body 26.
[0059] Although not shown in Figures 2 to 4, a solenoid actuator that controls the launching operation of the game ball is provided on the back side of panel body 26. Also, although not shown in Figures 2 to 4, a touch sensor is provided on the periphery of launch handle 25, and a launch volume is provided inside launch handle 25. The launch volume changes its resistance value according to the amount of rotation of launch handle 25, thereby changing the power supplied to the solenoid actuator.
[0060] In the pachinko game machine 1 of this embodiment, when a player's hand touches the touch sensor of the launch handle 25, the touch sensor outputs a detection signal. This detects that the player is gripping the launch handle 25, and the solenoid actuator can launch the game ball.
[0061] When the player grips the firing handle 25 and turns it clockwise (right-handed as seen from the player's perspective), the resistance value of the firing volume changes according to the rotation angle of the firing handle 25, and power corresponding to that resistance value is supplied to the solenoid actuator. As a result, the game balls stored in the upper tray 21 are fired one after another, and the fired game balls are guided by the guide rail and released into the game area 12a of the game board 12.
[0062] Although not shown in Figures 2 to 4, a launch stop button is provided on the side of the launch handle 25. The launch stop button is a button provided to stop the launch of game balls by the solenoid actuator. When a player presses the launch stop button, the launch of game balls is stopped even if the launch handle 25 is being gripped and rotated.
[0063] The payout unit 16 and the base unit 17 are disposed on the rear side of the base door 3. Gaming balls are supplied to the payout unit 16 from a storage unit (not shown). The payout unit 16 pays out a predetermined number of gaming balls from the gaming balls supplied from the storage unit to the upper tray 21 or the lower tray 22 based on the establishment of a payout condition.
[0064] The board unit 17 has various control boards, which are provided with a main control circuit 70, a sub-control circuit 200, a payout / launch control circuit 300, etc. (see FIG. 8, which will be described later).
[0065] [Glass door] The glass door 4 is formed in a rectangular frame shape. The glass door 4 is disposed on the front side of the game board 12 and is large enough to cover the game board 12. An upper decorative unit 58 is provided in the upper area of the front of the glass door 4 facing the speaker 11. The upper decorative unit 58 is disposed so as to protrude forward of the pachinko game machine 1.
[0066] Furthermore, an opening 4a of a size that exposes at least the playing area 12a is formed in the center of the glass door 4 in an area facing the playing area 12a of the game board 12. A light-transmitting protective glass 28 is attached to the opening 4a of the glass door 4, thereby closing the opening 4a.
[0067] Therefore, when the glass door 4 is closed relative to the base door 3, the protective glass 28 is positioned so as to face at least the playing area 12a of the game board 12. As shown in FIG. 2, illumination covers 58A-58C are provided at both the left and right ends and the bottom end of the opening 4a of the glass door 4. LEDs (Light Emitting Diodes) 59A-59C (see FIG. 8) are provided on the rear surfaces of the illumination covers 58A-58C. The LEDs 59A-59C are controlled to light up or flash in conjunction with the effects displayed on the liquid crystal display device 13, the effect buttons, and the light emission of the illumination covers 58A and 58B.
[0068] [Game board] Next, the configuration of the game board 12 will be described with reference to Fig. 5(a). Fig. 5(a) is a front view showing the configuration of the game board 12.
[0069] 5(a), a guide rail 41, a ball passage detector 43, a first start opening 44, a second start opening 45, and a normal electric device 46 are provided on the front surface of the game board 12. Also provided on the front surface of the game board 12 are regular winning openings 51 and 52, a first big winning opening 53, a second big winning opening 54, an outlet opening 55, and a plurality of game pins (not shown).
[0070] Furthermore, a bulging cover (not shown) is provided on the front of the gaming board 12 near the second large winning opening 54, and the bulging cover bulges out forward from the front of the gaming board 12. Hereinafter, the front of the gaming board 12 refers to the player side of the gaming board 12, and the rear of the gaming board 12 refers to the opposite side of the gaming board 12 from the player side. Furthermore, the right side and left side of the gaming board 12 refer to the right and left sides when viewing the gaming board 12 from the front. Therefore, when viewing the gaming board 12 from the rear, the right side of the gaming board 12 on the paper becomes the left side, and the left side of the gaming board 12 becomes the right side.
[0071] Furthermore, on the front of the game board 12, at the lower right, there are provided a special pattern display device 61, a normal pattern display device 62, a normal pattern reserve display device 63, a first special pattern reserve display device 64, and a second special pattern reserve display device 65 (reference numerals are omitted in Figure 5(a), see Figure 8).
[0072] In this embodiment, an LED may be provided to indicate a "jackpot" when the special symbol stops and the result is a "jackpot," or an LED may be provided to indicate the number of rounds during a jackpot game.
[0073] [Various components in the entertainment field] The guide rail 41 extends in an arc shape to divide the play area 12a and is composed of an outer rail 41a (shown by a dashed line in Figure 5(a)) not shown that surrounds the opening 4a of the glass door 4, and an inner rail 41b that is positioned inside (on the inner periphery of) this outer rail 41a and extends in an arc shape.
[0074] The game area 12a is formed inside the outer rail 41a. The outer rail 41a and the inner rail 41b are arranged to face each other near the left end of the game area 12a when viewed from the player's side, and a guide path 41c is formed between the outer rail 41a and the inner rail 41b to guide the game balls launched by the launching device 15 to the upper part of the game area 12a.
[0075] At the tip of the inner rail 41b located at the upper left side of the playing area 12a, a ball discharge port 41d is formed by the tip of the inner rail 41b and a part of the outer rail 41a facing it. A ball return prevention piece 42 is provided at the tip of the inner rail 41b so as to close the ball discharge port 41d.
[0076] This ball return prevention piece 42 prevents the game balls released from the ball release port 41d into the game area 12a from passing through the ball release port 41d again and entering the guide path 41c.
[0077] The game balls released from the ball release port 41d flow down from the top to the bottom of the game area 12a. At this time, the game balls collide with various components provided in the game area 12a, such as multiple game nails, the first start port 44, the second start port 45, etc., and flow down from the top to the bottom of the game area 12a while changing their direction of travel.
[0078] A display area 13a of the liquid crystal display device 13 is provided in approximately the center of the game area 12a. An obstacle 13b is provided at the upper end of this display area 13a. By providing the obstacle 13b, the game ball does not pass over the area of the game area 12a that overlaps with the display area 13a.
[0079] The ball passing detector 43 is located near the top of the first large winning opening 53 on the right side of the display area 13a when viewed from the player's side. The ball passing detector 43 is provided with a passing ball sensor 43a (see FIG. 8 described later) for detecting a passing gaming ball. When a gaming ball passes through the ball passing detector 43, a lottery is held to determine whether or not the normal symbol game is a "win," and the variable display of the normal symbol starts based on the result of the lottery.
[0080] The first start opening 44 is disposed below the display area 13a, and the second start opening 45 is disposed below the first start opening 44. The first start opening 44 and the second start opening 45 are made of members capable of receiving game balls.
[0081] Hereinafter, the game ball entering or passing through the first start hole 44 or the second start hole 45 is referred to as "winning." When the game ball enters the first start hole 44 or the second start hole 45, a predetermined number of (For example, three) game balls are dispensed.
[0082] Furthermore, when a gaming ball enters the first starting hole 44, a lottery is held to determine whether or not it is a "big hit" and a lottery is held to determine whether or not it is a "small hit," and the variable display of the first special symbol begins based on the results of the lottery. Furthermore, when a gaming ball enters the second starting hole 45, a lottery is held to determine whether or not it is a "big hit," and the variable display of the second special symbol begins based on the results of the lottery. The first special symbol and the second special symbol are sometimes called special symbol 1 and special symbol 2, respectively.
[0083] The first starting hole 44 is provided with a first starting hole winning ball sensor 44a for detecting a winning game ball. (See FIG. 8 described later) is provided. Also, the second start opening 45 is provided with a second start opening winning ball sensor 45a (See FIG. 8 described later) for detecting a game ball that has entered the second start opening 45. Note that game balls that have entered the first start opening 44 and the second start opening 45 pass through a recovery opening (not shown) provided in the game board 12 and are transported to a game ball recovery section (not shown).
[0084] The normal electric device 46 is provided in the second starting hole 45. The normal electric device 46 is a blade-shaped member that opens and closes to assume a forward-leaning or backward-leaning position in the front-to-back direction of the game board 12, and is configured to be switchable between an open state that allows a game ball to enter the second starting hole 45, and a closed state that makes it impossible or difficult for a game ball to enter the second starting hole 45. The normal electric device 46 is driven to open and close by a normal electric device solenoid 46a (see FIG. 8 described below).
[0085] In this embodiment, when the normal electric device 46 is in the closed state, the opening shape of the pair of blade members may be a shape that makes it difficult for the game ball to win, rather than a shape that makes it impossible to win. Also, the normal electric device 46 is not limited to a blade-shaped member that operates to open and close in the front-to-back direction, but may be, for example, a so-called electric tulip-type device that rotates left and right on the game board 12 to widen the starting opening, or a tongue-shaped member that moves horizontally in the front-to-back direction on the game board 12 to open and close the starting opening.
[0086] The general winning opening 51 is located near the lower left of the game area 12a as viewed from the player's side. The general winning opening 52 is located to the right of the ball passage detector 43 and near the lower right of the game area 12a as viewed from the player's side.
[0087] General winning opening 51 and general winning opening 52 are made of members capable of receiving game balls. Hereinafter, the entry or passage of a game ball into general winning opening 51 or general winning opening 52 is also referred to as "winning." When a game ball enters general winning opening 51 or general winning opening 52, a predetermined number of game balls (for example, 10 balls) are paid out.
[0088] A general winning ball sensor 51a (see FIG. 8 described later) for detecting a winning game ball is provided in the general winning opening 51. Further, a general winning ball sensor 52a (see FIG. 8 described later) for detecting a winning game ball in the general winning opening 52 is provided in the general winning opening 52.
[0089] The first large prize opening 53 and the second large prize opening 54 are located below the ball passage detector 43 and to the right of the first start opening 44 and the second start opening 45. The first large prize opening 53 and the second large prize opening 54 are located in the vertical direction along the flow path of the gaming ball, and the first large prize opening 53 is located above the second large prize opening 54.
[0090] The first large prize opening 53 and the second large prize opening 54 are both so-called attacker-type opening and closing devices, and have openable and closable shutters 53a, 54a, and solenoid actuators (first large prize opening solenoid 53b and second large prize opening solenoid 54b in Figure 8 described below) that drive these shutters 53a, 54a.
[0091] The first large winning opening 53 and the second large winning opening 54 each receive game balls when the corresponding shutters 53a, 54a are open (open state), and receive game balls when the shutters are closed. When in the (closed state), it does not accept game balls.
[0092] Hereinafter, the entry or passage of a gaming ball into the first major winning opening 53 or the second major winning opening 54 is also referred to as "winning." When a gaming ball enters the first major winning opening 53, a predetermined number of gaming balls (for example, 10 balls) are paid out. On the other hand, when a gaming ball enters the second major winning opening 54, a predetermined number of gaming balls (for example, 10 balls) are paid out. (For example, 15) game balls are dispensed.
[0093] In addition, the first big winning opening 53 is provided with a count sensor 53c for counting the winning game balls. Furthermore, the second big winning opening 54 is provided with a count sensor 54c (see FIG. 5(a) and FIG. 8 described later) for counting the number of winning game balls.
[0094] In the pachinko game machine 1 of this embodiment, the first large prize opening 53 is formed on the front surface of the game board 12 as an opening with a relatively large width so that multiple game balls can be entered at the same time, while the second large prize opening 54 is formed on a part of the upper end surface of the bulging cover (not shown) as an opening with a relatively small dimension so that game balls can be entered one at a time.
[0095] The shutter 53a corresponding to the first large prize opening 53 switches the first large prize opening 53 between an open state and a closed state by opening and closing so as to assume a forward-leaning position or a backward-leaning position in the longitudinal direction of the gaming board 12, and is positioned so that in the closed state it covers the first large prize opening 53. In other words, the shutter 53a is driven by the first large prize opening solenoid 53b (see Figure 8 described below) so as to change between an open state in which a gaming ball can enter the first large prize opening 53 and a closed state in which it is either impossible or difficult for the gaming ball to enter.
[0096] The shutter 54a corresponding to the second large prize opening 54 switches the second large prize opening 54 between an open state and a closed state by moving horizontally in the front-to-rear direction of the gaming board 12, and is positioned so as to cover the second large prize opening 54 in the closed state. In other words, the shutter 54a is driven by a second large prize opening solenoid 54b (see FIG. 8 described below) so as to change between an open state in which a gaming ball can enter the second large prize opening 54 and a closed state in which it is either impossible or difficult for the gaming ball to enter.
[0097] In the pachinko gaming machine 1 of this embodiment, the inside of the bulging cover is provided with a specific area 38A and a non-specific area 38B through which a gaming ball that has passed through the second large prize opening 54 and been detected by the count sensor 54c can pass. The ball path from the second large prize opening 54 to the specific area 38A and the non-specific area 38B is formed by a partition wall (not shown) provided on the inner surface of the bulging cover. A gaming ball that has entered the second large prize opening 54 passes through either the specific area 38A or the non-specific area 38B, and is then guided to the back of the gaming board 12 and collected. A count sensor 54c is provided midway along the ball path from the second large prize opening 54 to the specific area 38A and the non-specific area 38B. A specific area sensor 380A is provided in the specific area 38A, and the passage of a gaming ball through the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is disposed in the non-specific area 38B, and the passage of the game ball into the non-specific area 38B is detected by the non-specific area sensor 380B. In addition, a displacement member 39 for opening and closing the specific area 38A is provided near the specific area 38A.
[0098] The displacement member 39 switches the specific area 38A between an open state and a closed state by moving horizontally in the front-to-rear direction of the gaming board 12, and is positioned so as to cover the specific area 38A in the closed state. That is, the displacement member 39 is driven by a displacement member solenoid 390 (see FIG. 8 described later) so as to change between an open state in which gaming balls can easily pass through the specific area 38A and a closed state in which passage is either impossible or difficult. When the specific area 38A is in the closed state, gaming balls that cannot pass through the specific area 38A will pass through the non-specific area 38B.
