gaming machines
The gaming machine enhances gameplay enjoyment by controlling ball trajectory and using dynamic displays to engage players with varied benefits and states, addressing the need for improved player engagement.
Patent Information
- Application Number
- JP2024197740
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-12
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2038-02-28
AI Technical Summary
Existing gaming machines lack enhancements in gameplay enjoyment and player engagement.
A gaming machine with a launching mechanism, multiple positions, and displacement means to control the trajectory of a gaming ball, combined with dynamic displays in different modes based on ball detection, offering varying benefits and easier access to game states, and enhanced dynamic display periods.
Increases player interest and enjoyment by providing dynamic and engaging gameplay experiences through varied display modes and benefits.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Pachinko machines and other gaming machines have Some games aim to increase the player's interest in the game by suggesting to the player that the lottery result has been successful, depending on the content of the dynamic display that is executed. . [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-345901 Summary of the Invention [Problem to be solved by the invention]
[0004] In the gaming machines described above, further improvements in gaming enjoyment are desired. .
[0005] The present invention provides Games To provide a gaming machine that can enhance the enjoyment of a game. [Means for solving the problem]
[0006] In order to achieve this object, the gaming machine of the present invention includes a launching means capable of launching a gaming ball, a first position, a second position, and a third position. The first position is provided at a position where the gaming ball launched by the launching means with a predetermined launch strength can reach. from , a second position different from the first position Towards and a displacement means capable of displacing the first position from the second position. Towards Displaced In the case The game ball is configured to be able to pass through the predetermined portion that is passable and enter a predetermined area in the game area when it is launched with the predetermined launch strength, and the game ball that has entered the predetermined area but, Section 1 、 Section 2 It is possible to pass through any of the multiple sections including It is composed of The length of the first section is longer than the length of the second section,The gaming machine is provided with a first area formed continuously with the first section, a first detection means capable of detecting a gaming ball in the first area, a second area formed continuously with the second section, and a second detection means capable of detecting a gaming ball in the second area, and the gaming machine is configured so that dynamic display in a first mode can be started in response to detection of a gaming ball by the first detection means, and dynamic display in the first mode is executed. 1st dynamic display period The result of the dynamic display in the first mode is notified through the above. In response to the detection of a gaming ball by the second detection means, a dynamic display in a second mode different from the first mode can be started, and the result of the dynamic display in the second mode is notified after a second dynamic display period in which the dynamic display in the second mode is being executed. When a first identification result is notified as a result of the dynamic display in the first mode, a first benefit is awarded. A second benefit is awarded when a second specific result is announced as a result of the dynamic display in the second mode, the game machine has at least a first game state and a second game state in which it is easier to pass a game ball into the second area than the first game state, and is configured so that a game ball launched with the predetermined launch intensity can enter the predetermined area at least in the first game state and the second game state, and is configured so that a predetermined dynamic display in which the first dynamic display period is a predetermined period and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period can be executed, and the first specific result is announced more easily in the specific dynamic display than in the predetermined dynamic display. In a situation where the specific dynamic display is being executed, the result of the specific dynamic display being executed is the same when a new gaming ball is detected by the first detection means and when a new gaming ball is not detected by the first detection means, and a predetermined mode that allows a player to understand that the result of the specific dynamic display will be the first specific result is notified during the corresponding specific period, and within the specific period, a second predetermined period that follows the first predetermined period makes it easier for a player to understand that the result of the corresponding specific dynamic display will be the first specific result than during the first predetermined period. . [Effects of the Invention]
[0011] According to the gaming machine of the present invention, a launching means capable of launching a gaming ball and a position where the gaming ball launched by the launching means with a predetermined launch strength can reach are provided, and a first position from , a second position different from the first position Towards and a displacement means capable of displacing the first position from the second position. Towards Displaced In the case The game ball is configured to be able to pass through the predetermined portion that is passable and enter a predetermined area in the game area when it is launched with the predetermined launch strength, and the game ball that has entered the predetermined area but, Section 1 、 Section 2 It is possible to pass through any of the multiple sections including It is composed of The length of the first section is longer than the length of the second section, The gaming machine is provided with a first area formed continuously with the first section, a first detection means capable of detecting a gaming ball in the first area, a second area formed continuously with the second section, and a second detection means capable of detecting a gaming ball in the second area, and the gaming machine is configured so that dynamic display in a first mode can be started in response to detection of a gaming ball by the first detection means, and dynamic display in the first mode is executed. 1st dynamic display period The result of the dynamic display in the first mode is notified through the above. In response to the detection of a gaming ball by the second detection means, a dynamic display in a second mode different from the first mode can be started, and the result of the dynamic display in the second mode is notified after a second dynamic display period in which the dynamic display in the second mode is being executed. When a first identification result is notified as a result of the dynamic display in the first mode, a first benefit is awarded. A second benefit is awarded when a second specific result is announced as a result of the dynamic display in the second mode, the game machine has at least a first game state and a second game state in which it is easier to pass a game ball into the second area than the first game state, and is configured so that a game ball launched with the predetermined launch intensity can enter the predetermined area at least in the first game state and the second game state, and is configured so that a predetermined dynamic display in which the first dynamic display period is a predetermined period and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period can be executed, and the first specific result is announced more easily in the specific dynamic display than in the predetermined dynamic display. In a situation where the specific dynamic display is being executed, the result of the specific dynamic display being executed is the same when a new gaming ball is detected by the first detection means and when a new gaming ball is not detected by the first detection means, and a predetermined mode that allows a player to understand that the result of the specific dynamic display will be the first specific result is notified during the corresponding specific period, and within the specific period, a second predetermined period that follows the first predetermined period makes it easier for a player to understand that the result of the corresponding specific dynamic display will be the first specific result than during the first predetermined period. .
[0012] Therefore, the game This has the effect of increasing interest. [Brief explanation of the drawings]
[0021] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a front view of the game board of the pachinko machine in the first embodiment. [Figure 3] FIG. 2 is a rear view of the pachinko machine according to the first embodiment. [Figure 4] (a) is a front oblique view of the right variable winning device when the opening and closing door is closed, and (b) is a front oblique view of the right variable winning device when the opening and closing door is open. [Figure 5] A top view of the right variable winning device in the first embodiment. [Figure 6] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 7] 10A and 10B are diagrams showing an example of a display mode of a standby state effect executed in a jackpot standby state. [Figure 8] 1 is a block diagram showing the electrical configuration of a pachinko machine in a first embodiment. [Figure 9] (a) is a block diagram showing the configuration of the ROM of the main control device in the first embodiment, and (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device in the first embodiment. [Figure 10] (a) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the first embodiment, and (b) is a diagram showing a schematic representation of the contents of the second winning random number table set in the ROM of the main control device in the first embodiment. [Figure 11](a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control device in the first embodiment, (b) is a diagram showing the specified contents of the jackpot variation pattern table in the first embodiment, (c) is a diagram showing the specified contents of the miss (normal) variation pattern table in the first embodiment, and (d) is a diagram showing the specified contents of the miss (high probability) variation pattern table in the first embodiment. [Figure 12] FIG. 2 is a diagram schematically illustrating the configuration of various counters in the first embodiment. [Figure 13] FIG. 2 is a block diagram showing the configuration of a RAM of a main control device in the first embodiment. [Figure 14] 1A is a block diagram showing the configuration of a ROM of the voice and lamp control device in the first embodiment, and FIG. 1B is a block diagram showing the configuration of a RAM of the voice and lamp control device in the first embodiment. [Figure 15] 1 is a block diagram showing the electrical configuration of a display control device according to a first embodiment. [Figure 16] 10(a) to 10(c) are explanatory diagrams illustrating images displayed when the power is turned on. [Figure 17] 1A is an explanatory diagram illustrating a rear surface A, and FIG. 1B is an explanatory diagram illustrating a rear surface B. FIG. [Figure 18] FIG. 2 is a diagram schematically illustrating an example of a display data table in the first embodiment. [Figure 19] FIG. 3 is a diagram schematically illustrating an example of a transfer data table in the first embodiment. [Figure 20] FIG. 2 is a diagram schematically illustrating an example of a drawing list in the first embodiment. [Figure 21] 5 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the first embodiment. [Figure 22] 10 is a flowchart showing a special symbol variation process executed by an MPU in the main control device in the first embodiment. [Figure 23]10 is a flowchart showing a special symbol variation start process executed by