[0099] Hereinafter, the passage of the gaming ball through the specific area 38A may be referred to as a "V winning." Furthermore, the second large winning port 54 in which the specific area 38A is provided may be referred to as a "V attacker." In the pachinko gaming machine 1 of this embodiment, after the end of the jackpot gaming state in which a V winning is successful, the machine transitions to a probability variable gaming state. Therefore, a V winning may be referred to as a "V certain." The displacement member 39 may be referred to as a "V tongue."
[0100] Note that a configuration such as that shown in FIG. 5(b) may be used to realize a V-type winning. Specifically, a ball passage for guiding a gaming ball downward is formed inside the second large winning opening 54, and a specific area 38A and a non-specific area 38B are provided adjacent to each other on the left and right at the bottom end of the ball passage. A count sensor 54c is disposed at the position where the second large winning opening 54 enters the ball passage. A specific area sensor 380A is disposed in the specific area 38A, and a V-type winning of a gaming ball into the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is disposed in the non-specific area 38B, and the passage of a gaming ball into the non-specific area 38B is detected by the non-specific area sensor 380B. Furthermore, a displacement member 39 that can rotate left and right is disposed near the specific area 38A and the non-specific area 38B in the ball passage. The position of the displacement member 39 shown by the solid line is the open position after displacement, and the position shown by the imaginary line is the normal closed position.
[0101] The displacement member 39 switches the specific area 38A between an open state and a closed state. When the displacement member 39 is in the open position shown by the solid lines, the specific area 38A is open, making it easier for a gaming ball to enter the specific area 38A. At this time, the displacement member 39 guides the gaming ball to the specific area 38A on the right side of the ball path. As a result, a gaming ball guided from the second large prize opening 54 to the ball path will enter the V prize by passing through the specific area 38A. Furthermore, when the displacement member 39 is in the closed position shown by the virtual lines, the displacement member 39 closes the specific area 38A, making it impossible or difficult for a gaming ball to enter the V prize in the specific area 38A, and guides the gaming ball to the non-specific area 38B on the left side of the ball path. As a result, a gaming ball guided from the second large prize opening 54 to the ball path will pass through the non-specific area 38B without passing through the specific area 38A. A V prize can also be achieved with this configuration. In addition, when the count sensor 54c detects the passage of a game ball, a prize ball is paid out, and based on signals from the count sensor 54c, the specific area sensor 380A, and the non-specific area sensor 380B, it may be determined whether or not a game ball has been discharged from the second large prize opening 54 (whether or not a game ball remains in the second large prize opening 54).
[0102] The outlet 55 is provided at the bottom of the game area 12a. The outlet 55 receives game balls that have not won in any of the first start opening 44, the second start opening 45, the general winning openings 51 and 52, the first big winning opening 53, and the second big winning opening 54.
[0103] In this embodiment, when the various components in the game area 12a are arranged as shown in Figure 5(a), when a player hits a game ball into the right area of the game area 12a (in the case of a so-called right hit), the game ball is guided to the second starting hole 45 by a game nail or the like.
[0104] In this case, there is almost no possibility of winning the first starting hole 44. In this embodiment, if the player wins the second starting hole 45, the player is more likely to win the advantageous "jackpot" lottery than if the player wins the first starting hole 44.
[0105] Therefore, in the so-called "time-shortened game state" in which it is relatively easy to win at the second starting hole 45, hitting to the right can reduce the possibility of winning at the first starting hole 44 (the possibility of a game state that is unfavorable to the player).
[0106] The bulging cover is provided below the first large prize opening 53, and the upper surface of the bulging cover is formed as an inclined surface. This inclined surface slopes downward from the upper right to the lower left as viewed from the player's side. The inclined surface guides game balls flowing from the top to the bottom of the game area 12a to the second large prize opening 54. When a game ball rolling on the inclined surface collides with a rib or the like (not shown), the speed of the game ball slows down, making it easier for the game ball to enter the second large prize opening 54 when the shutter 54a is in the open state.
[0107] 5(a), illumination covers 58E to 58H are provided around the display area 13a of the game board 12, and LEDs 59e to 59h (see FIG. 8) are provided on the rear surfaces of the illumination covers 58E to 58H. The illumination covers 58E to 58H provide effect displays by lighting or flashing the LEDs 59e to 59h.
[0108] [Liquid crystal display device] The liquid crystal display device 13 is made up of a liquid crystal, and displays various effects in its display area 13a.
[0109] Specifically, in this embodiment, a performance image related to (corresponding to) a special symbol displayed on the special symbol display device 61 (described later) is displayed in the display area 13a. At this time, for example, when a special symbol is being variably displayed on the special symbol display device 61, a plurality of performance identification symbols (decorative symbols) consisting of, for example, numbers 1 to 8 and various characters are variably displayed in the display area 13a, except in specific cases.
[0110] When a special symbol is stopped and displayed on the special symbol display device 61, a plurality of decorative symbols corresponding to the special symbol are also stopped and displayed in the display area 13a.
[0111] Then, when the special pattern displayed in a stopped state on the special pattern display device 61 is in a specific form (the result of the stopped display is a "jackpot"), a presentation image is displayed in the display area 13a to let the player know that it is a "jackpot".
[0112] One example of a presentation that helps the player understand that they have hit the jackpot is one in which first, multiple decorative patterns that are displayed in a stopped state take on a specific form (for example, the same decorative patterns are lined up in a specified direction), and then an image announcing the jackpot is displayed.
[0113] In this embodiment, the display area 13a of the liquid crystal display device 13 displays effect images related to the display contents of the first special symbol reserve display device 64 and the second special symbol reserve display device 65, which will be described later. For example, the display area 13a displays reserve information that notifies the number of reserved special symbol variable displays (for example, the same number of reserved symbols as the number of reserved symbols). In addition, for example, in the pachinko gaming machine 1 of this embodiment, a pre-reading effect is performed based on information about reserved balls of special symbols, and the advance notice at this time is also displayed in the display area 13a.
[0114] In addition, in this embodiment, when the normal pattern displayed in a stopped state on the normal pattern display device 62 described later is in a predetermined form, a function may be further provided to display a presentation image in the display area 13a of the liquid crystal display device 13 to let the player understand that information.
[0115] [Special pattern display device] The special symbol display device 61 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13. The special symbol display device 61 is a display device that variably displays (variably displays and statically displays) special symbols in a special symbol game. In this embodiment, the special symbol display device 61 is configured by a 7-segment display that displays the special symbols as symbols consisting of numbers, symbols, etc.
[0116] The present invention is not limited to this, and the special symbol display device 61 may be configured with, for example, a plurality of LEDs. In this case, a display pattern configured by the lighting and extinguishing of a plurality of LEDs is represented as a special symbol.
[0117] The special symbol display device 61 displays a winning symbol when the game ball enters the first starting hole 44 or the second starting hole 45. When the special symbol start winning occurs, the special symbol (identification information) is displayed variably. The special symbol display device 61 displays the special symbol variably for a predetermined time, and then displays the special symbol stationary.
[0118] Hereinafter, the special pattern that is variably displayed on the special pattern display device 61 when the gaming ball enters the first starting hole 44 will be referred to as the first special pattern. Also, the special pattern that is variably displayed on the special pattern display device 61 when the gaming ball enters the second starting hole 45 will be referred to as the second special pattern.
[0119] In the special pattern display device 61, when the first special pattern or the second special pattern displayed in a stopped state is in a specific mode (a "jackpot" mode), the game state transitions from the normal game state to a jackpot game state, which is a state advantageous to the player.
[0120] That is, the "jackpot" is when the first special symbol or the second special symbol is stopped and displayed on the special symbol display device 61 in a manner that shifts to a jackpot gaming state.
[0121] In the jackpot game state, the first large prize opening 53 or the second large prize opening 54 is opened. Specifically, in this embodiment, when the game ball enters the first start opening 44 and the first special symbol is stopped and displayed in a specific manner on the special symbol display device 61, the first large prize opening 53 is opened.
[0122] On the other hand, when the gaming ball enters the second starting hole 45 and the second special symbol is displayed in a specific manner on the special symbol display device 61, the second large winning hole 54 is opened.
[0123] The open state of each big prize opening is maintained until a predetermined number of game balls enter or until a certain period of time (for example, 30 seconds) has passed. When the period during which each big prize opening is open meets either of these conditions, the big prize opening that was open will be closed.
[0124] Hereinafter, a game in which the first major prize opening 53 or the second major prize opening 54 is in a state (open state) in which it is easy to receive game balls is referred to as a round game. Between round games, the major prize opening is in a closed state.
[0125] Furthermore, a round game is counted as one round, two rounds, etc. For example, the first round game is called the first round, and the second round game is called the second round.
[0126] In addition, if the special pattern displayed in a stopped state on the special pattern display device 61 is in a form other than a specific form (a ``miss'' form), the game state will not change unless the player wins the fall lottery.
[0127] That is, the special symbol game is a game in which the special symbol display device 61 displays a variably special symbol, and then the special symbol is displayed stationary, and the game state is changed or maintained depending on the result.
[0128] In addition, in the pachinko game machine 1 of this embodiment, when the game ball enters the first starting hole 44 during the variable display of the first special symbol or the second special symbol, the variable display of the first special symbol corresponding to the winning is (Reserved ball) is reserved.
[0129] Then, when the first or second special symbol currently being displayed is stopped, the reserved first special symbol starts to be displayed. In this embodiment, the number of reserved first special symbol variable displays (so-called "reserved number (reserved ball number)") is set to a maximum of four times (pieces).
[0130] Furthermore, in this embodiment, if a game ball enters the second starting hole 45 while the first special pattern or the second special pattern is being displayed in a variable manner, the variable display (reserved ball) of the second special pattern corresponding to the winning is reserved.
[0131] Then, when the first or second special symbol currently being displayed is stopped, the display of the reserved second special symbol begins. In this embodiment, the number of reserved variable displays of the reserved second special symbol (reserved number) is set to a maximum of four times (number). Therefore, in this embodiment, the total number of reserved variable displays of special symbols is a maximum of eight.
[0132] In addition, in this embodiment, when reserved balls of the first special pattern and reserved balls of the second special pattern are mixed, the variable display of one special pattern is executed with priority over the variable display of the other special pattern. Specifically, reserved balls of the second special pattern are consumed with priority over reserved balls of the first special pattern. Note that the present invention is not limited to this, and when reserved balls of the first special pattern and reserved balls of the second special pattern are mixed, the variable display of the special patterns may be executed in the order in which they were reserved.
[0133] [Normal pattern display device] The normal symbol display device 62 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13. In this embodiment, the normal symbol display device 62 is disposed on the left side of the special symbol display device 61 as viewed from the player's side.
[0134] The normal symbol display device 62 is a display device that variably displays (variable display and stationary display) normal symbols in a normal symbol game, and is composed of a plurality of LEDs (normal symbol display LEDs). In the normal symbol display device 62, a display pattern formed by the lighting and extinguishing of each normal symbol display LED is displayed as a normal symbol.
[0135] The normal pattern display device 62 alternately turns on and off two normal pattern display LEDs to display a variable normal pattern when the gaming ball passes through the ball passage detector 43. Then, the normal pattern display device 62 displays a variable normal pattern for a predetermined time, and then displays a stationary normal pattern.
[0136] In the normal symbol display device 62, when the stopped normal symbol is in a predetermined state (a "win" state), the normal electric device 46 changes from a closed state to an open state for a predetermined period of time. On the other hand, when the stopped normal symbol is in a state other than the predetermined state (a "lose" state), the normal electric device 46 maintains the closed state.
[0137] That is, the normal symbol game is a game in which the normal symbol is displayed in a variable manner by the normal symbol display device 62, and then the normal symbol is displayed in a static manner, and the normal electric device 46 operates according to the result.
[0138] If the gaming ball passes through the ball passage detector 43 while the normal symbol is being displayed variably, the variable display of the normal symbol is put on hold. Then, when the normal symbol currently being displayed variably is displayed stationary, the variable display of the reserved normal symbol is started. In this embodiment, the number of reserved variable displays of the normal symbol (i.e., the "reserved number") is set to a maximum of four times (pieces).
[0139] [Normal symbol reserved display device] The normal symbol reserved display device 63 is arranged in the lower right corner of the display area 13a of the liquid crystal display device 13.
[0140] The normal pattern reserve display device 63 is a device that displays the number of reserved variable display normal patterns, and is equipped with multiple normal pattern reserve display LEDs, and the normal pattern reserve display device 63 displays the number of reserved variable display normal patterns by turning on and off each normal pattern reserve display LED.
[0141] Specifically, the normal pattern reserved display device 63 displays a normal pattern reserved display LED according to the number of reserved variable displays of normal patterns, and up to four normal pattern reserved display LEDs are lit according to the number of reserved variable displays of normal patterns.
[0142] [First special symbol reserved display device] The first special symbol reserved display device 64 is disposed in the lower right portion of the display area 13 a of the liquid crystal display device 13 .
[0143] The first special symbol reserved display device 64 is a device that displays information about the variable display of the reserved first special symbol (reserved ball of the first special symbol). In this embodiment, the first special symbol reserved display device 64 is provided with a plurality of first special symbol reserved display LEDs.
[0144] Specifically, the first special pattern reserved display device 64 displays a first special pattern reserved display LED according to the number of reserved variable displays of the first special pattern, and up to four first special pattern reserved display LEDs are lit according to the number of reserved variable displays of the first special pattern.
[0145] [Second special symbol reserved display device] The second special symbol reserved display device 65 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13.
[0146] The second special pattern reserved display device 65 is a device that displays information regarding the variable display of the reserved second special pattern (reserved ball of the second special pattern), and the second special pattern reserved display device 65 is equipped with a plurality of second special pattern reserved display LEDs.
[0147] Specifically, the second special pattern reserved display device 65 displays the second special pattern reserved display LED according to the number of reserved variable displays of the second special pattern, and up to four second special pattern reserved display LEDs are lit according to the number of reserved variable displays of the second special pattern.
[0148] [CCD camera] 6 and 7 are diagrams showing the range photographed by the CCD camera.
[0149] Fig. 6 is a partially cutaway side view (schematic diagram) of a pachinko gaming machine. As shown in Fig. 6, in the pachinko gaming machine 1, a CCD camera 1000 is disposed on the rear side of the upper decorative unit 58. The CCD camera 1000 is attached to the upper rear part of the glass door 4, and is positioned in front of the game board 12 when the glass door 4 is closed relative to the base door 3. This makes it possible to photograph the front of the game board 12 using the CCD camera 1000.