the MPU in the main control device in the first embodiment. [Figure 24] A flowchart showing the start-up winning processing executed by the MPU in the main control device in the first embodiment. [Figure 25] 5 is a flowchart showing a read-ahead process executed by an MPU in the main control device in the first embodiment. [Figure 26] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the first embodiment. [Figure 27] 10 is a flowchart showing a through gate passing process executed by an MPU in the main control device in the first embodiment. [Figure 28] 5 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device in the first embodiment. [Figure 29] 5 is a flowchart showing a start-up process executed by an MPU in a main control device in the first embodiment. [Figure 30] 4 is a flowchart showing main processing executed by an MPU in a main control device in the first embodiment. [Figure 31] 10 is a flowchart showing the jackpot start processing executed by the MPU in the main control device in the first embodiment. [Figure 32] 10 is a flowchart showing the big win control process executed by the MPU in the main control device in the first embodiment. [Figure 33] 4 is a flowchart showing the startup process executed by the MPU in the voice lamp control device in the first embodiment. [Figure 34] 4 is a flowchart showing a main process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 35] 10 is a flowchart showing the performance update processing executed by the MPU in the voice lamp control device in the first embodiment. [Figure 36]4 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 37] 10 is a flowchart showing a winning-related process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 38] 10 is a flowchart showing a variable display setting process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 39] 4 is a flowchart showing main processing executed by an MPU in the display control device in the first embodiment. [Figure 40] 5 is a flowchart showing boot processing executed by an MPU in the display control device in the first embodiment. [Figure 41] 10(a) is a flowchart showing command interrupt processing executed by an MPU in a display control device in the first embodiment, and FIG. 10(b) is a flowchart showing V interrupt processing executed by an MPU in a display control device in the first embodiment. [Figure 42] 5 is a flowchart showing a command determination process executed by an MPU in the display control device in the first embodiment. [Figure 43] (a) is a flowchart showing the variation pattern command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the stop type command processing executed by the MPU in the display control device in the first embodiment. [Figure 44] 5 is a flowchart showing a standby state command process executed by an MPU in the display control device in the first embodiment. [Figure 45] (a) is a flowchart showing the opening command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the number of rounds command processing executed by the MPU in the display control device in the first embodiment. [Figure 46]5 is a flowchart showing an ending command process executed by an MPU in the display control device in the first embodiment. [Figure 47] (a) is a flowchart showing the background image change command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the first embodiment. [Figure 48] 5 is a flowchart showing a display setting process executed by an MPU in the display device in the first embodiment. [Figure 49] 5 is a flowchart showing a warning image setting process executed by an MPU in the display control device in the first embodiment. [Figure 50] 5 is a flowchart showing a pointer update process executed by an MPU in the display control device in the first embodiment. [Figure 51] (a) is a flowchart showing the transfer setting process executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the resident image transfer setting process executed by the MPU in the display control device in the first embodiment. [Figure 52] 10 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device in the first embodiment. [Figure 53] 4 is a flowchart showing a drawing process executed by an MPU in the display control device in the first embodiment. [Figure 54] FIG. 10 is a front view of the game board of the pachinko machine in the second embodiment. [Figure 55] FIG. 11 is a diagram showing a schematic representation of the content of the first winning type selection table set in the ROM of the main control device in the second embodiment. [Figure 56] FIG. 10 is a block diagram showing the configuration of a RAM of a main control device in a second embodiment. [Figure 57] 10 is a flowchart showing a special symbol variation process 2 executed by an MPU in the main control device in the second embodiment. [Figure 58] 10 is a flowchart showing start-up processing 2 executed by an MPU in the main control device in the second embodiment. [Figure 59] 10 is a flowchart showing a big win start process 2 executed by the MPU in the main control device in the second embodiment. [Figure 60] 10 is a flowchart showing big win control processing 2 executed by the MPU in the main control device in the second embodiment. [Figure 61] 10 is a flowchart showing a winning-related process 2 executed by an MPU in the voice and lamp control device in the second embodiment. [Figure 62] 10 is a flowchart showing standby state command processing executed by an MPU in a voice lamp control device in the second embodiment. [Figure 63] FIG. 11 is a front view of a game board of a pachinko machine according to a third embodiment. [Figure 64] (a) is a diagram showing an example of the display mode when a small win is achieved by drawing the second special pattern during the special state in the third embodiment, and (b) is a diagram showing an example of the display mode during the small win state in the third embodiment. [Figure 65] (a) is a diagram showing a schematic diagram of the specified contents of the first winning random number table set in the ROM of the main control device in the third embodiment, and (b) is a block diagram showing the configuration of the RAM of the main control device in the third embodiment. [Figure 66] 10 is a flowchart showing main processing 3 executed by an MPU in the main control device in the third embodiment. [Figure 67] 10 is a flowchart showing the small win control process executed by the MPU in the main control device in the third embodiment. [Figure 68] 11 is a flowchart showing a winning-related command process 3 executed by an MPU in the voice and lamp control device in the third embodiment. [Figure 69] FIG. 10 is a front view of a game board of a pachinko machine in a fourth embodiment. [Figure 70] (a) is a diagram showing an example of the display mode of the standby state presentation while the left operating winning port is in a state where a ball can be entered in the fourth embodiment, and (b) is a diagram showing an example of the display mode of the standby state presentation while the right operating winning port is in a state where a ball can be entered in the fourth embodiment. [Figure 71] FIG. 10 is a block diagram showing the configuration of a RAM of a main control device in a fourth embodiment. [Figure 72] 10 is a flowchart showing a big win start process 4 executed by the MPU in the main control device in the fourth embodiment. [Figure 73] 10 is a flowchart showing a big win control process 4 executed by an MPU in the main control device in the fourth embodiment. [Figure 74] 13 is a flowchart showing a winning-related process 4 executed by an MPU in the voice and lamp control device in the fourth embodiment. [Figure 75] FIG. 11 is a front view of a game board of a pachinko machine in a fifth embodiment. [Figure 76] (a) is a block diagram showing the configuration of the ROM of the main control device in the fifth embodiment, (b) is a diagram showing the specified contents of the first winning type selection table set in the ROM of the main control device in the fifth embodiment, and (c) is a diagram showing the specified contents of the period length selection table set in the ROM of the main control device in the fifth embodiment. [Figure 77] 13 is a flowchart showing a special symbol variation process 5 executed by an MPU in the main control device in the fifth embodiment. [Figure 78] 13 is a flowchart showing a big win control process 5 executed by an MPU in the main control device in the fifth embodiment. [Figure 79] 13 is a flowchart showing an interval setting process executed by an MPU in a main control device in a fifth embodiment. [Figure 80] FIG. 13 is a front view of a game board of a pachinko machine in a modified example of the fifth embodiment. [Figure 81]A top view of the right variable winning device in the sixth embodiment. [Figure 82] 10A and 10B are diagrams showing an example of a display mode when a right-hit expectation suggestion effect is set as a performance mode during a super reach in the sixth embodiment. [Figure 83] 10A and 10B are diagrams showing an example of a display mode when a right-hit expectation suggestion effect is set as a performance mode during a super reach in the sixth embodiment. [Figure 84] (a) is a diagram showing a schematic diagram of the change in the presentation mode over time in the sixth embodiment when a jackpot is won in the lottery for a special pattern and a presentation suggesting the likelihood of a right-hit is set, and (b) is a diagram showing a schematic diagram of the change in the presentation mode over time in the sixth embodiment when a loss is made in the lottery for a special pattern and a presentation suggesting the likelihood of a right-hit is set. [Figure 85] 10(a) is a block diagram showing the configuration of the ROM of the voice and lamp control device in the sixth embodiment, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice and lamp control device in the sixth embodiment. [Figure 86] A diagram showing a schematic diagram of the specified contents of the performance mode selection table set in the ROM of the voice lamp control device in the sixth embodiment. [Figure 87] 13 is a flowchart showing a performance update process 6 executed by an MPU in a voice lamp control device in the sixth embodiment. [Figure 88] 13 is a flowchart showing a notification start determination process executed by an MPU in a voice and lamp control device in the sixth embodiment. [Figure 89] 10 is a flowchart showing variable display setting process 6 executed by an MPU in a voice lamp control device in the sixth embodiment. [Figure 90] 13 is a flowchart showing the performance mode selection process executed by the MPU in the voice lamp control device in the sixth embodiment. [Figure 91] FIG. 13 is a front view of the game board of the pachinko machine in the seventh embodiment. [Figure 92]This is a diagram showing a schematic diagram of the change over time in the presentation mode when a left-trigger jackpot occurs in the seventh embodiment. [Figure 93] (a) is a diagram showing an example of the display mode of the opening performance of a left-triggered jackpot in the seventh embodiment, and (b) is a diagram showing an example of the display mode after the opening performance of a left-triggered jackpot has ended. [Figure 94] FIG. 13 is a block diagram showing the configuration of a RAM of a voice and lamp control device in the seventh embodiment. [Figure 95] 13 is a flowchart showing main processing 7 executed by an MPU in the voice and lamp control device in the seventh embodiment. [Figure 96] 13 is a flowchart showing the pseudo-normal state rendering process executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 97] 13 is a flowchart showing a winning-related process 7 executed by an MPU in the voice lamp control device in the seventh embodiment. [Figure 98] 13 is a flowchart showing standby state command processing 7 executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 99] 13 is a flowchart showing the opening command processing executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 100] FIG. 2 is a front view of a pachinko machine in a first control example. [Figure 101] (a) is a diagram showing an example of the display mode during the probability variable state in the first control example, and (b) is a diagram showing an example of the display mode when the song selection menu screen is displayed during the probability variable state in the first control example. [Figure 102] (a) is a diagram showing an example of the initial layout of the song selection menu screen displayed when transitioning to song selection mode in the first control example, and (b) is a diagram showing an example of the display mode when operation on an operation button is detected in song selection mode in the first control example. [Figure 103]FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine in a first control example. [Figure 104] 10(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the first control example, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the first control example. [Figure 105] (a) is a diagram showing a schematic representation of the specified contents of the item placement storage area set in the RAM of the voice lamp control device in the first control example, and (b) is a diagram showing a schematic representation of the specified contents of the song selection count storage area set in the RAM of the voice lamp control device in the first control example. [Figure 106] FIG. 3 is a block diagram showing the electrical configuration of the audio output device in a first control example. [Figure 107] FIG. 10(a) is a block diagram showing the configuration of a ROM of the audio output device in the first control example, and FIG. 10(b) is a block diagram showing the configuration of a RAM of the audio output device in the first control example. [Figure 108] FIG. 10 is a diagram schematically showing the specified contents of an audio file storage area set in a ROM of the audio output device in the first control example. [Figure 109] FIG. 10 is a diagram showing an example of the configuration of a music data group in the first control example. [Figure 110] 10 is a flowchart showing main processing 8 executed by an MPU in the voice lamp control device in the first control example. [Figure 111] 10 is a flowchart showing an operation detection process executed by an MPU in the voice lamp control device in the first control example. [Figure 112] 10 is a flowchart showing a command determination process 8 executed by an MPU in the voice lamp control device in the first control example. [Figure 113] 10 is a flowchart showing the state command processing executed by the MPU in the voice lamp control device in the first control example. [Figure 114] 10 is a flowchart showing a hit-related process 8 executed by an MPU in the voice lamp control device in the first control example. [Figure 115] (a) is a flowchart showing the main processing executed by the MPU in the audio output device in the first control example, and (b) is a flowchart showing the command interrupt processing executed by the MPU in the audio output device in the first control example. [Figure 116] 10 is a flowchart showing a command determination process executed by an MPU in the audio output device in the first control example. [Figure 117] 10 is a flowchart showing an audio setting process executed by an MPU in the audio output device in the first control example. [Figure 118] A diagram showing the correspondence between the transition of the jackpot state and the transition of the sound mode in the second control example. [Figure 119] This figure shows an example of the correspondence between the transition of the jackpot state and the transition of the parts of the music when it is determined that the playback order is to be rearranged at rearrangement determination timing 1, which is set for the jackpot in the second control example. [Figure 120] This figure shows an example of the correspondence between the transition of the jackpot state and the transition of the music parts when it is determined that the playback order should be rearranged at rearrangement determination timing 2, which is set for the jackpot in the second control example. [Figure 121] This is a diagram showing a schematic diagram of the correspondence between the transition of the jackpot state and the transition of the music parts when it is determined that the start timing of the ending performance should be delayed in the jackpot in the second control example. [Figure 122] 10(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the second control example, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the second control example. [Figure 123] 10 is a diagram showing a schematic view of the contents of the rearrangement determination table set in the ROM of the voice lamp control device in the second control example. FIG. [Figure 124] A diagram showing a schematic diagram of the specified contents of the ending performance selection table set in the ROM of the voice lamp control device in the second control example. [Figure 125] FIG. 10 is a block diagram showing the electrical configuration of the audio output device in a second control example. [Figure 126] FIG. 10 is a block diagram showing the configuration of a RAM of the audio output device in the second control example. [Figure 127] 10 is a flowchart showing main processing 9 executed by an MPU in the voice lamp control device in the second control example. [Figure 128] 10 is a flowchart showing an operation detection process 9 executed by an MPU in the voice lamp control device in the second control example. [Figure 129] 10 is a flowchart showing the ending performance start determination process executed by the MPU in the audio lamp control device in the second control example. [Figure 130] 10 is a flowchart showing a hit-related process 9 executed by an MPU in the voice lamp control device in the second control example. [Figure 131] 10 is a flowchart showing the round number command processing executed by the MPU in the voice lamp control device in the second control example. [Figure 132] 10 is a flowchart showing a music selection period setting process executed by an MPU in the audio lamp control device in the second control example. [Figure 133] 10 is a flowchart showing interval command processing executed by an MPU in a voice lamp control device in a second control example. [Figure 134] 10 is a flowchart showing the ending command processing executed by the MPU in the voice lamp control device in the second control example. [Figure 135] 10 is a flowchart showing the music command processing executed by the MPU in the voice lamp control device in the second control example. [Figure 136] 10 is a flowchart showing a main process 9 executed by an MPU in the audio output device in the second control example. [Figure 137] 10 is a flowchart showing a command determination process 9 executed by an MPU in the audio output device in the second control example. [Figure 138] 10 is a flowchart showing a process related to a big win music piece executed by an MPU in the audio output device in the second control example. [Figure 139] 10 is a flowchart showing an audio setting process 9 executed by an MPU in the audio output device in the second control example. [Figure 140] 10(a) and 10(b) are diagrams showing an example of a music selection menu screen in a third control example. [Figure 141] 10A and 10B are diagrams showing an example of a display mode during the execution of a jackpot in which a pseudo-short round effect is set in the third control example. [Figure 142] 10(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the third control example, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the third control example. [Figure 143] A diagram showing a schematic diagram of the specified contents of the random music selection table set in the ROM of the voice lamp control device in the third control example. [Figure 144] 10 is a flowchart showing an operation detection process 10 executed by an MPU in a voice lamp control device in a third control example. [Figure 145] 10 is a flowchart showing the music determination process executed by the MPU in the voice lamp control device in the third control example. [Figure 146] 10 is a flowchart showing the hit-related processing 10 executed by the MPU in the voice lamp control device in the third control example. [Figure 147] 10 is a flowchart showing a pseudo small round lottery process executed by an MPU in a voice lamp control device in a third control example. [Figure 148] 10 is a flowchart showing the number of rounds command processing 10 executed by the MPU in the voice lamp control device in the third control example. [Figure 149] 10 is a flowchart showing interval command processing 10 executed by an MPU in a voice lamp control device in a third control example. [Figure 150] 10 is a flowchart showing the variable display setting process 10 executed by the MPU in the voice lamp control device in the third control example. [Figure 151] 10(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the fourth control example, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the fourth control example. [Figure 152] (a) is a diagram showing a schematic representation of the contents of the pseudo small round lottery table set in the ROM of the voice lamp control device in the fourth control example, and (b) is a diagram showing a schematic representation of the contents of the priority regulation table set in the ROM of the voice lamp control device in the fourth control example. [Figure 153] A diagram showing a schematic diagram of the specified contents of the chorus loop discrimination table set in the ROM of the audio lamp control device in the fourth control example. [Fig. 154] FIG. 13 is a block diagram showing the configuration of a RAM of the audio output device in the fourth control example. [Figure 155] 10 is a flowchart showing the main processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Figure 156] 10 is a flowchart showing an operation detection process 11 executed by an MPU in a voice lamp control device in a fourth control example. [Figure 157] 10 is a flowchart showing the music determination process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 158] A flowchart showing the chorus part loop processing executed by the MPU in the audio lamp control device in the fourth control example. [Figure 159] 10 is a flowchart showing the hit-related processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Figure 160] 10 is a flowchart showing a pseudo small-round lottery process 11 executed by an MPU in the voice and lamp control device in a fourth control example. [Figure 161]10 is a flowchart showing the round number command processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Figure 162] 10 is a flowchart showing a music selection period setting process 11 executed by an MPU in the audio lamp control device in a fourth control example. [Figure 163] 10 is a flowchart showing a history area setting process executed by an MPU in a voice lamp control device in a fourth control example. [Fig. 164] 10 is a flowchart showing interval command processing 11 executed by an MPU in a voice lamp control device in a fourth control example. [Figure 165] 10 is a flowchart showing the selected music setting process executed by the MPU in the voice lamp control device in the fourth control example. [Figure 166] 10 is a flowchart showing a main process 11 executed by an MPU in the audio output control device in a fourth control example. [Figure 167] 10 is a flowchart showing a command determination process 11 executed by an MPU in the audio output control device in a fourth control example. [Figure 168] 13 is a flowchart showing a temporary song selection command process executed by an MPU in the audio output control device in the fourth control example. [Figure 169] 13 is a flowchart showing a process during a temporary music selection period executed by an MPU in the audio output control device in the fourth control example. [Figure 170] A figure showing an example of the contents of the number of playbacks during performance storage area set in the RAM of the audio lamp control device in a modified example of the fourth control example. [Figure 171] 10 is a flowchart showing a history area setting process 12 executed by an MPU in the voice lamp control device in a modified example of the fourth control example. [Fig. 172] 10 is a flowchart showing the variable display