[0150] 6 and 7, the range photographed by the CCD camera 1000 is indicated by a thick line. FIG. 7 shows the range photographed by the CCD camera 1000 as viewed from the front of the pachinko gaming machine 1. As shown in FIG. 7, the CCD camera 1000 can photograph at a relatively wide angle of view θ (field of view), and most of the gaming board 12 is included in the photographed range. In particular, the gaming area 12a formed on the gaming board 12 is entirely included in the photographed range. Therefore, the image photographed by the CCD camera 1000 includes gaming balls rolling in the gaming area 12a.
[0151] [Circuit configuration of a pachinko machine] Next, the configuration of various circuits provided in the pachinko gaming machine 1 of this embodiment will be described with reference to Fig. 8. Fig. 8 is a block diagram showing the circuit configuration of the pachinko gaming machine 1.
[0152] As shown in Figure 8, the pachinko game machine 1 has a main control circuit 70 that mainly controls game operations, a sub-control circuit 200 that controls presentation operations according to the progress of the game, and a payout / launch control circuit 300 that mainly controls the payout and launch of game balls.
[0153] [Main control circuit] The main control circuit 70 includes a main CPU (Central Processing Unit) 71, a main ROM (Read Only Memory) 72, and a main RAM (Random Access Memory, also abbreviated as "RWM") 73. The main control circuit 70 also includes a reset clock pulse generating circuit 74, an initial reset circuit 75, and a serial communication IC (Integrated Circuit) 76. As described above, in this embodiment, a lottery process for a special symbol is performed when the first start port 44 or the second start port 45 is won, and this process is controlled by the main control circuit 70. In other words, the main control circuit 70 also serves as a means (lottery means) for performing a lottery process to determine whether or not to shift the gaming state to a state advantageous to the player.
[0154] The main CPU 71 is connected to a main ROM 72, a main RAM 73, a reset clock pulse generating circuit 74, an initial reset circuit 75, a serial communication IC 76, etc. The main ROM 72 stores various programs and various data tables for controlling the operation of the pachinko gaming machine 1 by the main CPU 71.
[0155] The main CPU 71 executes various processes in accordance with the programs stored in the main ROM 72. The main RAM 73 functions as a temporary storage area when the main CPU 71 executes various processes, and stores various flags and variable values required by the main CPU 71 for the various processes.
[0156] In this embodiment, the main RAM 73 is used as a temporary storage area for the main CPU 71, but the present invention is not limited to this, and any recording medium may be used as the temporary storage area as long as it is a readable and writable storage medium.
[0157] The reset clock pulse generating circuit 74 generates a clock pulse at a predetermined period (for example, 2 milliseconds) to execute the system timer interrupt process described later. The initial reset circuit 75 generates a reset signal when the power is turned on. The serial communication IC 76 then supplies a command to the sub-control circuit 200.
[0158] Furthermore, various devices that operate in response to output signals sent from the main control circuit 70 are connected to the main control circuit 70, as shown in FIG.
[0159] Specifically, the main control circuit 70 is connected to a special pattern display device 61, a normal pattern display device 62, a normal pattern reserved display device 63, a first special pattern reserved display device 64, and a second special pattern reserved display device 65.
[0160] Each of these devices performs a predetermined operation based on an output signal sent from the main control circuit 70. For example, when a predetermined output signal is sent from the main control circuit 70 to the special symbol display device 61, the special symbol display device 61 performs operation control of the variable display of special symbols in the special symbol game based on the output signal.
[0161] In addition, the normal electric role solenoid 46a, the first large prize opening solenoid 53b, and the second large prize opening solenoid 54b are connected to the main control circuit 70. The main control circuit 70 drives and controls the normal electric role solenoid 46a to set the pair of blade members of the normal electric role 46 to an open state or a closed state.
[0162] Furthermore, the main control circuit 70 controls the drive of the first large prize opening solenoid 53b and the second large prize opening solenoid 54b, respectively, to open or close the first large prize opening 53 and the second large prize opening 54.
[0163] 8, the main control circuit 70 is connected to various sensors and receives output signals from the various sensors. Specifically, the main control circuit 70 is connected to count sensors 53c, 54c, general winning ball sensors 51a, 52a, passing ball sensor 43a, first start opening winning ball sensor 44a and second start opening winning ball sensor 45a, specific area sensor 380A and non-specific area sensor 380B, backup clear switch 121, etc.
[0164] The count sensor 53c counts the number of game balls that have entered the first large winning opening 53, and outputs a predetermined output signal indicating the result to the main control circuit 70. The count sensor 54c counts the number of game balls that have entered the second large winning opening 54, and outputs a predetermined output signal indicating the result to the main control circuit 70.
[0165] The general winning ball sensor 51a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the general winning opening 51. The general winning ball sensor 52a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the general winning opening 52.
[0166] Furthermore, when a gaming ball passes through the ball passing detector 43, the passing ball sensor 43a outputs a predetermined detection signal to the main control circuit .
[0167] The first start opening winning ball sensor 44a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the first start opening 44. The second start opening winning ball sensor 45a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the second start opening 45.
[0168] When the gaming ball passes through the specific area 38A, the specific area sensor 380A outputs a predetermined detection signal to the main control circuit 70. When the gaming ball passes through the non-specific area 38B, the non-specific area sensor 380B outputs a predetermined detection signal to the main control circuit 70.
[0169] The backup clear switch 121 outputs a predetermined detection signal to the main control circuit 70 and the payout / launch control circuit 300 when the backup data is cleared in response to an operation by the gaming facility manager or the like in the event of a power outage or the like.
[0170] A payout / launch control circuit 300 is connected to the main control circuit 70. Here, the main control circuit 70 determines the number of prize balls, which is the number of game balls to be paid out on the condition that a predetermined payout condition is met. The predetermined payout condition is that game balls enter the various starting holes and various winning holes described above.
[0171] In addition, the main control circuit 70 transmits information including the number of winning balls determined as described above to the payout / launch control circuit 300 as a winning ball control command.
[0172] [Discharge / Fire Control Circuit] The payout / launch control circuit 300 includes a microcomputer such as a CPU, ROM, and RAM. The payout device 170 is connected to the payout / launch control circuit 300, and the microcomputer of the payout / launch control circuit 300 controls, for example, the payout operation of the payout device 170 to dispense game balls.
[0173] In addition, the payout / launch control circuit 300 is connected to a launching device 15 that launches game balls, an external terminal board 140, and a card unit 150. A data display 141 is connected to the external terminal board 140, and a lending operation unit 151 is connected to the card unit 150.
[0174] Here, the card unit 150 determines the number of loaned balls, which is the number of game balls to be paid out on the condition that a predetermined payout condition is met. The predetermined payout condition is that the above-mentioned loan operation unit 151 is operated.
[0175] When the player grips the launch handle 25 and turns it clockwise, the payout / launch control circuit 300 supplies power to the solenoid actuator of the launch device 15 according to the angle of rotation, thereby causing the launch device 15 to control the launch of game balls.
[0176] The external terminal board 140 is used to transmit data to a hall computer that manages all the pachinko gaming machines in the hall (game parlor). The data display 141 is installed, for example, on top of the pachinko gaming machine 1 as ancillary equipment of the hall, and has the functions of calling a hall attendant and displaying the number of wins.
[0177] When operated by a player, the lending operation unit 151 outputs a signal requesting the lending of game balls to the card unit 150. When the card unit 150 receives a signal requesting the lending of game balls from the lending operation unit 151, it transmits a ball lending control signal including information on the determined number of balls to the payout / launch control circuit 300.
[0178] The payout / launch control circuit 300 receives a prize ball control command transmitted from the main control circuit 70 and a loan ball control signal transmitted from the card unit 150, and transmits a predetermined signal to the payout device 170. In response to this, the payout device 170 pays out game balls.
[0179] [Sub-control circuit] The sub-control circuit 200 is connected to the serial communication IC 76 of the main control circuit 70. In response to various commands transmitted from the main control circuit 70, the sub-control circuit 200 performs display control on the liquid crystal display device 13, control related to the sound generated from the speaker 11, control of the LEDs 59A to 59E and 59e to 59h, and control of the performance operations using various role props.
[0180] That is, the sub-control circuit 200 executes various effects according to the progress of the game based on commands from the main control circuit 70. Note that in this embodiment, the sub-control circuit 200 is configured not to supply signals to the main control circuit 70, but the present invention is not limited to this, and the sub-control circuit 200 may be configured to be able to send signals to the main control circuit 70.
[0181] 8, the sub-control circuit 200 includes a sub-CPU 201, a program ROM 202, a work RAM 203, a display control circuit 205, an audio control circuit 206, an LED control circuit 207, and a drive control circuit 208. The program ROM 202, the work RAM 203, the display control circuit 205, the audio control circuit 206, the LED control circuit 207, and the drive control circuit 208 are connected to the sub-CPU 201.
[0182] The program ROM 202 stores various programs and various data tables for the sub-CPU 201 to control the performance operations of the pachinko gaming machine 1. The sub-CPU 201 then executes various processes in accordance with the programs stored in the program ROM 202. In particular, the sub-CPU 201 controls the entire sub-control circuit 200 in accordance with various commands transmitted from the main control circuit 70.
[0183] In this embodiment, the main ROM 72 and the program ROM 202 are used as storage means for storing programs, various tables, etc. However, the present invention is not limited to this. As such storage means, other storage media may be used as long as they are readable by a computer equipped with control means, and for example, storage media such as a hard disk drive, a CD-ROM, a DVD-ROM, a ROM cartridge, etc. may be used.
[0184] Each program may be recorded on a separate storage medium. Furthermore, the programs may be recorded on a recording medium in advance, or may be downloaded from an external source after power is turned on and recorded in the main RAM 73, the work RAM 203, or the like.
[0185] The work RAM 203 functions as a temporary storage area when the sub CPU 201 executes various processes, and stores various flags and variable values required for the various processes by the sub CPU 201. Note that in this embodiment, the work RAM 203 is used as the temporary storage area for the sub CPU 201, but the present invention is not limited to this, and any readable and writable storage medium may be used as the temporary storage area.
[0186] The display control circuit 205 controls the display of images related to the performance on the liquid crystal display device 13. Although not shown, the display control circuit 205 includes an image data processor (hereinafter referred to as a VDP (Video Display Processor)), an image data ROM, a frame buffer, and a D / A (Digital to Analog) converter.
[0187] The image data ROM stores data for generating various types of image data. The frame buffer temporarily stores image data. The D / A converter converts image data (digital electrical signals) into image signals (analog electrical signals).
[0188] The display control circuit 205 performs various processes for displaying images in the display area 13a of the liquid crystal display device 13 based on data supplied from the sub-CPU 201. Furthermore, based on effect designation information (message) supplied from the sub-CPU 201, the display control circuit 205 temporarily stores image data such as decorative pattern image data indicating decorative patterns (identification patterns for effect), background image data, and effect image data in a frame buffer.
[0189] Then, the display control circuit 205 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the image signal to the liquid crystal display device 13 at a predetermined timing. As a result, a predetermined effect image is displayed in the display area 13a of the liquid crystal display device 13.
[0190] The audio control circuit 206 includes a sound source IC that controls audio, an audio data ROM that stores various types of audio data, and an amplifier (hereinafter referred to as AMP) that amplifies audio signals.
[0191] The sound source IC controls the sound to be emitted from the speaker 11. Based on the performance designation information (message) supplied from the sub-CPU 201, the sound source IC selects one piece of sound data from multiple pieces of sound data stored in the sound data ROM.
[0192] The sound source IC then reads the selected audio data from the audio data ROM, converts the read audio data into a predetermined audio signal, and supplies it to the AMP, which then amplifies the audio signal and generates audio from the speaker 11.
[0193] The LED control circuit 207 includes a drive circuit for supplying an LED control signal, an LED data ROM in which a plurality of LED lighting patterns are stored, and the like. The drive circuit selects one LED lighting / flashing pattern from the plurality of lighting / flashing patterns stored in the LED data ROM based on performance designation information (message) supplied from the sub-CPU 201. This causes the LEDs 59 (59A-59E, 59e-59h) to light up or flash according to the lighting / flashing pattern.
[0194] The drive control circuit 208 drives the performance drive motor 60 for operating various accessories based on performance designation information (messages) supplied from the sub-CPU 201.
[0195] In addition, the sub-control circuit 200 is connected to an effect button switch 230 that detects when the effect button 23 is pressed, and a jog dial switch 240 that detects the rotation direction and amount of operation when the jog dial 24 is rotated. The sub-CPU 201 controls the display of predetermined effects in response to detection signals (input signals) from the effect button switch 230 and the jog dial switch 240.
[0196] A CCD camera 1000 is also connected to the sub-control circuit 200. The sub-CPU 201 performs various processes on the image data input by the CCD camera 1000.
[0197] The sub-control circuit 200 displays a predetermined effect image on the liquid crystal display device 13, produces sound from the speaker 11, and lights or blinks the LEDs 59A to 59E, 59e to 59h to display effects. The sub-control circuit 200 also analyzes the image (camera video) taken by the CCD camera 1000 and performs control according to the analysis results.
[0198] [Animation request construction process overview] An outline of the animation request construction process will be described with reference to Fig. 9. Fig. 9 is a diagram showing an outline of the operation (operation of generating various requests) when constructing an animation request.
[0199] The sub-CPU 201 (host control circuit) receives various commands from the main control circuit 70. The sub-CPU 201 (host control circuit) also receives data of images (camera footage) captured by the CCD camera 1000. Based on the received commands and data, the sub-CPU 201 then generates a request called an animation request (not shown) that includes information specifying the content of the performance. Next, based on the generated animation request, the sub-CPU 201 generates various requests (performance start requests), such as a drawing request, a sound request, a lamp request, and a special feature request.
[0200] The sub-CPU 201 then outputs each generated request to the control circuit (controller) of the corresponding performance device. Specifically, the sub-CPU 201 outputs a sound request and a lamp request to the audio / LED control circuits 206 and 207, outputs a drawing request to the display control circuit 205, and outputs a special device request to the drive control circuit 208. The audio control circuit 206 and the LED control circuit 207 may be separate units, or may be configured as a single control circuit.
[0201] The audio / LED control circuits 206, 207 control the audio playback operation by the speaker 11 based on the input sound request. Also, the audio / LED control circuits 206, 207 control the light emission effect (LED animation) operation by the lamp (LED) group 59 based on the input lamp request. The display control circuit 205 controls the image display effect operation by the liquid crystal display device 13 based on the input drawing request. Also, the drive control circuit 208 controls the effect operation by various role props based on the generated role prop request.
[0202] [Speaker drive control method] Next, we will explain the contents of the drive control process of the speaker 11 that is executed by the audio / LED control circuits 206, 207 when a sound request is output from the host control circuit (sub-CPU 201) of the pachinko gaming machine 1 to the audio / LED control circuits 206, 207. Figure 10(a) is a signal flow diagram when the speaker is driven (audio playback).
[0203] When the speaker 11 reproduces (outputs) sound, first, the host control circuit in the sub-control circuit 200 A sound request is output from the sub-CPU 201 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control process of the sub-CPU 201 (sub-control main process shown in FIG. 26 described later) is performed at a predetermined FPS cycle (for example, 30 FPS), and therefore the process of transmitting a drawing request to the display control circuit 205 and the process of transmitting a sound request to the audio / LED control circuits 206 and 207 are also performed at a predetermined FPS cycle.
[0204] Next, when a sound request is input to the audio / LED control circuits 206, 207, the audio / LED control circuits 206, 207 transmit an audio signal (audio data) to the built-in relay board based on the sound request to set the audio output pattern from the speaker 11.
[0205] The built-in relay board then amplifies the received audio signal and outputs it to the speaker 11 to drive the speaker 11. As a result, the speaker 11 performs an audio reproduction (performance) operation.
[0206] [Lamp (LED) drive control method] Next, we will explain the details of various drive control processes for the multiple LEDs included in the lamp (LED) group 59, which are executed by the audio / LED control circuits 206 and 207 when a lamp request is output from the host control circuit (sub-CPU 201) to the audio / LED control circuits 206 and 207. Note that in the lamp control method of this embodiment described below, LEDs are used as an example of light-emitting elements, but the present invention is not limited to this, and the lamp control method of this embodiment can be similarly applied to any other light-emitting elements. Figure 10(b) shows the LED drive This is a signal flow diagram for (light on / light off).
[0207] When driving the LED (turning it on / off), first, a lamp request (LED control request) is output from the host control circuit (sub-CPU 201) in the sub-control circuit 200 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control process of the sub-CPU 201 (sub-control main process shown in Fig. 26 described later) is performed at a predetermined FPS cycle, and therefore the process of transmitting the lamp request to the audio / LED control circuits 206 and 207 is also performed at a predetermined FPS cycle.
[0208] Next, when a lamp request is input to the audio / LED control circuits 206, 207, the audio / LED control circuits 206, 207 transmit LED data (drive data) for setting the LED lighting pattern (LED animation) to each LED driver in the LED group 59 based on the lamp request.
[0209] Then, the LED driver turns on / off the connected LED 59 in a predetermined pattern based on the received LED data. This executes a performance action using LED animation. For example, the LED 59 is controlled to blink at a predetermined cycle (for example, every 12 milliseconds) as a performance action.
[0210] The light emission mode based on the LED data is controlled by a signal (control signal) generated based on the LED data transmitted from the LED driver to the LED 59. Specifically, the light emission mode of the LED 59, such as turning on, off, blinking, and brightness, is controlled by electrical waveform parameters (voltage value, current value, pulse width duty ratio, etc.) of the signal transmitted from the LED driver to the LED 59.
[0211] Next, the data configuration of the main control circuit 70 will be described with reference to FIGS.
[0212] [Random number judgment table] FIG. 11 shows a winning random number determination table stored in the main ROM 72 of the main control circuit 70. This is a diagram showing the first start port and the second start port. The win random number determination table (first start port) is referenced to determine by lottery whether there will be a "big win," a "small win," or a "miss" based on the win determination random number value obtained when a gaming ball enters the first start port 44. The win random number determination table (second start port) is referenced when determining by lottery whether there will be a "big win" or a "miss" based on the win determination random number value obtained when a gaming ball enters the second start port 45.
[0213] The random number value for determining whether or not a winning jackpot is a random number value used to determine the result of a lottery that is held when a winning jackpot is entered into the starting slot. More specifically, the random number value for determining whether or not a winning jackpot is a value that indicates the result of a lottery for special symbols (first special symbol and second special symbol). In this embodiment, the random number value for determining whether or not a winning jackpot is selected from 0 to 65535 (65536 types).
[0214] In this embodiment, when a gaming ball enters the first starting port 44, a "jackpot," a "small jackpot," or a "miss" is determined by lottery. Therefore, the hit random number determination table (when the ball enters the first starting port) defines the relationship between the range (width) of the hit determination random number value for determining whether a "jackpot," a "small jackpot," or a "miss" is a "jackpot," a "small jackpot," or a "miss" for each value of the probability variable flag ("0 (= off)" or "1 (= on)"), and the corresponding determination value data ("jackpot determination value data," "small jackpot determination value data," and "miss determination value data"). The probability variable flag is one of the management flags stored in the main RAM 73, and is a flag for managing whether the gaming state is a "probability variable gaming state." When the gaming state is a "probability variable gaming state," the probability variable flag is "1," and when the gaming state is a "non-probability variable gaming state," the probability variable flag is "0."
[0215] In this embodiment, when the first starting hole 44 is won, if the probability variable flag is "0" and the winning determination random number value is any one of "0" to "204", the "jackpot" is won and the "jackpot determination value data" is determined. That is, the winning probability (jackpot probability) of the "jackpot" in this case is 205 / 65536 (≒ 1 / 319).
[0216] In addition, when the first starting hole 44 is entered, if the probability variable flag is "0" and the winning determination random number value is any of "205" to "409", a "small win" is won and the "small win determination value data" is determined. In other words, the winning probability of the "small win" in this case is 205 / 65536 (≒ 1 / 319).
[0217] Furthermore, when the first starting port 44 is won, if the probability flag is "0" and the random number value for winning judgment is not "0" to "409", a "loser" is won and the "loser judgment value data" is determined.
[0218] On the other hand, when the first starting slot 44 is entered, if the probability variable flag is "1" and the random number value for winning judgment is any one of "0" to "1092", the "jackpot" is won and the "jackpot judgment value data" is determined. That is, the winning probability (jackpot probability) of the "jackpot" in this case is 1093 / 65536 (≒ 1 / 60), which is higher than when the probability variable flag is "0".
[0219] Also, when the first starting port 44 is entered, if the probability variable flag is "1" and the winning judgment random number value is any of "1093" to "1297", a "small win" is won and the "small win judgment value data" is determined. In other words, the winning probability of the "small win" in this case is 205 / 65536 (≒ 1 / 319), which is the same as when the probability variable flag is "0".
[0220] Furthermore, when the first starting port 44 is won, if the probability flag is "1" and the random number value for winning judgment is not between "0" and "1297", a "loser" is won and the "loser judgment value data" is determined.
[0221] As described above, in this embodiment, when a gaming ball enters the first starting hole 44, the jackpot probability varies depending on whether the gaming state at the time of the entry is a "probability variable gaming state." Specifically, the jackpot probability when a gaming ball enters the first starting hole 44 when the gaming state is a "probability variable gaming state" is about five times higher than when the gaming state is not a "probability variable gaming state."
[0222] Similarly, when the second starting slot 45 is entered, if the probability flag is "0" and the random number value for winning judgment is any of "0" to "204", the "jackpot" is won and the "jackpot judgment value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability) is 205 / 65536 (≒ 1 / 319).
[0223] Also, when the second starting port 45 is won, if the probability flag is "0" and the random number value for winning judgment is not between "205" and "409", a "loser" is won and the "loser judgment value data" is determined.
[0224] On the other hand, when the second starting slot 45 is entered, if the probability variable flag is "1" and the random number value for winning judgment is any of "0" to "1092", the "jackpot" is won and the "jackpot judgment value data" is determined. In other words, the winning probability of the "jackpot" in this case (jackpot probability) is 1093 / 65536 (≒ 1 / 60), which is higher than when the probability variable flag is "0".
[0225] Also, when the second starting port 45 is won, if the probability flag is "1" and the random number value for winning judgment is not between "0" and "1092", a "loser" is won and the "loser judgment value data" is determined.
[0226] As described above, in this embodiment, when a game ball enters the second starting hole 45, the probability of winning a jackpot does not result in a "small win", and the probability of winning a jackpot varies depending on whether the game state at the time of winning is a "high probability game state" or not, and the probability of winning a jackpot when the game state is a "high probability game state" is about five times higher than when the game state is not a "high probability game state".
[0227] [Pattern determination table] 12 is a diagram showing the symbol determination table (first start port, second start port) stored in the main ROM 72 of the main control circuit 70. The symbol determination table (first start port, second start port) is referenced to select a "winning symbol selection command" and a "symbol designation command" that determine the stopped symbol based on the symbol random number value acquired when a gaming ball enters the first start port 44 or the second start port 45 and the aforementioned determination value data. The "winning symbol selection command" is a command for designating a winning symbol determined according to the type of winning when a winning occurs, and the "symbol designation command" is a command for designating a symbol displayed when the special symbol stops varying. The symbol random number value is selected from, for example, 0 to 99 (100 types).
[0228] According to the symbol determination table (first starting port) of this embodiment, when jackpot determination value data is obtained and the symbol random number value is any one of "0" to "49," "z0" is selected as the symbol selection command when a hit occurs, and "zA1" is selected as the symbol designation command with a probability of 50 / 100. Also, when jackpot determination value data is obtained and the symbol random number value is any one of "50" to "99," "z1" is selected as the symbol selection command when a hit occurs, and "zA1" is selected as the symbol designation command with a probability of 50 / 100. Also, when small hit determination value data is obtained and the symbol random number value is any one of "0" to "99," "z2" is selected as the symbol selection command when a hit occurs, and "zA2" is selected as the symbol designation command. On the other hand, when loss determination value data is obtained and the symbol random number value is any one of "0" to "99," no symbol selection command when a hit occurs is selected, and "zA3" is selected as the symbol designation command.
[0229] Furthermore, according to the symbol determination table (second starting port) of this embodiment, when jackpot determination value data is obtained and the symbol random number value is any one of "0" to "49", "z3" is selected as the symbol selection command when winning with a probability of 50 / 100, and "zA4" is selected as the symbol designation command when winning. When jackpot determination value data is obtained and the symbol random number value is any one of "50" to "99", "z4" is selected as the symbol selection command when winning with a probability of 50 / 100, and "zA5" is selected as the symbol designation command when winning. On the other hand, when loss determination value data is obtained and the symbol random number value is any one of "0" to "99", the symbol selection command when winning is not selected, and "zA6" is selected as the symbol designation command when winning.
[0230] [Jackpot type determination table] FIG. 13 is a diagram showing a jackpot type determination table stored in the main ROM 72 of the main control circuit 70. The jackpot type determination table is referenced to determine the type of jackpot, such as the number of rounds and the ease of winning a V prize, depending on the jackpot-related symbol selection command. In this embodiment, regardless of the type of jackpot, if a jackpot is won, the time-saving flag is set to "1" and the number of time-saving times is set to, for example, 100. Furthermore, only when a V prize is won during a jackpot game state is the number of chance bonus times set to, for example, 124. The time-saving flag is one of the management flags stored in the main RAM 73 and is a flag for managing whether the game state is a "time-saving game state." When the game state is a "time-saving game state," the time-saving flag is set to "1," and when the game state is a "non-time-saving game state," the time-saving flag is set to "0." The number of time-saving times is the number of times the special symbol game can be changed while the time-saving game state can continue, and the number of probability change times is the number of times the special symbol game can be changed while the probability change game state can continue. In other words, if the special symbol changes the number of time-saving times (100 times) without winning a jackpot in the time-saving game state, the time-saving game state ends and the game transitions to a non-time-saving game state. If the special symbol changes the number of probability change times without winning a jackpot in the probability change game state, the probability change game state ends and the game transitions to a non-probability change game state.
[0231] According to the jackpot type determination table of this embodiment, when the symbol command selected at the time of winning is "z0", a jackpot with a number of rounds of "10" and a difficulty in winning a V prize is determined. When the symbol command selected at the time of winning is "z1", a jackpot with a number of rounds of "10" and an easy V prize is determined. When the symbol command selected at the time of winning is "z3", a jackpot with a number of rounds of "4" and an easy V prize is determined. When the symbol command selected at the time of winning is "z4", a jackpot with a number of rounds of "16" and an easy V prize is determined.
[0232] Various processes executed by the pachinko gaming machine 1 will be described below.
[0233] [Power-on processing] 14 shows the power-on process by the main CPU 71. When the power of the pachinko gaming machine 1 is turned on, as shown in the figure, the main CPU 71 sets an initial value in the stack pointer (step S11).
[0234] Next, the main CPU 71 determines whether the power interruption detection signal is ON or not (step S12). The power interruption detection signal turns ON, for example, when the voltage drops to a predetermined level. If the power interruption detection signal is ON, the main CPU 71 determines that a power interruption detection state has occurred, and repeats the processing of step S12 until the power interruption detection signal turns OFF. If the power interruption detection signal is OFF, the main CPU 71 determines that a power interruption detection state has occurred, and proceeds to the processing of step S13.
[0235] In step S13, the main CPU 71 permits access to the RWM (main RAM).
[0236] Next, the main CPU 71 performs a sub-control reception wait process to wait until the sub-control circuit 200 becomes able to receive a signal (step S14).
[0237] Next, the main CPU 71 performs initialization processing for various devices built into the CPU (step S15).
[0238] Next, the main CPU 71 determines whether the backup clear signal is ON or not (step S16). The backup clear signal is a signal for instructing the clearing of the backup contents of the main RAM 73 provided in the main CPU 71 constituting the main control circuit 70 and the RAM (not shown) constituting the payout / launch control circuit 300. If the backup clear signal is ON, the main CPU 71 proceeds to the processing of step S23. If the backup clear signal is OFF, the main CPU 71 proceeds to the processing of step S17.