setting process 12 executed by the MPU in the voice lamp control device in a modified example of the fourth control example. [Figure 173]FIG. 13 is a front view of the game board of a pachinko machine in the eighth embodiment. [Fig. 174] (a) is a diagram showing the case where a game ball reaches a gate guide valve from above when it is in a closed state in the eighth embodiment, (b) is a diagram showing the case where the gate guide valve is opened with a game ball retained on the top surface of the gate guide valve in the eighth embodiment, and (c) is a diagram showing the case where the gate guide valve is opened in the eighth embodiment and the retained game ball falls and then the gate guide valve is closed immediately after the gate guide valve is opened. [Figure 175] (a) is a diagram showing the state in which the game ball in the eighth embodiment is rolling on the inner wall of the three-hole crane, and (b) is a diagram showing the state in which the game ball enters the MAX operating winning hole and the non-electric device is opened in conjunction with the other operations. [Figure 176] (a) is a diagram showing an example of the display mode of the ending presentation when a jackpot ends with the special MAX operating winning port open in the eighth embodiment, and (b) is a diagram showing an example of the display mode (standby state presentation) during the jackpot waiting state when a jackpot is won during the MAX zone in the eighth embodiment. [Figure 177] (a) is a diagram showing an example of the display mode of the third pattern display device when the time-saving number of times ends during the MAX zone in the eighth embodiment, and (b) is a diagram showing an example of the display mode of the third pattern display device when the MAX zone ends due to a ball entering a special MAX activation winning hole in the MAX zone in the eighth embodiment. [Figure 178] FIG. 20 is a diagram showing a schematic representation of the content of the first winning type selection table set in the ROM of the main control device in the eighth embodiment. [Figure 179] FIG. 13 is a block diagram showing the configuration of a RAM of a voice and lamp control device in the eighth embodiment. [Figure 180] 13 is a flowchart showing a special symbol variation process 12 executed by an MPU in the main control device in the eighth embodiment. [Figure 181]13 is a flowchart showing a start-up process 12 executed by an MPU in a main control device in the eighth embodiment. [Figure 182] 13 is a flowchart showing main processing 12 executed by an MPU in the main control device in the eighth embodiment. [Figure 183] 13 is a flowchart showing the big win start process 12 executed by the MPU in the main control device in the eighth embodiment. [Figure 184] 13 is a flowchart showing the winning-related processing 12 executed by the MPU in the voice lamp control device in the eighth embodiment. [Figure 185] A flowchart showing the winning slot type command processing executed by the MPU in the voice lamp control device in the eighth embodiment. [Figure 186] FIG. 13 is a front view of the game board of a pachinko machine in the ninth embodiment. [Figure 187] FIG. 13 is an enlarged front view of a lottery device according to a ninth embodiment. [Figure 188] (a) is a diagram showing the case where multiple game balls enter the inside of the lottery device in the 9th embodiment with both the ball discharge door and the ball stopping section closed, and (b) is a diagram showing the case where the ball discharge door is open with the game balls that have entered the inside of the lottery device remaining stationary in the 9th embodiment. [Figure 189] 13(a) and 13(b) are top views of a distributing rotator according to the ninth embodiment. [Figure 190] FIG. 13 is a diagram showing a schematic diagram of the operation patterns of each part of the lottery device when a small win occurs in the lottery for the second special symbol in the ninth embodiment. [Figure 191] (a) is a diagram showing an example of the display mode of a special small win effect for low expectation in the ninth embodiment, and (b) is a diagram showing an example of the display mode of a special small win effect for high expectation in the ninth embodiment. [Figure 192](a) is a block diagram showing the configuration of the ROM of the main control device in the 9th embodiment, and (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device in the 9th embodiment. [Figure 193] (a) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the ninth embodiment, and (b) is a diagram showing a schematic representation of the contents of the small winning type selection table set in the ROM of the main control device in the ninth embodiment. [Figure 194] FIG. 13 is a block diagram showing the configuration of a RAM of a main control device in the ninth embodiment. [Figure 195] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 9th embodiment, and (b) is a diagram showing the specified contents of the expectation level selection table set in the ROM of the voice lamp control device in the 9th embodiment. [Figure 196] FIG. 13 is a block diagram showing the configuration of a RAM of a voice lamp control device in the ninth embodiment. [Figure 197] 13 is a flowchart showing a special symbol variation process 13 executed by an MPU in the main control device in the ninth embodiment. [Figure 198] 13 is a flowchart showing a special symbol variation start process 13 executed by an MPU in a main control device in the ninth embodiment. [Figure 199] 13 is a flowchart showing the small win start processing executed by the MPU in the main control device in the ninth embodiment. [Figure 200] 13 is a flowchart showing a start-up process 13 executed by an MPU in a main control device in the ninth embodiment. [Figure 201] 13 is a flowchart showing main processing 13 executed by an MPU in the main control device in the ninth embodiment. [Figure 202] 13 is a flowchart showing the big win control process 13 executed by the MPU in the main control device in the ninth embodiment. [Figure 203]13 is a flowchart showing the small win control process 13 executed by the MPU in the main control device in the ninth embodiment. [Figure 204] 13 is a flowchart showing a V-passing detection process executed by an MPU in a main control device in the ninth embodiment. [Figure 205] 13 is a flowchart showing the winning-related processing 13 executed by the MPU in the voice lamp control device in the ninth embodiment. [Figure 206] 13 is a flowchart showing an expectation suggestion setting process executed by an MPU in a voice lamp control device in the ninth embodiment. [Figure 207] A flowchart showing the V winning port command processing performed by the MPU in the voice lamp control device in the 9th embodiment. [Figure 208] 13 is a flowchart showing a V-passing detection process executed by an MPU in the main control device in a modified example of the ninth embodiment. [Figure 209] FIG. 22 is a front view of the game board of a pachinko machine in the tenth embodiment. [Figure 210] FIG. 23 is an enlarged front view of the periphery of the lottery device in the tenth embodiment. [Figure 211] (a) is an enlarged front view of the area around the guide flow path when both the upper and lower opening and closing doors in the 10th embodiment are closed, (b) is an enlarged front view of the area around the guide flow path when the upper and lower opening and closing doors in the 10th embodiment are open and the lower opening and closing door is closed, and (c) is an enlarged front view of the area around the guide flow path when both the upper and lower opening and closing doors in the 10th embodiment are open. [Figure 212] FIG. 23 is a top view of a distributing rotor in the tenth embodiment. [Figure 213] FIG. 22 is a diagram showing a schematic diagram of the operation pattern of each part in the lottery device during execution of a small win game in the tenth embodiment. [Figure 214] 13(a) to 13(d) are diagrams showing opening patterns set for the attacker for small win when a small win is achieved in the lottery for the first special symbol in the tenth embodiment. [Figure 215] 13(a) to 13(c) are diagrams showing opening patterns set for the attacker for small win when a small win is achieved in the lottery for the second special symbol in the tenth embodiment. [Figure 216] A figure showing an example of the display mode of the selection effect that is executed when a small win is achieved in the lottery for the first special pattern in the 10th embodiment. [Figure 217] (a) is a diagram showing the change over time in the display mode when a V Challenge small win is won in the 10th embodiment, and (b) is a diagram showing the change over time in the presentation mode when a normal small win is won in the 10th embodiment. [Figure 218] (a) is a diagram showing a schematic diagram of the contents of the first winning random number table set in the ROM of the main control device in the 10th embodiment, and (b) is a block diagram showing the configuration of the small winning type selection table set in the ROM of the main control device in the 10th embodiment. [Figure 219] This is a diagram showing the schematic contents of the special chart 1 small win table set in the ROM of the main control device in the 10th embodiment. [Figure 220] This is a diagram showing the specified contents of the special chart 2 small prize table set in the ROM of the main control device in the 10th embodiment. [Figure 221] FIG. 23 is an enlarged front view of the periphery of a guide flow path of a lottery device in a first modified example of the tenth embodiment. [Figure 222] A figure showing the special opening pattern that is set when a special small win of the second special pattern is won in the first modified example of the tenth embodiment. [Figure 223] 13(a) and 13(b) are top views showing a portion of the guide flow path of the lottery device in a second modified example of the tenth embodiment, the portion being on the right side of the ball discharge door. [Figure 224] 13(a) and 13(b) are diagrams showing an example of a display mode of an operation support effect in the eleventh embodiment. [Figure 225](a) is a figure showing an example of the display mode when a character image with a character mode with low expectation is displayed during the execution of an operation support effect in the 11th embodiment, and (b) is a figure showing an example of the display mode when a character image with a character mode with high expectation of development is displayed during the execution of an operation support effect in the 11th embodiment. [Figure 226] This is a diagram showing the effect period when an operation support effect is set for the fluctuation pattern of a super reach in the 11th embodiment. [Figure 227] 13(a) and 13(b) are diagrams showing an example of a display mode when the first action of the mini character preview performance in the 11th embodiment is executed. [Figure 228] (a) is a figure showing an example of the display mode when the second action of the mini character preview performance in the 11th embodiment is executed, and (b) is a figure showing an example of the display mode when the third action of the mini character preview performance in the 11th embodiment is executed. [Figure 229] A figure showing the change over time in the presentation style of the mini-character preview presentation in the 11th embodiment. [Figure 230] (a) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance is set for a long miss fluctuation pattern in the 11th embodiment, (b) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a low expectation mini character preview performance is set for a normal reach miss fluctuation pattern in the 11th embodiment, and (c) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a low expectation mini character preview performance is set for a win normal reach fluctuation pattern in the 11th embodiment. [Figure 231](a) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a medium expectation is set for a fluctuation pattern of a normal reach that has not been reached in the 11th embodiment; (b) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a medium expectation is set for a fluctuation pattern of a normal reach that has been reached