[0239] In step S17, the main CPU 71 determines whether the power interruption detection flag is set on. The power interruption detection flag is a flag indicating that power interruption processing has been executed in response to the occurrence of a power interruption. If the power interruption detection flag is set on, the main CPU 71 proceeds to processing in step S18. If the power interruption detection flag is set off, the main CPU 71 proceeds to processing in step S23.
[0240] In step S18, the main CPU 71 checks the main RAM 73 for damage to the work area using, for example, a checksum.
[0241] Next, the main CPU 71 determines whether the work area is normal or not (step S19). If the work area is normal, the main CPU 71 proceeds to the processing of step S20. If the work area is not normal, the main CPU 71 proceeds to the processing of step S23.
[0242] In step S20, the main CPU 71 performs initial settings for work areas that require initial values when power is restored.
[0243] Next, the main CPU 71 performs notification setting for a high probability gaming state (probability variable gaming state) at the time of power outage recovery (step S21).
[0244] Next, the main CPU 71 performs a process of transmitting a power interruption recovery command (power interruption recovery command) to the sub-control circuit 200 (step S22). Upon completing this process, the main CPU 71 ends the power-on process.
[0245] In step S23, the main CPU 71 performs processing to clear the work area of the main RAM 73.
[0246] Next, the main CPU 71 performs initial settings for a work area that requires initial values when initializing the RWM (main RAM) (step S24).
[0247] Next, the main CPU 71 performs a process of transmitting a command for RWM initialization (initialization command) to the sub-control circuit 200 (step S25). After completing this process, the main CPU 71 ends the power-on process.
[0248] [System timer interrupt processing] 15 shows the system timer interrupt process by the main CPU 71. The system timer interrupt process is executed, for example, every 2 ms. As shown in the figure, the main CPU 71 saves the values of each register in the stack area of the main RAM 73 (step S31).
[0249] Next, the main CPU 71 performs a random number update process to update various random number values (step S32).
[0250] Next, the main CPU 71 executes a switch input detection process for detecting input signals from various switches (step S33). The switch input detection process will be described later with reference to FIG.
[0251] Next, the main CPU 71 performs a timer update process to update the values of various timers (step S34).
[0252] Next, the main CPU 71 performs a command output process to output (transmit) various commands to the sub-control circuit 200 (step S35).
[0253] Next, the main CPU 71 performs a game information output process (step S36) to output (transmit) various game information to the sub-control circuit 200. The game information is information related to the game that is processed in the main control circuit 70, the sub-control circuit 200, the payout / launch control circuit 300, etc., and is transmitted to the sub-control circuit 200, the payout / launch control circuit 300, and the hall computer.
[0254] Next, the main CPU 71 performs a process to restore the saved values of each register (step S37). After completing this process, the main CPU 71 ends the system timer interrupt process.
[0255] [Switch input detection process] 16 shows the switch input detection process by the main CPU 71. The switch input detection process is called as a subroutine during the execution of the system timer interrupt process described above. As shown in the figure, the main CPU 71 executes the start port winning detection process (step S41). The start port winning detection process will be described later with reference to FIG. 17.
[0256] Next, the main CPU 71 performs a general prize opening passage detection process (step S42). In the general prize opening passage detection process, for example, payout information indicating the number of payouts when a prize is won at the general prize openings 51 and 52 is set.
[0257] Next, the main CPU 71 performs a special prize opening passage detection process (step S43). In the special prize opening passage detection process, for example, when a prize is won at the first special prize opening 53 or the second special prize opening 54, payout information indicating the number of payouts, etc. is set.
[0258] Next, the main CPU 71 performs a ball passing detector passing detection process (step S44). In the ball passing detector passing detection process, the lottery result (random number value) of the normal symbol game is obtained in response to the detection of the passage of the gaming ball by the ball passing detector 43. When this process ends, the main CPU 71 ends the switch input detection process.
[0259] [Starting gate winning detection process] FIG. 17 shows the start port winning detection process by the main CPU 71. The start port winning detection process is called as a subroutine during execution of the switch input detection process described above. As shown in the figure, first, the main CPU 71 determines whether or not a gaming ball has been detected by the first start port winning ball sensor 44a (step S51). If a gaming ball has been detected by the first start port winning ball sensor 44a, the main CPU 71 proceeds to the process of step S52. If a gaming ball has not been detected by the first start port winning ball sensor 44a, the main CPU 71 proceeds to the process of step S59.
[0260] In step S52, the main CPU 71 performs a process of setting payout information according to the first start port winning.
[0261] Next, the main CPU 71 determines whether the number of reserved symbols for the first start opening winning (the number of reserved symbols for the first special symbol) is less than four (step S53). If the number of reserved symbols is less than four, the main CPU 71 proceeds to the processing of step S54. If the number of reserved symbols is four, the main CPU 71 proceeds to the processing of step S59.
[0262] In step S54, the main CPU 71 performs a process of adding one to the number of reserved winnings at the first starting port.
[0263] Next, the main CPU 71 acquires a random number value for determining a win and a random number value for a symbol, and performs a process of storing these random number values in the main RAM 73 (step S55).
[0264] Next, the main CPU 71 performs a first special stop symbol determination process (step S56). In the first special stop symbol determination process, based on the win determination random number value and the pattern random number value, the main CPU 71 refers to the win random number determination table (first start port), the pattern determination table (first start port), and the big win type determination table, and determines the pattern designation command and the pattern selection command at the time of win, etc., related to the first special symbol to be stopped and displayed.
[0265] Next, the main CPU 71 executes a variation pattern determination process (step S57). In the variation pattern determination process, a variation pattern for the first special symbol is determined based on the symbol designation command, the judgment value data, the gaming state, and the like.
[0266] Next, the main CPU 71 performs a process of setting a reserved number increase command for the first start port winning (step S58). The reserved number increase command for the first start port winning is a command indicating that the reserved number of the first special symbol is to be increased by 1, and is transmitted to the sub-control circuit 200 together with a command indicating the variation pattern determined in the process of step S57 (variation pattern designation command), etc.
[0267] Next, the main CPU 71 determines whether or not a gaming ball has been detected by the second start opening winning ball sensor 45a (step S59). If a gaming ball has been detected by the second start opening winning ball sensor 45a, the main CPU 71 proceeds to the processing of step S60. If a gaming ball has not been detected by the second start opening winning ball sensor 45a, the main CPU 71 ends the start opening winning detection processing.
[0268] In step S60, the main CPU 71 performs a process of setting payout information according to the winning of the second starting port.
[0269] Next, the main CPU 71 determines whether the number of reserved second start port winning symbols (the number of reserved second special symbols) is less than four (step S61). If the number of reserved symbols is less than four, the main CPU 71 proceeds to the processing of step S62. If the number of reserved symbols is four, the main CPU 71 ends the start port winning detection processing.
[0270] In step S62, the main CPU 71 performs a process of adding one to the number of reserved winnings at the second starting port.
[0271] Next, the main CPU 71 acquires a random number value for determining a win and a random number value for a symbol, and performs a process of storing these random number values in the main RAM 73 (step S63).
[0272] Next, the main CPU 71 performs a second special stop symbol determination process (step S64). Similar to the first special stop symbol determination process, the second special stop symbol determination process also refers to the win random number determination table (second start port), the pattern determination table (second start port), and the big win type determination table based on the win determination random number value and the pattern random number value, and determines the pattern designation command and the pattern selection command at the time of win related to the second special symbol to be stopped and displayed.
[0273] Next, the main CPU 71 executes a variation pattern determination process (step S65). This variation pattern determination process also determines a variation pattern related to the second special symbol based on the symbol designation command, the judgment value data, the game state, etc.
[0274] Next, the main CPU 71 performs a process to set a command to increase the number of reserved symbols for the second start port winning (step S66). The command to increase the number of reserved symbols for the second start port winning is a command to increase the number of reserved symbols for the second special symbol by 1, and is sent to the sub-control circuit 200 together with a command (variation pattern designation command) indicating the variation pattern determined in the process of step S65. When this process is completed, the main CPU 71 ends the start port winning detection process.
[0275] [Main control main processing] 18 shows the main control main processing by the main CPU 71. When the power is turned on to the pachinko gaming machine 1, as shown in the figure, the main CPU 71 performs an initial setting process (step S81). In this process, the main CPU 71 performs the above-mentioned power-on process and other processes.
[0276] Next, the main CPU 71 performs an initial value random number update process (step S82). In this process, the main CPU 71 performs a process of updating an initial value random number counter.
[0277] Next, the main CPU 71 performs a special symbol control process (step S83), which will be described later with reference to FIG.
[0278] Next, the main CPU 71 performs a normal symbol control process (step S84). The normal symbol control process will be described later with reference to FIG.
[0279] Next, the main CPU 71 performs a symbol display device control process (step S85). In this process, the main CPU 71 performs a process of storing control signals for driving the special symbol display device 61 and the normal symbol display device 62 in the main RAM 73, according to the results of the special symbol control process and the normal symbol control process stored in the main RAM 73 in steps S83 and S84. As a result, the main CPU 71 transmits control signals to the special symbol display device 61 and the normal symbol display device 62, and the special symbol display device 61 and the normal symbol display device 62 variably display and statically display the special symbol and the normal symbol based on the received control signals.
[0280] Next, the main CPU 71 performs a game information data generation process (step S86). In this process, the main CPU 71 generates a game status command related to game information data to be transmitted to the sub-control circuit 200, the payout / launch control circuit 300, and the hall computer, and stores the command in the main RAM 73.
[0281] Next, the main CPU 71 performs a memory / game status data generation process (step S87). In this process, the main CPU 71 generates memory / game status data to be sent to the sub-control circuit 200 based on the value of the probability variable flag and the value of the time-shortening flag, and stores the memory / game status data in the main RAM 73. After completing this process, the main CPU 71 proceeds to the process of step S82.
[0282] [Special pattern control processing] FIG. 19 shows the special symbol control process by the main CPU 71. The special symbol control process is called as a subroutine during execution of the main control main process described above. Note that the numbers ("00" to "08") written in parentheses to the right of each process shown in the figure indicate the value of the control status flag. This control status flag is stored in a predetermined memory area in the main RAM 73. The main CPU 71 progresses the special symbol game by executing a process according to the value of the control status flag.
[0283] As shown in FIG. 19, the main CPU 71 performs a process of loading a control status flag (step S91). In this process, the main CPU 71 reads out the value of the control status flag stored in the main RAM 73. Based on the value of the read out control status flag, the main CPU 71 determines whether or not to execute each of the processes of steps S92 to S100, which will be described later. This control status flag indicates the state of the special symbol game, and enables execution of any of the processes of steps S92 to S100. The main CPU 71 also executes each process at a predetermined timing determined according to a waiting time set for each process of steps S92 to S100. Note that, before this predetermined timing is reached, each process is not executed, and processes related to other subroutines are executed. Of course, the main CPU 71 also executes the system timer interrupt process (see FIG. 15) at a predetermined cycle.
[0284] Next, the main CPU 71 performs a special symbol memory check process (step S92). In this process, if the control status flag is a value ("00") indicating the special symbol memory check process, the main CPU 71 checks the number of reserved special symbol variable displays. If the reserved number is not "0" (if there are reserved balls), the main CPU 71 acquires the winning judgment result, the special symbol determination result, the special symbol variation pattern determination result, and the like obtained in the start-port winning detection process. Furthermore, in this process, the main CPU 71 sets the control status flag to a value ("01") indicating the special symbol variation time management process (step S93) described later, and sets the variation time of the special symbol corresponding to the variation pattern acquired in this process in the waiting time timer. That is, the process is set so that the special symbol display time management process described later is executed after the variation time of the special symbol corresponding to the variation pattern determined in the start-port winning detection process has elapsed. On the other hand, if the reserved number is "0" (if there are no reserved balls), the main CPU 71 performs a demo display process to display a demo screen. This special symbol memory check process will be described in detail with reference to FIG.
[0285] Next, the main CPU 71 performs a special symbol variation time management process (step S93). In this process, when the control status flag is a value ("01") indicating a special symbol variation time management process and the variation time of the special symbol has elapsed, the main CPU 71 sets the control status flag to a value ("02") indicating a special symbol display time management process (step S94) to be described later, and sets a post-determination waiting time (for example, 600 ms) in the waiting time timer. That is, after the post-determination waiting time set in the process of this step S93 has elapsed, the main CPU 71 performs a special symbol display time management process to be described later. This special symbol variation time management process will be described in detail with reference to FIG. 21.
[0286] Next, the main CPU 71 performs a special symbol display time management process (step S94). In this process, when the control status flag is a value ("02") indicating the special symbol display time management process and the post-determination waiting time set in the process of step S93 has elapsed, the main CPU 71 determines whether the result of the hit determination is a "big hit" or a "small hit." If the result of the hit determination is a "big hit" or a "small hit," the main CPU 71 sets the control status flag to a value ("03") indicating a jackpot start interval management process (step S95) described later, and sets the waiting time timer to a time corresponding to the jackpot start interval. That is, the process is set so that the jackpot start interval management process described later is executed after the time corresponding to the jackpot start interval set in the process of step S94 has elapsed. On the other hand, if the result of the hit determination is not a "big hit" or a "small hit", the main CPU 71 sets the control status flag to a value indicating the special symbol game ending process (step S100) described later. ("08"). That is, in this case, it is set so that the special symbol game end process described later is executed. This special symbol display time management process will be described later with reference to FIG.
[0287] Next, the main CPU 71 performs a jackpot start interval management process (step S95). In this process, the main CPU 71 updates variables located in the main RAM 73 based on data read from the main ROM 72 in order to open the first large prize opening 53 or the second large prize opening 54 when the control status flag is a value ("03") indicating the jackpot start interval management process and the time corresponding to the jackpot start interval set in the process of step S94 has elapsed. Also, in this process, the main CPU 71 sets the control status flag to a value ("04") indicating the large prize opening in-progress process (step S96) described below, and sets the large prize opening opening time timer to an upper limit time for opening the large prize opening (for example, 30 seconds). In other words, this process sets the large prize opening in-progress process described below to be executed.