in the 11th embodiment; (c) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a high expectation is set for a fluctuation pattern of a normal reach that has not been reached in the 11th embodiment; and (d) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a high expectation is set for a fluctuation pattern of a normal reach that has been reached in the 11th embodiment. [Figure 232] 11(a) and 11(b) are diagrams showing an example of a display mode when a small win is achieved by drawing a second special symbol during the time-saving state of a normal symbol in the 11th embodiment. [Figure 233] 11(a) is a block diagram showing the configuration of the ROM of the voice and lamp control device in the 11th embodiment, and FIG. 11(b) is a block diagram showing the configuration of the RAM of the voice and lamp control device in the 11th embodiment. [Figure 234] (a) is a block diagram showing the configuration of the character form selection table set in the ROM of the voice lamp control device in the 11th embodiment, (b) is a diagram showing the specified contents of the winning table (before development is completed) of the character form selection table in the 11th embodiment, and (c) is a diagram showing the specified contents of the winning table (after development is completed) of the character form selection table in the 11th embodiment. [Figure 235] (a) is a diagram showing a schematic representation of the contents of the table for outliers (before development is completed) in the character style selection table in the 11th embodiment, and (b) is a diagram showing a schematic representation of the contents of the table for outliers (after development is completed) in the character style selection table in the 11th embodiment. [Figure 236](a) is a block diagram showing the configuration of the mini character performance selection table set in the ROM of the voice lamp control device in the 11th embodiment, and (b) is a diagram showing the schematic contents of the V Challenge small win table of the mini character performance selection table in the 11th embodiment. [Figure 237] (a) is a diagram showing a schematic representation of the contents of the normal small win table of the mini character performance selection table in the 11th embodiment, and (b) is a diagram showing a schematic representation of the contents of the non-small win table of the mini character performance selection table in the 11th embodiment. [Figure 238] (a) is a block diagram showing the configuration of the small win effect selection table set in the ROM of the audio lamp control device in the 11th embodiment, (b) is a diagram showing the typical contents of the table for small wins H14 to J14 in the small win effect selection table in the 11th embodiment, and (c) is a diagram showing the typical contents of the table for small wins K14 to M14 in the small win effect selection table in the 11th embodiment. [Figure 239] 16 is a flowchart showing the small win start process 14 executed by the MPU in the main control device in the eleventh embodiment. [Figure 240] 16 is a flowchart showing the small win control process 14 executed by the MPU in the main control device in the eleventh embodiment. [Figure 241] 20 is a flowchart showing main processing 14 executed by an MPU in the voice lamp control device in the 11th embodiment. [Figure 242] 13 is a flowchart showing the performance update process 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 243] 13 is a flowchart showing the operation support performance processing executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 244] 13 is a flowchart showing the development determination process executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 245]23 is a flowchart showing a character mode setting process executed by an MPU in the voice and lamp control device in the eleventh embodiment. [Figure 246] A flowchart showing the mini character setting process executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 247] 13 is a flowchart showing various setting button input monitoring processing executed by an MPU in a voice lamp control device in the 11th embodiment. [Figure 248] 20 is a flowchart showing a limited period setting process executed by an MPU in the voice lamp control device in the 11th embodiment. [Figure 249] 16 is a flowchart showing the winning-related processing 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 250] 13 is a flowchart showing the small win type command processing executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 251] 13 is a flowchart showing operation content command processing executed by an MPU in a voice lamp control device in the 11th embodiment. [Figure 252] 13 is a flowchart showing the variable display setting process 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Figure 253] 16 is a flowchart showing the cheering performance setting process executed by the MPU in the audio and lamp control device in the 11th embodiment. [Figure 254] 20 is a flowchart showing an action timing determination process executed by an MPU in a voice lamp control device in the 11th embodiment. [Figure 255] 23 is a flowchart showing a command determination process 14 executed by an MPU in a display control device according to an eleventh embodiment. [Figure 256] 23 is a flowchart showing an action command process executed by an MPU in a display control device according to an eleventh embodiment. [Figure 257]FIG. 23 is a top view of a guide flow path of a lottery device according to a twelfth embodiment. [Figure 258] 13(a) and 13(b) are diagrams showing an example of a display mode during execution of an operation support effect in the twelfth embodiment. [Figure 259] 13(a) and 13(b) are diagrams showing an example of a display mode when the volume setting item is selected during execution of the operation support effect in the twelfth embodiment. [Figure 260] FIG. 23 is a diagram showing a schematic diagram of the operation pattern of each part in the lottery device during execution of a small win game in the twelfth embodiment. [Figure 261] 12(a) is a block diagram showing the configuration of the ROM of the voice and lamp control device in the 12th embodiment, and FIG. 12(b) is a block diagram showing the configuration of the RAM of the voice and lamp control device in the 12th embodiment. [Figure 262] (a) is a diagram showing a schematic representation of the contents of the button type selection table set in the ROM of the voice lamp control device in the 12th embodiment, (b) is a diagram showing a schematic representation of the contents of the winning (non-operation) table of the button type selection table in the 12th embodiment, and (c) is a diagram showing a schematic representation of the contents of the winning (operation) table of the button type selection table in the 12th embodiment. [Figure 263] (a) is a diagram showing a schematic representation of the contents of the table for missed (non-operated) buttons in the button mode selection table in the 12th embodiment, and (b) is a diagram showing a schematic representation of the contents of the table for missed (operated) buttons in the button mode selection table in the 12th embodiment. [Figure 264] 20 is a flowchart showing various setting button input monitoring processing 15 executed by an MPU in the voice lamp control device in the twelfth embodiment. [Figure 265] 20 is a flowchart showing various setting button input monitoring processing 15 executed by an MPU in the voice lamp control device in the twelfth embodiment. [Figure 266] 20 is a flowchart showing the processing executed by the MPU in the voice lamp control device in the 12th embodiment when the up or down button is pressed. [Figure 267] 20 is a flowchart showing the processing executed by the MPU in the voice lamp control device in the 12th embodiment when the left or right button is pressed. [Figure 268] FIG. 23 is a diagram showing an example of a display mode during light intensity setting in the twelfth embodiment. [Figure 269] FIG. 22 is a front view of the game board of a pachinko machine in the thirteenth embodiment. [Figure 270] A partially enlarged view of the vicinity of the small prize winning device in the thirteenth embodiment. [Fig. 271] A diagram showing the ball flow within the small prize winning device in the 13th embodiment. [Fig. 272] A diagram showing the flow of balls into the flow path for the accessory route in the 13th embodiment. [Fig. 273] FIG. 23 is a diagram showing the flow of balls into a straight V-shaped flow path in the thirteenth embodiment. [Fig. 274] 13A is a cross-sectional view showing the configuration of a rotating body in an operating state in the 13th embodiment, and FIG. 13B is a cross-sectional view showing the configuration of a rotating body in an initial state in the 13th embodiment. [Figure 275] (a) is a front view showing a schematic configuration of the accessory device in the 13th embodiment, and (b) is a plan view showing a schematic configuration of the accessory device in the 13th embodiment. [Figure 276] (a) is a plan view showing a schematic diagram of the ball flow within the device in the 13th embodiment when the ball enters the V position, and (b) is a plan view showing a schematic diagram of the ball flow within the device in the 13th embodiment when the ball enters the out position. [Figure 277] FIG. 22 is a partially enlarged view of the vicinity of the gate-type electric accessory in the thirteenth embodiment. [Fig. 278] This is a timing chart showing the operation of small win opening pattern A in the thirteenth embodiment. [Figure 279] This is a timing chart showing the operation of small win opening pattern B in the thirteenth embodiment. [Figure 280]FIG. 22 is a diagram showing the game flow of a pachinko machine in the thirteenth embodiment. [Figure 281] (a) is a diagram showing the period from winning small prize A to playing small prize in the 13th embodiment, and (b) is a diagram showing the period from winning small prize B to playing small prize in the 13th embodiment. [Figure 282] (a) is a diagram showing a schematic diagram of the display screen when a small win is won in the 13th embodiment, and (b) is a diagram showing a schematic diagram of the display screen when a small win game starts in the 13th embodiment. [Figure 283] (a) is a diagram showing a schematic diagram of the display screen when a V is won during a small win game in the 13th embodiment, and (b) is a diagram showing a schematic diagram of the display screen of the device challenge effect executed during a small win game in the 13th embodiment. [Fig. 284] (a) is a diagram showing a schematic diagram of the display screen during the reel challenge performance in the 13th embodiment, and (b) is a diagram showing a schematic diagram of the success screen of the reel challenge performance in the 13th embodiment. [Figure 285] (a) is a diagram showing a schematic diagram of the failure screen of the role challenge performance in the 13th embodiment, and (b) is a diagram showing a schematic diagram of the display screen that is displayed when the power is turned on in an error state in the 13th embodiment. [Figure 286] (a) is a block diagram showing the configuration of the ROM of the main control device in the 13th embodiment, and (b) is a diagram showing the specified contents of the first winning random number 14 table set in the ROM of the main control device in the 13th embodiment. [Figure 287] (a) is a diagram showing a schematic representation of the contents of the first winning type selection 14 table set in the ROM of the main control device in the 13th embodiment, and (b) is a diagram showing a schematic representation of the contents of the small winning type selection 14 table set in the ROM of the main control device in the 13th embodiment. [Figure 288] This is a diagram showing the specified contents of the small win scenario table set in the ROM of the main control device in the thirteenth embodiment. [Figure 289] (a) is a block diagram showing the configuration of the variation pattern selection 14 table set in the ROM of the main control device in the 13th embodiment, (b) is a diagram showing the specified contents of the normal variation pattern 14 table set in the ROM of the main control