[0288] Next, the main CPU 71 performs a special prize opening process (step S96). In this process, first, when the control status flag is a value ("04") indicating a special prize opening process, the main CPU 71 determines whether one of the following conditions is met (a predetermined closing condition is established): the special prize opening counter is equal to or greater than a predetermined number; and the upper limit opening time has elapsed (the special prize opening opening time timer is "0"). If either condition is met, the main CPU 71 updates a variable located in the main RAM 73 to close the first special prize opening 53 or the second special prize opening 54. Then, the main CPU 71 sets the control status flag to a value ("05") indicating a special prize opening remaining ball monitoring process (step S97) described below, and sets the waiting time timer to the remaining ball monitoring time in the special prize opening. That is, this process is set so that the remaining ball monitoring process in the large prize opening, which will be described later, is executed after the remaining ball monitoring time in the large prize opening set in step S96 has elapsed. Just before the end of this large prize opening open process, an inter-round display command is sent to the sub-control circuit 200.
[0289] Next, the main CPU 71 performs a process for monitoring remaining balls in the special prize opening (step S97). In this process, the main CPU 71 determines whether the following condition is met: the control status flag is a value ("05") indicating the process for monitoring remaining balls in the special prize opening, and the value of the special prize opening opening count counter is equal to or greater than the maximum value of the number of times the special prize opening has been opened (the final round) when the special prize opening remaining ball monitoring time has elapsed. If it determines that the above condition is not met, the main CPU 71 sets the control status flag to a value ("06") indicating the process for managing waiting time for the special prize opening to be reopened. The main CPU 71 also sets a time corresponding to the interval between rounds in the waiting time timer. In other words, this process sets the process so that the process for managing waiting time before the special prize opening is to be reopened, which will be described later, is executed after the time corresponding to the interval between rounds has elapsed. On the other hand, in step S97, if it is determined that the above condition is satisfied, the main CPU 71 sets a value ("07") indicating the jackpot end interval process to the control status flag, and sets a time corresponding to the jackpot end interval (jackpot end interval time) to the waiting time timer. That is, after the time corresponding to the jackpot end interval set in this process has elapsed, the jackpot end interval process described below is set to be executed.
[0290] Next, if the main CPU 71 determines that the value of the special prize opening count counter is not equal to or greater than the maximum value of the special prize opening count, it performs a special prize opening reopening wait time management process (step S98). In this process, when the control status flag is a value ("06") indicating a special prize opening reopening wait time management process and a time corresponding to the inter-round interval has elapsed, the main CPU 71 stores and updates the value of the special prize opening count counter so that it increases by "1." The main CPU 71 also sets the control status flag to a value ("04") indicating a special prize opening in progress process. The main CPU 71 then sets the special prize opening opening time timer to an upper limit opening time (e.g., 30 seconds). In other words, this process is set so that the special prize opening in progress process (step S96) described above is executed again. Just before the special prize opening reopening wait time management process is completed, a special prize opening in progress display command is sent to the sub-control circuit 200.
[0291] Furthermore, when the main CPU 71 determines that the value of the large prize opening count counter is equal to or greater than the maximum value of the large prize opening count, it performs a large prize end interval process (step S99). In this process, when the control status flag is set to a value ("07") indicating a large prize end interval process and the time corresponding to the large prize end interval has elapsed, the main CPU 71 sets the control status flag to a value ("08") indicating a special symbol game end process. That is, this process sets the special symbol game end process, which will be described later, to be executed after the process of step S99. At this time, if a V prize is successfully won during the large prize, the main CPU 71 controls the game state to transition to a high probability game state. If a V prize is not successfully won during the large prize, the main CPU 71 controls the game state to transition to a non-high probability game state. Note that, if the large prize symbol is a symbol corresponding to a "small prize," the main CPU 71 controls the game state to maintain the game state.
[0292] Next, when the big win game state or the small win game state ends, or when a "miss" win occurs, the main CPU 71 performs a special symbol game end process (step S100). In this process, when the control status flag is a value ("08") indicating the special symbol game end process, the main CPU 71 updates and stores data indicating the number of reserved symbols (start memory information) so as to decrease it by "1." The main CPU 71 also updates the special symbol memory area in order to perform the next variable display of special symbols. Furthermore, the main CPU 71 sets the control status flag to a value ("00") indicating the special symbol memory check process. That is, this process sets the special symbol memory check process (step S92) to be executed after the process of step S100. When this special symbol game end process ends, the main CPU 71 ends the special symbol control process.
[0293] As described above, in the pachinko gaming machine 1 of this embodiment, the special symbol game progresses by sequentially setting various values to the control status flag. Specifically, when the gaming state is neither a big hit gaming state nor a small hit gaming state and the result of the hit determination is "miss," the main CPU 71 sets the control status flags to "00," "01," "02," and "08" in that order. As a result, the main CPU 71 executes the above-mentioned special symbol memory check process (step S92), special symbol variation time management process (step S93), special symbol display time management process (step S94), and special symbol game end process (step S100) in this order at predetermined timings.
[0294] Furthermore, when the gaming state is neither a big win gaming state nor a small win gaming state and the result of the hit determination is a "big win" or a "small win," the main CPU 71 sets the control state flags in the order of "00," "01," "02," and "03." As a result, the main CPU 71 executes the above-mentioned special symbol memory check processing (step S92), special symbol variation time management processing (step S93), special symbol display time management processing (step S94), and big win start interval management processing (step S95) in this order at predetermined timings, and executes transition control to a big win gaming state or a small win gaming state.
[0295] Furthermore, when transition control to a big win gaming state or a small win gaming state is executed, the main CPU 71 sets the control state flags in the order of "04," "05," and "06." As a result, the main CPU 71 executes the above-mentioned large prize opening open processing (step S96), large prize opening remaining ball monitoring processing (step S97), and large prize opening re-open waiting time management processing (step S98) in this order at predetermined timings, and executes a big win gaming state or a small win gaming state.
[0296] If the conditions for ending the jackpot gaming state are met during the jackpot gaming state, the main CPU 71 sets the control state flags in the order of "04," "05," "07," and "08." As a result, the main CPU 71 executes the above-mentioned large prize opening open process (step S96), large prize opening remaining ball monitoring process (step S97), jackpot end interval process (step S99), and special symbol game end process (step S100) at predetermined timings in this order, and ends the jackpot gaming state.
[0297] As described above, in the special symbol control process, the process flow is branched depending on the status. Also, in the normal symbol control process (see FIG. 25 described later) in step S84 in the main control main process shown in FIG. 18, the process flow is also branched depending on the status, just like the special symbol control process.
[0298] The processing program of this embodiment is programmed so that when processing is branched depending on the status, a call instruction enables simple return processing from a small module to a parent module. As a result, the size of the program can be reduced in this embodiment compared to when a jump table is placed to execute the above processing.
[0299] [Special pattern memory check process] 20 shows the special symbol memory check process by the main CPU 71. The special symbol memory check process is called as a subroutine during the execution of the special symbol control process described above. As shown in the figure, first, the main CPU 71 reads the control status flag from a predetermined storage area in the main RAM 73 by a load process (step S101).
[0300] Next, the main CPU 71 determines whether the read control status flag is a value ("00") indicating the special symbol memory check process (step S102). If it is determined that the control status flag is not "00", the main CPU 71 ends the special symbol memory check process. On the other hand, if it is determined that the control status flag is "00", the main CPU 71 proceeds to the process of step S103.
[0301] In step S103, the main CPU 71 determines whether the number of reserved second start port winnings (variable display of second special symbols) (second start memory number) is "0". If it is determined that the number of reserved second start port winnings is not "0", the main CPU 71 proceeds to processing of step S104. If it is determined that the number of reserved second start port winnings is "0", the main CPU 71 proceeds to processing of step S109.
[0302] In step S104, the main CPU 71 subtracts "1" from the value of the second start memory number corresponding to the reserved number of winning balls in the second start port. In this embodiment, the main CPU 71 determines whether data is stored in the second special pattern start memory area (0) to the second special pattern start memory area (4) provided in the main RAM 73, and determines whether there is a start memory of a special pattern game corresponding to the variable display of the second special pattern that is changing or on hold. The second special pattern start memory area (0) stores data (information) of the special pattern game corresponding to the variable display of the second special pattern that is changing as start memory information. The second special pattern start memory area (1) to the second special pattern start memory area (4) store data (information) of the special pattern game corresponding to the reserved variable display of the second special pattern (reserved balls) for four times as start memory information. In addition, the start memory information of each second special pattern start memory area includes, for example, data indicating the random number value for winning determination obtained when the second start port 45 is won, the pattern random number value, the determined variation pattern, etc.
[0303] Next, the main CPU 71 performs a special symbol storage transfer process based on the winning of the second start port (step S105). In this process, the main CPU 71 shifts the data in the second special symbol start storage areas (1) to (4) to the second special symbol start storage areas (0) to (3), respectively. At this time, the main CPU 71 also transmits a reserved subtraction command to the sub-control circuit 200. Thereafter, the main CPU 71 proceeds to the process of step S106.
[0304] In step S106, the main CPU 71 performs a process of setting the control status flag to a value ("01") indicating the special symbol variation time management process. At this time, the main CPU 71 also transmits a special symbol effect start command to the sub-control circuit 200.
[0305] Next, the main CPU 71 performs a big win / small win determination process (step S107). In this process, the main CPU 71 acquires determination value data by referring to a win random number determination table (see FIG. 11) corresponding to the type of winning start port, based on the random number value for big win determination that was extracted when the winning start port was entered and that was previously set in the first special symbol start memory area (0) or the second special symbol start memory area (0). Then, the main CPU 71 determines whether the winning was a "big win", a "small win", or a "miss" based on the acquired determination value data. (Hit determination)
[0306] Next, the main CPU 71 sets a variable time corresponding to the determined variable pattern of the special symbol in the waiting time timer (step S108). After completing this process, the main CPU 71 ends the special symbol memory check process.
[0307] In step S109, the main CPU 71 determines whether the number of reserved first start port winnings (variable display of first special symbol) (second start memory number) is "0". If it is determined that the number of reserved first start port winnings is not "0", the main CPU 71 proceeds to processing of step S110. If it is determined that the number of reserved first start port winnings is "0", the main CPU 71 proceeds to processing of step S112.
[0308] In step S110, the main CPU 71 subtracts "1" from the value of the first start memory number corresponding to the reserved number of winning balls in the first start port. In this embodiment, the main CPU 71 determines whether data is stored in the first special pattern start memory area (0) to the first special pattern start memory area (4) provided in the main RAM 73, and determines whether there is a start memory of a special pattern game corresponding to the variable display of the first special pattern that is changing or on hold. The first special pattern start memory area (0) stores data (information) of the special pattern game corresponding to the variable display of the first special pattern that is changing as start memory information. The first special pattern start memory area (1) to the first special pattern start memory area (4) store data (information) of the special pattern game corresponding to the reserved variable display (reserved balls) of the first special pattern for four times as start memory information. In addition, the start memory information of each first special pattern start memory area includes, for example, data indicating the random number value for winning determination obtained when the first start port 44 is won, the pattern random number value, the determined variation pattern, etc.
[0309] Next, a special symbol memory transfer process is performed based on the first start winning (step S111). In this process, the main CPU 71 shifts the data in the first special symbol start memory areas (1) to (4) to the first special symbol start memory areas (0) to (3), respectively. At this time, the main CPU 71 also transmits a reserved subtraction command to the sub-control circuit 200. Thereafter, the main CPU 71 proceeds to the process of step S106.
[0310] In step S112, the main CPU 71 performs a demo display process to display a demo screen. In this process, the main CPU 71 determines whether a predetermined time has passed since the special symbol fluctuation stopped on the special symbol display device 61, and if it determines that the predetermined time has passed, it transmits a demo display command to the sub-control circuit 200.
[0311] In this embodiment, after the special pattern display device 61 stops changing the special pattern, if no winning occurs in the first start port 44 or the second start port 45 for a predetermined time, a demo screen is displayed.
[0312] Specifically, when the waiting time timer (the variation time corresponding to the variation pattern of the special symbols) set in step S108 reaches 0 (see step S122 in FIG. 21), the main CPU 71 sets the demo transition timer to ON. That is, the main CPU 71 starts measuring the time that has elapsed since the variation of the special symbols stopped. Then, in step S112, the main CPU 71 determines whether the value of the demo transition timer is equal to or greater than a predetermined value (for example, a value corresponding to 3 minutes), and if it determines that the value of the demo transition timer is equal to or greater than the predetermined value, it sends a demo display command to the sub-control circuit 200. When the demo display command is received, the sub-control circuit 200 performs processing related to the display of a demo screen.
[0313] Note that if a winning entry into the first start port 44 or the second start port 45 occurs before the value of the demo transition timer reaches a predetermined value, the main CPU 71 turns off the demo transition timer. Specifically, if the main CPU 71 determines in step S51 of FIG. 17 that a gaming ball has been detected by the first start port winning ball sensor 44a, it turns off the demo transition timer. Also, if the main CPU 71 determines in step S59 of FIG. 17 that a gaming ball has been detected by the second start port winning ball sensor 45a, it turns off the demo transition timer. As a result, the main CPU 71 ends measurement of the time that has elapsed since the variation of the special symbols stopped.
[0314] In this embodiment, by executing the above processing, if a predetermined time has passed without any winning at the start port (first start port 44 and second start port 45) after the fluctuation of the special symbol has stopped, the display will transition to a demo screen. When the processing of step S112 is completed, the main CPU 71 ends the special symbol memory check processing.
[0315] [Special pattern change time management processing] The special symbol variation time management process performed in step S93 of Fig. 19 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the special symbol variation time management process executed by the main CPU 71. This special symbol variation time management process is executed in the following step units.
[0316] As shown in FIG. 21, in step S121, the main CPU 71 determines whether the control status flag is a value ("01") indicating special symbol variation time management. If the main CPU 71 determines that the control status flag is a value ("01") indicating special symbol variation time management, the main CPU 71 moves the process to step S122. On the other hand, if the main CPU 71 determines that the control status flag is a value ("01") indicating special symbol variation time management, the main CPU 71 moves the process to step S122. If it is determined that the value is not ("01"), the special symbol variation time management processing routine is terminated.
[0317] In step S122, the main CPU 71 determines whether the waiting time timer is "0." If the main CPU 71 determines that the waiting time timer is "0," it moves the process to step S123. If the main CPU 71 determines that the waiting time timer is not "0," it ends the special symbol variation time management process routine.
[0318] In step S123, the main CPU 71 performs a process of setting (storing) a value ("02") indicating special symbol display time management in the control status flag, and then proceeds to step S124.