device in the 13th embodiment, and (c) is a diagram showing the specified contents of the time-saving variation pattern 14 table set in the ROM of the main control device in the 13th embodiment. [Figure 290] FIG. 23 is a block diagram showing the configuration of a RAM of a main control device in the thirteenth embodiment. [Figure 291] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 13th embodiment, and (b) is a diagram showing the specified contents of the display comment selection table set in the ROM of the voice lamp control device in the 13th embodiment. [Figure 292] FIG. 22 is a block diagram showing the configuration of a RAM of a voice lamp control device in the thirteenth embodiment. [Figure 293] 23 is a flowchart showing a special symbol variation process 15 executed by an MPU in the main control device in the thirteenth embodiment. [Fig. 294] 13 is a flowchart showing the small win start process 15 executed by the MPU in the main control device in the thirteenth embodiment. [Figure 295] 23 is a flowchart showing a start-up process 15 executed by an MPU in the main control device in the thirteenth embodiment. [Figure 296] 13 is a flowchart showing the return process during a small win executed by the MPU in the main control device in the thirteenth embodiment. [Figure 297] 13 is a flowchart showing the small win control process 15 executed by the MPU in the main control device in the thirteenth embodiment. [Figure 298] 23 is a flowchart showing a V-passing detection process 15 executed by an MPU in the main control device in the thirteenth embodiment. [Figure 299]13 is a flowchart showing the game status setting process executed by the MPU in the main control device in the thirteenth embodiment. [Figure 300] 22 is a flowchart showing the game status determination process executed by the MPU in the main control device in the thirteenth embodiment. [Figure 301] This is a flowchart showing the small win monitoring process executed by the MPU in the main control device in the thirteenth embodiment. [Figure 302] 13 is a flowchart showing the performance update process 15 executed by the MPU in the voice lamp control device in the 13th embodiment. [Figure 303] 20 is a flowchart showing the winning-related processing 15 executed by the MPU in the voice lamp control device in the 13th embodiment. [Figure 304] 13 is a flowchart showing the small win command processing executed by the MPU in the voice lamp control device in the 13th embodiment. [Figure 305] (a) is a front view showing a schematic configuration of the accessory device in the 14th embodiment, and (b) is a plan view showing a schematic configuration of the accessory device in the 14th embodiment. [Figure 306] (a) is a plan view showing the ball flow in the device in the 14th embodiment when the ball enters the V position, and (b) is a plan view showing the ball flow in the device in the 14th embodiment when the ball enters the out position. [Figure 307] This is a timing chart showing the operation of small win opening pattern A in the fourteenth embodiment. [Figure 308] (a) is a diagram showing a schematic diagram of the display screen during the reel challenge performance in the 14th embodiment, and (b) is a diagram showing a schematic diagram of the screen displayed when the reel challenge performance in the 14th embodiment has elapsed a predetermined period of time. [Figure 309](a) is a front view showing a schematic configuration of the prop device in the first modified example of the 14th embodiment, and (b) is a plan view showing a schematic configuration of the prop device in the first modified example of the 14th embodiment. [Figure 310] (a) is a plan view showing a schematic diagram of the ball flow within the device in the first variant of the 14th embodiment when the ball enters the V position, and (b) is a plan view showing a schematic diagram of the ball flow within the device in the first variant of the 14th embodiment when the ball enters the out position. [Figure 311] 23 is a timing chart showing the operation of the small win opening pattern C in the first modified example of the fourteenth embodiment. [Figure 312] 14(a) is an enlarged view schematically showing the configuration of a delay device in a second modified example of the fourteenth embodiment, and FIG. 14(b) is a plan view of the delay device in the second modified example of the fourteenth embodiment. [Figure 313] 23 is a timing chart showing the operation of the small win opening pattern D in the second modified example of the fourteenth embodiment. [Figure 314] FIG. 20 is a front view of the game board of a pachinko machine in the 15th embodiment. [Figure 315] FIG. 22 is a partially enlarged view of the lower right area of the pachinko machine according to the fifteenth embodiment. [Figure 316] A figure showing what happens when a ball enters each operating port in the 15th embodiment. [Figure 317] A timing chart showing the correspondence between the operation of the gate-type electric device during time reduction in the 15th embodiment and the switching operation of the switching valve. [Figure 318] FIG. 20 is a diagram showing the game flow of a pachinko machine in the fifteenth embodiment. [Figure 319] 15 is a timing chart showing the operation of various devices during a small win game in the 15th embodiment. [Figure 320] (a) is a diagram showing an example of a display screen during time-saving A state in the 15th embodiment, and (b) is a diagram showing an example of a special 2 jackpot ending screen during time-saving A state in the 15th embodiment. [Figure 321] 15A is a diagram showing an example of a display screen during a reel rush in the 15th embodiment, and FIG. 15B is a diagram showing an example of a reel rush end screen in the 15th embodiment. [Figure 322] (a) is a diagram showing an example of a jackpot screen during a reel rush in the 15th embodiment, and (b) is a diagram showing an example of a jackpot screen during a reel rush in the 15th embodiment. [Figure 323] FIG. 23 is a diagram showing an example of an error screen in the fifteenth embodiment. [Figure 324] (a) is a schematic diagram showing a part of the contents of the ROM of the main control device in the 15th embodiment, and (b) is a schematic diagram showing the first winning random number 16 table in the 15th embodiment. [Figure 325] (a) is a schematic diagram showing the first winning type selection 16 table in the 15th embodiment, and (b) is a schematic diagram showing the small winning type selection 16 table in the 15th embodiment. [Figure 326] This is a schematic diagram showing a small win scenario table in the 15th embodiment. [Figure 327] FIG. 22 is a schematic diagram showing part of the contents of the RAM of the main control device in the fifteenth embodiment. [Figure 328] (a) is a schematic diagram showing a part of the contents of the ROM of the voice lamp control device in the 15th embodiment, and (b) is a schematic diagram showing a title selection table in the 15th embodiment. [Figure 329] A schematic diagram showing a portion of the contents of the RAM of the voice lamp control device in the 15th embodiment. [Figure 330] 15 is a flowchart showing the normal symbol variation processing 16 executed by the MPU in the main control device in the 15th embodiment. [Figure 331] 15 is a flowchart showing the return process 16 during a small win executed by the MPU in the main control device in the fifteenth embodiment. [Figure 332] 20 is a flowchart showing main processing 16 executed by an MPU in the main control device in the fifteenth embodiment. [Figure 333] 15 is a flowchart showing the small win control process 16 executed by the MPU in the main control device in the fifteenth embodiment. [Figure 334] 15 is a flowchart showing the small win end timing process 16 executed by the MPU in the main control device in the fifteenth embodiment. [Figure 335] 20 is a flowchart showing a V-passing detection process 16 executed by an MPU in the main control device in the fifteenth embodiment. [Figure 336] 20 is a flowchart showing the power-off process executed by the MPU in the main control device in the fifteenth embodiment. [Figure 337] 20 is a flowchart showing a command determination process 16 executed by an MPU in a voice lamp control device in the 15th embodiment. [Figure 338] 20 is a flowchart showing a state command process 16 executed by an MPU in a voice lamp control device in the 15th embodiment. [Figure 339] 20 is a flowchart showing the winning-related processing 16 executed by the MPU in the voice lamp control device in the 15th embodiment. [Figure 340] 15 is a flowchart showing the variable display setting process 16 executed by the MPU in the voice lamp control device in the 15th embodiment. [Figure 341] A flowchart showing the final variable performance setting process executed by the MPU in the voice lamp control device in the 15th embodiment. [Figure 342] (a) is a diagram showing an example of a jackpot screen during a normal rush in variant 1 of the 15th embodiment, and (b) is a diagram showing an example of a screen during a revival chance in variant 1 of the 15th embodiment. [Figure 343] FIG. 23 is a diagram showing a game flow of a pachinko machine in a first modified example of the fifteenth embodiment. [Figure 344] (a) is a schematic diagram showing a part of the contents of the ROM of the main control device in variant 1 of the 15th embodiment, and (b) is a schematic diagram showing the first winning type selection table in variant 1 of the 15th embodiment. [Figure 345] 15A is an enlarged front view of a rolling device according to a second modification of the fifteenth embodiment, and FIG. 15B is an enlarged plan view of the rolling device according to the second modification of the fifteenth embodiment. [Figure 346] FIG. 22 is a front view of the game board of a pachinko machine in variant example 3 of the fifteenth embodiment. [Figure 347] 16 is a timing chart showing the operation of various devices during a small win game in variant example 3 of the fifteenth embodiment. [Figure 348] A figure showing an example of a special 2 small win screen during a normal rush in variant example 3 of the 15th embodiment. [Figure 349] (a) is a diagram showing an example of a normal small win game start screen in the 16th embodiment, and (b) is a diagram showing an example of a display screen for the first normal small win game opening in the 16th embodiment. [Figure 350] (a) is a diagram showing an example of the start screen for the second small win game opening during normal play in the 16th embodiment, and (b) is a diagram showing an example of the start screen for the second small win game opening during normal play in the 16th embodiment. [Figure 351] (a) is a diagram showing an example of a ball storage completion screen during a small win game in the 16th embodiment, and (b) is a diagram showing an example of a waiting screen until the stored balls are discharged in the 16th embodiment. [Figure 352] 16 is a flowchart showing the performance update process 17 executed by the MPU in the voice lamp control device in the 16th embodiment. [Figure 353] 20 is a flowchart showing the winning-related processing 17 executed by the MPU in the voice lamp control device in the 16th embodiment. [Figure 354] 16 is a flowchart showing the status command processing executed by the MPU in the voice lamp control device in the 16th embodiment. [Figure 355] FIG. 22 is a front view of the game board of a pachinko machine in a structural modification of the 15th embodiment. [Figure 356] FIG. 23 is a partially enlarged view of the lower right region of a pachinko machine in a structural modification of the fifteenth embodiment. [Figure 357] A timing chart showing the correspondence between the operation of the gate-type electric device during time saving in a structural modification of the 15th embodiment and the switching operation of the switching valve. [Figure 358] 15(a) and 15(b) are diagrams showing a presentation display screen in a presentation modification of the fifteenth embodiment. [Figure 359] 23(a) and 23(b) are diagrams showing a display screen when power is turned on in a control modification of the fifteenth embodiment. [Figure 360] (a) is a diagram showing the configuration of the RAM of the MPU in the main control device in the control variant of the 15th embodiment, and (b) is a diagram showing the configuration of the power recovery situation selection table of the RAM of the MPU in the main control device in the control variant of the 15th embodiment. [Figure 361] FIG. 23 is a diagram showing the configuration of a RAM included in an MPU in a main control device in a control modification of the fifteenth embodiment. [Figure 362] 23 is a flowchart showing a power-off process A executed by an MPU in a main control device in a control modification of the fifteenth embodiment. [Figure 363] This is a flowchart showing the return process A during a small win executed by the MPU in the main control device in a control variant of the fifteenth embodiment. [Figure 364] FIG. 20 is a front view of the game board of a pachinko machine in the seventeenth embodiment. [Figure 365] 17(a) and 17(b) are diagrams showing the state of the second general winning opening before and after the ball enters the first general winning opening in the seventeenth embodiment. [Figure 366] 17(a) and 17(b) are diagrams showing the state of the third general winning opening before and after the ball enters the second general winning opening in the seventeenth embodiment. [Figure 367](a) is a diagram showing an example of the display mode during the opening period of a winning normal right-hand pattern in the 17th embodiment, and (b) is a diagram showing an example of the display mode when the 4th special entrance is opened during the bonus state in the 17th embodiment. [Figure 368] (a) is a diagram showing an example of the display mode when a ball enters the fourth special ball entry port (initial entry) during the execution of the door breakthrough chance performance in the 17th embodiment, and (b) is a diagram showing an example of the display mode when a jackpot is achieved in a special pattern lottery during the execution of the door breakthrough chance performance in the 17th embodiment. [Figure 369] This is a timing chart showing an example of the change over time in the opening and closing operation of each part when a normal electric part in the 17th embodiment opens and closes in opening pattern A. [Figure 370] This is a timing chart showing an example of the change over time in the opening and closing operation of each part when a normal electric part in the 17th embodiment opens and closes in opening pattern B. [Figure 371] (a) is a diagram showing the change over time in the presentation mode in the 17th embodiment when both of the special pattern draws performed after the fourth feature is released result in a miss, and (a) is a diagram showing the change over time in the presentation mode in the 17th embodiment when the second of the two special pattern draws performed after the fourth feature is released results in a jackpot. [Figure 372] (a) is a block diagram showing the configuration of the ROM of the main control device in the 17th embodiment, (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device in the 17th embodiment, and (c) is a diagram showing the specified contents of the first winning type selection table set in the ROM of the main control device in the 17th embodiment. [Figure 373](a) is a diagram showing a schematic representation of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 17th embodiment, (b) is a diagram showing a schematic representation of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the 17th embodiment, and (c) is a diagram showing a schematic representation of the prescribed contents of the second winning type selection table set in the ROM of the main control device in the 17th embodiment. [Figure 374] FIG. 22 is a block diagram showing the configuration of a RAM of a main control device in the seventeenth embodiment. [Figure 375] A diagram showing the flow of play in a pachinko machine in the 17th embodiment. [Figure 376] FIG. 22 is a block diagram showing the configuration of a RAM of a voice lamp control device in the 17th embodiment. [Figure 377] 23 is a flowchart showing the special symbol variation process 20 executed by the MPU in the main control device in the seventeenth embodiment. [Figure 378] A flowchart showing the start-up winning processing 20 executed by the MPU in the main control device in the 17th embodiment. [Figure 379] 17 is a flowchart showing the normal pattern change processing 20 executed by the MPU in the main control device in the 17th embodiment. [Figure 380] 20 is a flowchart showing the main processing 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 381] 17 is a flowchart showing the performance update process 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 382] 20 is a flowchart showing a command determination process 20 executed by an MPU in a voice lamp control device in the 17th embodiment. [Figure 383] A flowchart showing the normal change pattern command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 384]A flowchart showing the reel operation command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 385] 20 is a flowchart showing the winning-related processing 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 386] A flowchart showing the normal stop command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 387] 17 is a flowchart showing the variable display setting process 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 388] 17 is a flowchart showing the door breakthrough performance setting process executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 389] FIG. 20 is a front view of the game board of a pachinko machine in the 18th embodiment. [Figure 390] An enlarged front view of the ball swinging device in the 18th embodiment. [Figure 391] 20(a) and 20(b) are front views of the distribution mechanism of the second ball inlet in the 18th embodiment. [Figure 392] This figure shows an example of the change over time in the operation of each part from the time when a normal pattern is hit until the start of a jackpot in the 18th embodiment. [Figure 393] (a) is a diagram showing the prescribed contents of the first winning random number table set in the ROM of the main control device in the 18th embodiment, (b) is a diagram showing the prescribed contents of the first winning type selection table set in the ROM of the main control device in the 18th embodiment, and (c) is a diagram showing the prescribed contents of the second winning random number table set in the ROM of the main control device in the 18th embodiment. [Figure 394] A diagram showing the flow of play in a pachinko machine in the 18th embodiment. [Figure 395] 23 is a flowchart showing a special symbol variation process 21 executed by an MPU in the main control device in the eighteenth embodiment. [Figure 396] 22 is a flowchart showing main processing 21 executed by an MPU in the main control device in the eighteenth embodiment. [Figure 397] 20 is a flowchart showing the small win control process 21 executed by the MPU in the main control device in the 18th embodiment. [Figure 398] 22 is a flowchart showing V-passing detection processing 21 executed by an MPU in the main control device in the eighteenth embodiment. [Figure 399] FIG. 23 is a front view of a game board of a pachinko machine in a modified example of the 18th embodiment. [Figure 400] A diagram showing the flow of play in the time-saving state of a pachinko machine in a modified example of the 18th embodiment. [Figure 401] A figure showing an example of the display mode when a normal power winning is detected during the time-saving state in a modified example of the 18th embodiment. [Figure 402] FIG. 20 is a front view of the game board of a pachinko machine in the 19th embodiment. [Figure 403] FIG. 23 is an enlarged front view of a distribution mechanism in the nineteenth embodiment. [Figure 404] (a) is a diagram showing the prescribed contents of the first winning random number table set in the ROM of the main control device in the 19th embodiment, (b) is a diagram showing the prescribed contents of the first winning type selection table set in the ROM of the main control device in the 19th embodiment, and (c) is a diagram showing the prescribed contents of the second winning random number table set in the ROM of the main control device in the 19th embodiment. [Figure 405] A diagram showing the flow of play in a pachinko machine in the 19th embodiment. [Figure 406] 23 is a flowchart showing a special symbol variation process 22 executed by an MPU in the main control device in the 19th embodiment. [Figure 407] A flowchart showing the start winning processing 22 executed by the MPU in the main control device in the 19th embodiment. [Figure 408]19 is a flowchart showing the normal pattern change processing 22 executed by the MPU in the main control device in the 19th embodiment. [Figure 409] 23 is a flowchart showing main processing 22 executed by an MPU in the main control device in the nineteenth embodiment. [Figure 410] 20 is a flowchart showing the big win control process 22 executed by the MPU in the main control device in the 19th embodiment. [Figure 411] 20 is a flowchart showing the small win control process 22 executed by the MPU in the main control device in the 19th embodiment. [Figure 412] A front view of the game board of a pachinko machine in the 20th embodiment. [Figure 413] A figure showing an example of the change over time in the state of a normal electric device and a special pattern in the 20th embodiment. [Figure 414] A diagram showing the flow of play in a pachinko machine in the 20th embodiment. [Figure 415] FIG. 21 is a front view of the game board of a pachinko machine according to the 21st embodiment. [Figure 416] An enlarged front view of the ball swinging device in the 21st embodiment. [Figure 417] A diagram showing the game flow of a pachinko machine in the 21st embodiment. [Figure 418] (a) is a diagram showing an example of the display mode when a special state is set in the 21st embodiment, and (b) is a diagram showing an example of the display mode when a jackpot is won in the first special drawing in the 21st embodiment. [Fig. 419] (a) is a diagram showing an example of the display mode when the jackpot waiting state is reached in the 21st embodiment, and (b) is a diagram showing an example of the display mode when there is a ball remaining in the crane at the end of the chance time in the 21st embodiment. [Figure 420](a) is a diagram showing an example of the display mode when a V is won and a jackpot game begins in the 21st embodiment, and (b) is a diagram showing an example of the display mode when the first special drawing is missed and a jackpot is won in the 21st embodiment. [Figure 421] (a) is a diagram showing a schematic representation of the contents of the first winning random number table set in the ROM of the main control device in the 21st embodiment, (b) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the 21st embodiment, and (c) is a diagram showing a schematic representation of the contents of the regular winning action selection table set in the ROM of the main control device in the 21st embodiment. [Figure 422] (a) is a diagram showing a schematic diagram of the specified contents of the variation pattern selection table set in the ROM of the main control device in the 21st embodiment, and (b) is a block diagram showing the configuration of the RAM of the main control device in the 21st embodiment. [Figure 423] A block diagram showing the configuration of the RAM of the voice lamp control device in the 21st embodiment. [Figure 424] 21 is a flowchart showing a timer interrupt process 30 executed by an MPU in a main control device in the 21st embodiment. [Figure 425] 23 is a flowchart showing the special symbol variation process 30 executed by the MPU in the main control device in the 21st embodiment. [Figure 426] A flowchart showing the fall gate passing processing executed by the MPU in the main control device in the 21st embodiment. [Figure 427] A flowchart showing the start winning processing 30 executed by the MPU in the main control device in the 21st embodiment. [Figure 428] 21 is a flowchart showing main processing 30 executed by an MPU in the main control device in the twenty-first embodiment. [Figure 429] 21 is a flowchart showing the big win control process 30 