[0319] In step S124, the main CPU 71 performs a process of setting a special symbol effect stop command. In this process, the main CPU 71 performs a process of setting (storing) the special symbol effect stop command in the main RAM 73. The special symbol effect stop command is then supplied as a symbol stop command from the main CPU 71 of the main control circuit 70 to the sub-CPU 81 of the sub-control circuit 200, so that the sub-control circuit 200 recognizes the symbol stop. When this process is completed, the process proceeds to step S125.
[0320] In step S125, the main CPU 71 performs processing to set the post-determination waiting time in an area that functions as a waiting time timer in the main RAM 73. When this processing is completed, the special symbol variation time management processing routine is terminated.
[0321] [Special pattern display time management processing] FIG. 22 shows the special symbol display time management process by the main CPU 71. The special symbol display time management process is called as a subroutine during execution of the special symbol control process described above. As shown in the figure, the main CPU 71 determines whether the control status flag is a value ("02") indicating the special symbol display time management process (step S131). If it is determined that the control status flag is not a value ("02") indicating the special symbol display time management process, the main CPU 71 ends the special symbol display time management process. On the other hand, if it is determined that the control status flag is a value ("02") indicating the special symbol display time management process, the main CPU 71 proceeds to the process of step S132.
[0322] In step S132, the main CPU 71 determines whether the value (waiting time) of the waiting time timer is "0". In this process, the main CPU 71 determines whether the waiting time after the variation is confirmed (variation start waiting time) set in the waiting time timer has expired. If it is determined that the value of the waiting time timer is not "0", the main CPU 71 ends the special symbol display time management process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 71 proceeds to the process of step S133.
[0323] In step S133, the main CPU 71 determines whether the special symbol game is a "jackpot." If it is determined that the special symbol game is a "jackpot," the main CPU 71 proceeds to the processing of step S142. On the other hand, if it is determined that the special symbol game is not a "jackpot," the main CPU 71 proceeds to the processing of step S134.
[0324] In step S134, the main CPU 71 further determines whether the special symbol game is a "small win." If it is determined that the special symbol game is a "small win," the main CPU 71 proceeds to the processing of step S137. On the other hand, if it is determined that the special symbol game is not a "small win," that is, if the special symbol game is a "loss," the main CPU 71 proceeds to the processing of step S135.
[0325] In step S135, the main CPU 71 performs a time-saving / probability variable number subtraction process, which will be described later with reference to FIG.
[0326] Next, the main CPU 71 performs a process of setting the control status flag to a value ("08") indicating special symbol game end process (step S136). After completing this process, the main CPU 71 ends the special symbol display time management process.
[0327] In step S137, the main CPU 71 performs a process of setting a small win flag indicating a small win. After completing this process, the main CPU 71 proceeds to the process of step S138.
[0328] In step S138, the main CPU 71 performs processing to set the control status flag to a value ("03") indicating the jackpot start interval management processing.
[0329] Next, the main CPU 71 performs a process of setting a jackpot start interval time (for example, 5000 ms) corresponding to the special symbol (first special symbol or second special symbol) in a waiting time timer (step S139).
[0330] Next, the main CPU 71 performs a process of setting a big win start command or a small win start command corresponding to the special symbol in the main RAM 73 (step S140). As a result, the big win start command or the small win start command is transmitted to the sub-control circuit 200.
[0331] Next, the main CPU 71 refers to the jackpot type determination table (see FIG. 13), sets the upper limit of the number of rounds (the upper limit of the number of times the large prize opening is opened) corresponding to the special symbol (the type of symbol designation command) in the main RAM 73, and sets the number of rounds display LED pattern flag (step S141). The number of rounds display LED pattern flag is a flag indicating whether or not the number of remaining rounds is displayed in a predetermined pattern. When this process is completed, the main CPU 71 ends the special symbol display time management process.
[0332] In step S142, the main CPU 71 performs a process of setting a big win flag indicating a big win. After completing this process, the main CPU 71 proceeds to the process of S143.
[0333] In step S143, the main CPU 71 performs a process of clearing the time-shortening state variation counter, the time-shortening flag, and the probability variable flag. After completing this process, the main CPU 71 proceeds to the process of step S138.
[0334] [Time-saving / probability bonus count deduction processing] FIG. 23 shows the time-saving / probability variable count subtraction process by the main CPU 71. The time-saving / probability variable count subtraction process is called as a subroutine during execution of the special symbol display time management process described above or the jackpot end interval process described below. As shown in the figure, the main CPU 71 determines whether the value of the time-saving state variation count counter is 0 or not (step S151). The time-saving state variation count counter is a subtraction counter that counts until the set number of time-saving times (100 times, as an example in this embodiment) reaches 0. If the value of the time-saving state variation count counter is 0, the main CPU 71 proceeds to the process of step S155. If the value of the time-saving state variation count counter is not 0, the main CPU 71 proceeds to the process of step S152.
[0335] In step S152, the main CPU 71 performs a process of subtracting one from the value of the time-shortening state variation counter.
[0336] Next, the main CPU 71 again determines whether the value of the time-saving state variation counter is 0 or not (step S153). If the value of the time-saving state variation counter is 0, the main CPU 71 proceeds to the processing of step S154. If the value of the time-saving state variation counter is not 0, the main CPU 71 proceeds to the processing of step S155.
[0337] In step S154, the main CPU 71 performs processing to set the time-reduction flag to 0. After completing this processing, the main CPU 71 proceeds to processing in step S155.
[0338] In step S155, the main CPU 71 determines whether the value of the probability variable state variation counter is 0 or not. The probability variable state variation counter is a subtraction counter that counts until the set number of probability variable states (124 times as an example in this embodiment) reaches 0. If the value of the probability variable state variation counter is 0, the main CPU 71 ends the time-saving / probability variable state variation count subtraction process. If the value of the probability variable state variation counter is not 0, the main CPU 71 proceeds to the process of step S156.
[0339] In step S156, the main CPU 71 performs a process of subtracting 1 from the value of the probability variable state variation counter.
[0340] Next, the main CPU 71 again determines whether the value of the probability variable state variation count counter is 0 or not (step S157). If the value of the probability variable state variation count counter is 0, the main CPU 71 proceeds to the processing of step S158. If the value of the probability variable state variation count counter is not 0, the main CPU 71 ends the time-saving / probability variable count subtraction processing.
[0341] In step S158, the main CPU 71 performs a process of setting the probability variable flag to "0." When this process ends, the main CPU 71 ends the time-saving / probability variable count subtraction process.
[0342] [Jackpot End Interval Processing] FIG. 24 shows the jackpot end interval processing by the main CPU 71. The jackpot end interval processing is called as a subroutine during execution of the special symbol control processing described above. As shown in the figure, the main CPU 71 determines whether the control status flag is a value ("07") indicating the jackpot end interval processing (step S161). If it is determined that the control status flag is not a value ("07") indicating the jackpot end interval processing (S step 161: NO), the main CPU 71 ends the jackpot end interval processing. On the other hand, if it is determined that the control status flag is a value ("07") indicating the jackpot end interval processing, the main CPU 71 proceeds to the processing of step S162.
[0343] In step S162, the main CPU 71 determines whether the value of the waiting time timer is "0". In this process, the main CPU 71 determines whether the jackpot end interval time set in the waiting time timer has expired. If it is determined that the value of the waiting time timer is not "0", the main CPU 71 ends the jackpot end interval process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 71 proceeds to the process of step S163.
[0344] In step S163, the main CPU 71 clears the LED pattern flag for displaying the number of times the large prize opening has occurred. The LED pattern flag for displaying the number of times the large prize opening has occurred is used as a management flag for indicating whether or not the number of rounds at the time of a large prize winning is to be displayed by the LED light emission pattern.
[0345] Next, the main CPU 71 clears the round number allocation flag (step S164). This round number allocation flag is one of the management flags stored in the main RAM 73, and is a flag for indicating whether or not the first large prize opening 53 or the second large prize opening 54 is to be opened and closed periodically a predetermined number of times even during one round. If the first large prize opening 53 or the second large prize opening 54 is to be opened and closed periodically even during one round, the round number allocation flag becomes "1". At this time, the main CPU 71 also transmits a special symbol win completion display command to the sub-control circuit 200.
[0346] Next, the main CPU 71 performs a process of setting the control status flag to a value ("08") indicating the special symbol game ending process (step S165).
[0347] Next, the main CPU 71 determines whether the special symbol game is a "jackpot" (step S166). If it is determined that the special symbol game is a "jackpot", the main CPU 71 proceeds to the processing of step S167. On the other hand, if it is determined that the special symbol game is not a "jackpot", the main CPU 71 proceeds to the processing of step S174.
[0348] In step S167, the main CPU 71 performs a process of clearing the value of the big hit flag.
[0349] Next, the main CPU 71 determines whether or not a V win has been achieved during the jackpot (step S168). If a V win has been achieved, the main CPU 71 proceeds to the processing of step S169. If a V win has not been achieved, the main CPU 71 proceeds to the processing of step S171.
[0350] In step S169, the main CPU 71 performs a process of setting the probability variable flag to "1".
[0351] Next, the main CPU 71 performs processing to set a specified number of times of probability change (124 times as an example in this embodiment) in the probability change state variation number counter (step S170).
[0352] Next, the main CPU 71 performs a process of setting the time-shortening flag to "1" (step S171).
[0353] Next, the main CPU 71 performs a process of setting a specified number of time-saving times (100 times, for example, in this embodiment) in the time-saving state variation counter (step S172). After completing this process, the main CPU 71 ends the jackpot end interval process.
[0354] In step S174, the main CPU 71 performs a process of clearing the value of the small win flag.
[0355] Next, the main CPU 71 executes the time-saving / probability variable number subtraction process described above (step S175). When this process ends, the main CPU 71 ends the big win end interval process.
[0356] [Normal symbol control processing] FIG. 25 shows the normal symbol control processing by the main CPU 71. The normal symbol control processing is called as a subroutine during execution of the main control main processing described above. Note that the numbers ("00" to "04") written in parentheses to the right of each processing in the flowchart shown in FIG. 25 indicate the normal symbol control status flag, and this normal symbol control status flag is stored in a predetermined memory area in the main RAM 73. The main CPU 71 progresses the normal symbol game by executing each processing corresponding to the value of the normal symbol control status flag.
[0357] As shown in FIG. 25, the main CPU 71 performs a process of loading a normal symbol control status flag (step S191). In this process, the main CPU 71 reads out the normal symbol control status flag stored in the main RAM 73. Based on the value of the read normal symbol control status flag, the main CPU 71 determines whether or not to execute various processes in steps S192 to S196, which will be described later. This normal symbol control status flag indicates the state of the normal symbol game, and enables execution of any of the processes in steps S192 to S196. In addition, the main CPU 71 executes each process at a predetermined timing determined according to a waiting time set for each process in steps S192 to S196. Note that, before this predetermined timing, other subroutine processes are executed without executing each process. Of course, the main CPU 71 also executes the system timer interrupt process (see FIG. 15) at a predetermined cycle.
[0358] Next, the main CPU 71 performs a normal symbol memory check process (step S192). In this process, when the normal symbol control status flag is a value ("00") indicating a normal symbol memory check process, the main CPU 71 checks the number of reserved variable displays of normal symbols, and when the reserved number is not "0", performs a process such as a win determination. Also, in this process, the main CPU 71 sets the normal symbol control status flag to a value ("01") indicating a normal symbol fluctuation time monitoring process (step S193) described later, and sets the fluctuation time determined in this process in the waiting time timer. That is, by the process of step S192, after the determined normal symbol fluctuation time has elapsed, the normal symbol fluctuation time monitoring process described later is set to be executed.
[0359] Next, the main CPU 71 performs a normal symbol variation time monitoring process (step S193). In this process, when the normal symbol control status flag is a value ("01") indicating a normal symbol variation time monitoring process and the normal symbol variation time has elapsed, the main CPU 71 sets the normal symbol control status flag to a value ("02") indicating a normal symbol display time monitoring process (step S194) described later, and sets a post-confirmation waiting time (for example, 0.5 seconds) in the waiting time timer. That is, by the process of step S193, after the set post-confirmation waiting time has elapsed, the normal symbol display time monitoring process described later is set to be executed.
[0360] Next, the main CPU 71 performs a normal symbol display time monitoring process (step S194). In this process, when the normal symbol control status flag is a value ("02") indicating a normal symbol display time monitoring process and the post-confirmation waiting time set in the process of step S193 has elapsed, the main CPU 71 determines whether the result of the win determination is "win." If the result of the win determination is "win," the main CPU 71 performs a normal electric device release setting process and sets the normal symbol control status flag to a value ("03") indicating a normal electric device release process (step S195) described later. That is, this process sets the normal electric device release process described later to be executed. On the other hand, if the result of the win determination is not "win," the main CPU 71 sets the normal symbol control status flag to a value ("04") indicating a normal symbol game end process (step S196) described later. That is, in this case, it sets the normal symbol game end process described later to be executed.
[0361] Next, if the result of the win determination in step S194 is determined to be a "win," the main CPU 71 performs a normal electric device release process (step S195). In this process, when the normal symbol control status flag is a value ("03") indicating a normal electric device release process, the main CPU 71 determines whether one of the following conditions is satisfied: a predetermined number of wins have occurred during the opening of the normal electric device 46; and the normal electric device 46 has reached its upper limit of opening time (the normal electric device release time timer is "0"). If either of the above conditions is satisfied, the main CPU 71 updates a variable located in the main RAM 73 to close the vane-shaped member that is the normal electric device 46. Then, the main CPU 71 sets the normal symbol control status flag to a value ("04") indicating a normal symbol game termination process (step S196) described below. That is, this process sets the normal symbol game termination process described below to be executed.
[0362] Next, the main CPU 71 performs a normal symbol game end process (step S196). In this process, when the normal symbol control status flag is a value ("04") indicating a normal symbol game end process, the main CPU 71 stores and updates the data indicating the number of variable displays of normal symbols so as to decrease it by "1". In addition, the main CPU 71 updates the normal symbol memory area in order to perform the next variable display of normal symbols. Furthermore, the main CPU 71 sets the normal symbol control status flag to a value ("00") indicating a normal symbol memory check process. That is, after the process of step S196, the normal symbol memory check process (step S192) described above is set to be executed. When this process ends, the main CPU 71 ends the normal symbol control process.
[0363] [Sub-control circuit main processing] Meanwhile, the sub-control circuit 200 executes sub-control circuit main processing. This sub-control circuit main processing will be explained using Fig. 26. Note that this sub-control circuit main processing is processing that starts when the power is turned on.
[0364] As shown in FIG. 26, the sub-CPU 201 performs initialization processes such as RAM access permission, work area initialization, hardware initialization, device initialization, application initialization, and backup restoration initialization (step S201).
[0365] Next, the sub-CPU 201 performs a process to clear the counter value of the watchdog timer (step S202). The watchdog timer is set to a reset time (e.g., 2000 ms) at startup, and if a service pulse is not written (timeout), power cutoff processing is executed.
[0366] Next, the sub-CPU 201 executes an operation means input process (step S203), which will be described later with reference to FIG.
[0367] Next, the sub CPU 201 executes a command analysis process (step S204), which will be described later with reference to FIG.
[0368] Next, the sub-CPU 201 executes a performance mode determination process (step S205). In this process (animation request construction process), the sub-CPU 201 generates an animation request including designation information for performance content, and generates various requests (drawing request, sound request, lamp request, and accessory request) for operating various performance devices based on the animation request. The performance mode determination process will be described later with reference to FIG. 30.
[0369] Next, the sub CPU 201 executes a drawing control process (step S206). In this process, the sub CPU 201 transmits a drawing request to the display control circuit 205. The display control circuit 205 performs drawing control to display an image on the liquid crystal display device 13 based on the message (drawing request) transmitted from the sub CPU 201.
[0370] Next, the sub CPU 201 executes audio control processing (step S207). In this processing, the sub CPU 201 transmits a sound request to the audio control circuit 206. The audio control circuit 206 performs audio control to cause the speaker 11 to output audio based on the message (sound request) transmitted from the sub CPU 201.
[0371] Next, the sub CPU 201 executes an LED control process (step S208). In this process, the sub CPU 201 transmits a lamp request to the LED control circuit 207. The LED control circuit 207 performs light emission control to light up or blink the LEDs 59A to 59E and 59e to 59h based on the message (lamp request) transmitted from the sub CPU 201.
[0372] Next, the sub-CPU 201 executes a role control process (step S209). In this process, the sub-CPU 201 transmits a role request to the drive control circuit 208. The drive control circuit 208 performs drive control for operating the performance drive motor 60 for the movable role based on the message (role request) transmitted from the sub-CPU 201. In such a sub-control circuit main process, after the initialization process of step S201 is completed, the processes of steps S202 to S209 are repeatedly executed.
[0373] [Button input interrupt processing] 27 shows button input interrupt processing by the sub-CPU 201. The button input interrupt processing is executed in parallel with the sub-control circuit main processing, for example, every 1 ms by updating a measurement timer. As shown in the figure, the sub-CPU 201 determines whether or not there is an input signal from the effect button switch 230 (step S221). If there is an input signal from the effect button switch 230, the sub-CPU 201 proceeds to processing of step S222. If there is no input signal from the effect button switch 230, the sub-CPU 201 ends the button input interrupt processing.
[0374] In step S222, the sub-CPU 201 determines the operation state of the effect button 23 based on the input signal from the effect button switch 230, and generates information indicating the operation state. When this process ends, the sub-CPU 201 ends the button input interrupt process.
[0375] [Operation input processing] FIG. 28 shows the operation means input processing by the sub-CPU 201. The operation means input processing is called as a subroutine during execution of the sub-control circuit main processing described above. As shown in the figure, the sub-CPU 201 acquires the operation state based on information indicating the operation state (step S231). The operation state includes the number of times the effect button 23 is pressed, and the rotation direction, rotation angle, and rotation speed of the jog dial 24. The effect effect is determined according to the operation state. When this processing is completed, the sub-CPU 201 ends the operation means input processing.
[0376] [Command analysis process] Next, the command analysis process performed in step S204 in the sub-control main process (see Fig. 26) will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the procedure of the command analysis process in this embodiment.
[0377] First, the sub CPU 201 acquires the received command stored in the work RAM 203 and performs processing to analyze the acquired received command (step S241). At this time, if there is error information associated with the received command, the sub CPU 201 discards the received command.
[0378] Furthermore, the sub CPU 201 identifies the type of the command when analyzing the received command. In this process, the sub CPU 201 stores information on the identified command type in the work RAM 203. The command type is identified based on information (preset value) stored in the command type section (first byte area) of each command.
[0379] If the sub-CPU 201 determines in the command type identification process that there is no command type corresponding to the received command, the sub-CPU 201 discards the received command. The sub-CPU 201 also checks the number of parameters included in the received command, and if the number of parameters differs from the number of parameters corresponding to the identified command type, discards the received command.
[0380] Next, the sub CPU 201 performs a process (command parameter check process) to check the consistency of the received command (step S242). In this process, the sub CPU 201 checks the contents of the information in various parameters (hereinafter referred to as command parameters) set for each command. Specifically, the sub CPU 201 checks, for example, a constant 0 area provided in a predetermined bit area in the parameter, checks the valid range of each data stored in the parameter, and checks the combination of stored data.
[0381] Furthermore, in checking the consistency of the received command, the sub CPU 201 checks whether the command parameters included in the received command are normal. Specifically, the sub CPU 201 determines whether the command parameters are normal (whether the command is valid). If the sub CPU 201 determines that the command parameters included in the received command are not normal, the sub CPU 201 discards the data of the received command.
[0382] On the other hand, if the sub-CPU 201 determines that the command parameters included in the received command are normal, the sub-CPU 201 reflects (registers) the command parameters (information such as game status) in the game data. The sub-CPU 201 also stores the game data with the command parameters reflected in a predetermined area in the work RAM 203. Note that "game data" refers to a data structure (a collection of storage areas or variables) that includes information such as parameters in the command and is referenced in various lottery processes and animation request construction processes performed by the sub-CPU 201. As will be described later, information on the lottery results of various lottery processes (for example, presentation patterns) is also registered in the "game data."
[0383] Next, the sub CPU 201 performs a sub lottery process (step S243). In this process, the sub CPU 201 acquires various random number values for effects and performs a lottery process to determine the effect content corresponding to the command type of the received command.
[0384] For example, if the received command is a special symbol effect start command, the sub-CPU 201 determines various effect patterns, such as a decorative symbol variation pattern (sub-variation pattern), an image effect pattern that displays a background image, etc. Also, for example, if the received command is a reserved number increase command, the sub-CPU 201 determines an effect pattern related to a pre-reading effect.
[0385] Furthermore, in the process of step S243, the sub CPU 201 stores the lottery results of the sub lottery process (for example, information on the various effect patterns described above) in a predetermined area in the work RAM 203.
[0386] Next, the sub CPU 201 executes a demo transition control process (step S244). In this process, if the received command is a demo display command (see step S112 in FIG. 20), the sub CPU 201 generates a drawing request (a request for displaying a demo screen on the liquid crystal display device 13).
[0387] Next, the sub CPU 201 performs a process for selecting an effect pattern (step S245). In this process, the sub CPU 201 selects the lottery result (effect pattern) obtained by the sub lottery process of step S243. Specifically, the sub CPU 201 reflects (registers) the effect pattern obtained by the sub lottery process of step S243 (for example, a sub-variation pattern or an effect pattern related to a pre-reading effect) in the game data stored in the work RAM 203. Then, after processing step S245, the sub CPU 201 ends the command analysis process and moves the process to step S205 of the sub-control circuit main process (see FIG. 26).
[0388] [Performance mode determination process] Next, the rendering mode determination process performed in step S205 of the sub-control main process (see Fig. 26) will be described with reference to Fig. 30. Fig. 30 is a flowchart showing the procedure of the rendering mode determination process in this embodiment.
[0389] First, the sub-CPU 201 executes a camera image analysis process (step S261). The camera image analysis process will be described later with reference to FIG.
[0390] Next, the sub CPU 201 performs a video-related selection process (step S262). In this process, the sub CPU 201 references the game data information stored in the work RAM 203, generates an animation request, and sets the animation request in a predetermined area of the work RAM 203. This process generates an animation request according to the received command and the analysis results of the camera image. Next, the sub CPU 201 generates a drawing request (a control signal for controlling the liquid crystal display device 13) based on the animation request.
[0391] Next, the sub CPU 201 performs a lamp pattern (lamp request) selection process (step S263). In this process, the sub CPU 201 generates a lamp request (a control signal for controlling the LED 59).
[0392] Next, the sub CPU 201 performs a sound pattern (sound request) selection process (step S264). In this process, the sub CPU 201 generates a sound request (a control signal for controlling the speaker 11).
[0393] Next, the sub-CPU 201 performs a selection process for other requests (i.e., requests other than video requests, lamp requests, and sound requests) (step S265). This process includes, for example, a selection process for a reel request for controlling the performance of various reels.
[0394] After the process of step S265, the sub-CPU 201 ends the performance mode determination process, and moves the process to step S206 of the sub-control circuit main process (see FIG. 26).
[0395] [Camera image analysis processing] The camera image analysis process performed in step S261 of Fig. 30 will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention.
[0396] First, the sub-CPU 201 receives image data obtained by shooting from the CCD camera 1000 (step S281). In this embodiment, the image (camera video) shot by the CCD camera 1000 is a moving image composed of multiple still images (frame images). That is, the camera video is composed of a large number of still images (frame images) successively shot over time. The frame rate of the CCD camera 1000 is not particularly limited, but a CCD camera with a frame rate of 250 fps (frames per second) can be used, for example. In the processing of step S281, the sub-CPU 201 requests the control LSI included in the CCD camera 1000 to transmit data corresponding to the frame images (frame image data). If frame image data to be transmitted to the sub-control circuit 200 exists, the CCD camera 1000 can store one frame's worth of frame image data in a buffer. If frame image data is stored in the buffer, the control LSI of the CCD camera 1000 transmits the frame image data to the sub-control circuit 200. In this way, the image captured by the CCD camera 1000 is input frame by frame to the sub-control circuit 200. Upon receiving the frame image data, the sub-CPU 201 stores the received frame image data in the work RAM 203.
[0397] Next, the sub-CPU 201 performs projective transformation on the received frame image data. FIG. 32(a) is a diagram showing the image before projective transformation is performed. FIG. 32(b) is a diagram showing the image after projective transformation is performed. As described above, in this embodiment, the CCD camera 1000 is positioned above the game board 12 to be photographed (see FIG. 6), and photographs the game board 12 from above. This causes distortion in the image photographed by the CCD camera 1000, and the image appears to be stretched downward (see FIG. 32(a)). By performing projective transformation on such an image based on four-point markers, the distortion can be corrected (see FIG. 32(b)).
[0398] Furthermore, the sub-CPU 201 performs processing for enhancing contrast on the frame image data by converting the value (pixel value) indicating the shade of each pixel (shading conversion for each pixel) (step S282). In this processing, the sub-CPU 201 converts each pixel value based on a predetermined function that indicates the correspondence between each pixel value before and after the shade conversion (shading conversion) for each pixel. Such shade conversion can be performed by, for example, methods such as histogram expansion or histogram equalization. This allows for sharper shades in the frame image.
[0399] Furthermore, the sub-CPU 201 filters the frame image data by gray-scale conversion (area-based gray-scale conversion) that also includes the pixels surrounding each pixel (step S283). In this process, the sub-CPU 201 converts each pixel value by using a predetermined spatial filter. As the spatial filter, for example, a smoothing filter can be used, and as the smoothing filter, an averaging filter (moving average filter) or a weighted averaging filter can be used. In this embodiment, for example, a Gaussian filter (Gaussian filter) is preferably used as the weighted averaging filter. In a Gaussian filter, weighting is applied to the pixels within the area covered by the filter based on a function indicating a Gaussian distribution.
[0400] Fig. 33 is a diagram showing an example of a moving average filter. Fig. 33(a) shows a filter of 3x3 pixels, and Fig. 33(b) shows a filter of 5x5 pixels. In a moving average filter, all pixel values within the area covered by the filter have the same value (average value of pixel values within the area). Fig. 34 is a diagram showing an example of a weighted averaging filter. FIG. 34(a) shows a 3×3 pixel filter, and FIG. 34(b) shows a 5×5 pixel filter. In such a weighted averaging filter (Gaussian filter), compared to a moving average filter, the closer a pixel is to the origin of the filter (pixel of interest), the greater the weighting. By using such a filter, smoother and more natural smoothing can be achieved. In the spatial filtering described above, the value of a pixel in the filtered image (output image) is calculated based not only on the...
Claims
[Claim 1] A process of switching between a drawing output buffer having a drawing function and a frame buffer having a display function is possible; a game calculation processing means for performing calculation processing to control game actions; a registration means for registering image information for displaying a performance image to be displayed on a predetermined display means in the drawing output destination buffer; a performance image display control means for controlling the predetermined display means to display a performance image based on the image information registered by the registration means after switching from the drawing output buffer to the frame buffer; a lottery means for conducting a lottery based on the establishment of a specific condition; A variable control means for variably displaying decorative patterns; a benefit awarding means for awarding a benefit to a player based on the result of the lottery; specific effect control means for performing specific effects on a predetermined display means; a special effect control means for performing a special effect which is a transition from the specific effect and which increases the possibility of the benefit being awarded when a predetermined condition is met; Equipped with The specific performance is: A performance including a first performance, a second performance including specific performance content from the performance content of the first performance, and a third performance including performance content that is not performed in the first performance and is different from the specific performance content, and the second performance is executed before the third performance, The special effect control means In the specific performance, the first performance, the second performance, or / and the third performance are performed, and when the predetermined condition is established as a result of the second performance or / and the third performance, the special performance can be executed; The registration means When the image information registered in the frame buffer switched from the drawing output destination buffer is pause image information for displaying a pause image for temporarily stopping an image, the pause image information can be registered in the drawing output destination buffer switched from the frame buffer, The game calculation processing means When processing information using one of at least two work areas provided in a storage means for storing information required for executing arithmetic processing, the work area to be used can be selected based on specific information added to the information to be processed; The specific information is used to specify the upper address data constituting the address of the corresponding work area, When selecting the work area, the address of the work area to be used can be specified based on the identification information, Each work area selectable based on the specific information can store information relating to a plurality of pieces of identification information. A gaming machine characterized by:
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