executed by the MPU in the main control device in the 21st embodiment. [Fig. 430] A flowchart showing the goal scoring situation determination process executed by the MPU in the main control device in the 21st embodiment. [Figure 431] 21 is a flowchart showing the performance update process 30 executed by the MPU in the voice lamp control device in the 21st embodiment. [Figure 432] 23 is a flowchart showing a command determination process 30 executed by an MPU in a voice lamp control device in the 21st embodiment. [Figure 433] 21 is a flowchart showing the status command related processing executed by the MPU in the voice lamp control device in the 21st embodiment. [Fig. 434] 21 is a flowchart showing the variable display setting process 30 executed by the MPU in the voice lamp control device in the 21st embodiment. [Figure 435] A flowchart showing the selective variable performance setting process executed by the MPU in the voice lamp control device in the 21st embodiment. [Figure 436] FIG. 22 is a front view of the game board of a pachinko machine according to the 22nd embodiment. [Figure 437] An enlarged front view of the ball swinging device in the 22nd embodiment. [Fig. 438] A diagram showing the main game flow of a pachinko machine in the 22nd embodiment. [Figure 439] (a) is a diagram showing an example of the display mode when a normal winning jackpot is won in the 22nd embodiment, and (b) is a diagram showing an example of the display mode during loop mode in the 22nd embodiment. [Fig. 440] (a) is a diagram showing an example of the display mode when the loop mode is about to end in the 22nd embodiment, and (b) is a diagram showing an example of the display mode when the jackpot A is won during the loop mode in the 22nd embodiment. [Figure 441] A figure showing an example of the display mode during jackpot B in loop mode in the 22nd embodiment. [Figure 442]A block diagram showing the configuration of the ROM of the main control device in the 22nd embodiment. [Figure 443] (a) is a diagram showing a schematic representation of the contents of the first winning random number table set in the ROM of the main control device in the 22nd embodiment, and (b) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the 22nd embodiment. [Figure 444] (a) is a diagram showing a schematic representation of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 22nd embodiment, (b) is a diagram showing a schematic representation of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the 22nd embodiment, and (c) is a diagram showing a schematic representation of the prescribed contents of the second winning type selection table set in the ROM of the main control device in the 22nd embodiment. [Figure 445] A diagram showing a schematic diagram of the specified contents of the normal variation pattern selection table set in the ROM of the main control device in the 22nd embodiment. [Figure 446] (a) is a diagram showing a schematic representation of the contents of the small win type selection table set in the ROM of the main control device in the 22nd embodiment, and (b) is a diagram showing a schematic representation of the contents of the small win operation scenario table set in the ROM of the main control device in the 22nd embodiment. [Figure 447] A diagram showing a schematic diagram of the specified contents of the normal power operation scenario table set in the ROM of the main control device in the 22nd embodiment. [Figure 448] A block diagram showing the configuration of a RAM of a voice lamp control device in the 22nd embodiment. [Figure 449] 22 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in the 22nd embodiment. [Figure 450] 22 is a flowchart showing a command determination process 31 executed by an MPU in a voice lamp control device in the 22nd embodiment. [Figure 451]A flowchart showing the map-related processing executed by the MPU in the voice lamp control device in the 22nd embodiment. [Figure 452] 22 is a flowchart showing the state command related processing 31 executed by the MPU in the voice lamp control device in the 22nd embodiment. [Figure 453] 22 is a flowchart showing the winning-related processing 31 executed by the MPU in the voice lamp control device in the 22nd embodiment. [Figure 454] 22 is a flowchart showing the variable display setting process 31 executed by the MPU in the voice lamp control device in the 22nd embodiment. [Figure 455] 22 is a flowchart showing the loop state determination process executed by the MPU in the voice lamp control device in the 22nd embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0022] First Embodiment A first embodiment of the present invention will be described below with reference to the accompanying drawings. Fig. 1 is a front view of a pachinko machine 10 in the first embodiment, Fig. 2 is a front view of a game board 13 of the pachinko machine 10, and Fig. 3 is a rear view of the pachinko machine 10.
[0023] As shown in Figure 1, pachinko machine 10 comprises outer frame 11, an outer shell formed by wooden frames assembled in a substantially rectangular shape, and inner frame 12, which is formed in substantially the same external shape as outer frame 11 and is supported so as to be able to open and close relative to outer frame 11. Metal hinges 18 are attached to outer frame 11 at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support inner frame 12, and inner frame 12 is supported so as to be able to open and close towards the front, with the side where hinges 18 are provided serving as the axis for opening and closing.
[0024] A game board 13 (see FIG. 2) having numerous nails and ball entrances 64, 640, 67, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by game balls flowing down the front of the game board 13. Attached to the inner frame 12 are a ball launching unit 112a (see FIG. 8) that launches game balls toward the front area of the game board 13, and a launching rail (not shown) that guides the game balls launched from the ball launching unit 112a to the front area of the game board 13.
[0025] On the front side of the inner frame 12, there is a front frame 14 that covers the upper front side, and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), and the front frame 14 and the lower tray unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are installed serving as the opening and closing axis. The locks on the inner frame 12 and the front frame 14 can be unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.
[0026] The front frame 14 is fitted with decorative resin parts, electrical parts, etc., and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the back side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0027] In the front frame 14, an upper tray 17 for storing game balls is formed in a roughly box-like shape with an open top and protruding forward, and prize balls, loan balls, etc. are discharged onto this upper tray 17. The bottom of the upper tray 17 is formed to slope downward to the right when viewed from the front (see FIG. 1), and this slope guides game balls dropped into the upper tray 17 to the ball launching unit 112a. In addition, a frame button 22 is provided on the top surface of the upper tray 17. This frame button 22 is operated by the player, for example, when changing the effects or background displayed on the third symbol display device 81 described below.
[0028] The front frame 14 is provided with various light-emitting devices such as lamps around its periphery (e.g., corners). These light-emitting devices change their light-emitting modes by lighting or blinking in response to changes in the game state, such as when a jackpot is hit or a predetermined reach is reached, thereby enhancing the presentation effects during play. The periphery of the window 14c is provided with illumination units 29-33 incorporating light-emitting devices such as LEDs. In the pachinko machine 10, these illumination units 29-33 function as presentation lamps, such as jackpot lamps. When a jackpot is hit or a reach presentation is being performed, the built-in LEDs cause each illumination unit 29-33 to light up or blink, thereby indicating that a jackpot is being achieved or that the player is in a reach phase just before a jackpot. In addition, the upper left corner of the front frame 14, as viewed from the front (see Figure 1), is provided with an indicator lamp 34 incorporating light-emitting devices such as LEDs, which can indicate when prize balls are being paid out and when an error has occurred.
[0029] Additionally, a small window 35 is formed by attaching transparent resin to the underside of the right-side illumination unit 32 from the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see Figure 2) on the front of the game board 13 can be seen from the front of the pachinko machine 10. Additionally, in the pachinko machine 10, a plated member 36 made of chrome-plated ABS resin is attached to the area around the illumination units 29 to 33 to create a more dazzling appearance.
[0030] A ball dispensing operation unit 40 is disposed below the window 14c. The ball dispensing operation unit 40 includes a number display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10, game balls are dispensed in accordance with the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and an internal LED lights up to display the remaining balance numerically as the remaining balance information. The ball dispensing button 42 is operated to obtain dispensed balls based on information recorded on a card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated to request the return of a card, etc. inserted into the card unit. In addition, in pachinko machines where game balls are directly dispensed from a ball dispensing device to the upper tray 17 without going through a card unit, so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation area of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to standardize pachinko machines that use card units and cash machines.
[0031] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing game balls that could not be stored in the upper tray 17. On the right side of the lower tray 50, an operating handle 51 is arranged, which is operated by the player to shoot game balls into the front of the game board 13. Inside the operating handle 51, there are built-in touch sensors 51a for permitting the operation of the ball launching unit 112a, push-button type shooting stop switches 51b for stopping the launch of game balls while the switch is pressed, and a variable resistor (not shown) for detecting the amount of rotation of the operating handle 51 by changes in electrical resistance. When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, and the gaming ball is launched with a strength corresponding to the resistance value of the variable resistor, which changes in accordance with the amount of rotation of the operating handle 51, thereby shooting the gaming ball into the front of the gaming board 13 at a distance corresponding to the player's operation. Furthermore, when the operating handle 51 is not being operated by the player, the touch sensor 51a and the shooting stop switch 51b are off.
[0032] Although the present embodiment employs the above-described configuration, the present invention is not limited to this configuration, and the main control device 110 or another control device may be configured to detect game balls launched by the ball launching unit 112a, or to detect that the solenoid of the ball launching unit 112a has launched a game ball. Also, the number of detected game balls may be counted and stored until processing such as RAM clearing is performed.
[0033] A ball removal lever 52 is provided on the lower front portion of the lower tray 50 to be operated when ejecting gaming balls stored in the lower tray 50 downward. This ball removal lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and gaming balls fall naturally from the bottom opening and are ejected. This ball removal lever 52 is usually operated with a box (commonly called a "dollar box") placed below the lower tray 50 to receive gaming balls ejected from the lower tray 50. As mentioned above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.
[0034] As shown in FIG. 2, the game board 13 is constructed by assembling numerous ball guide nails and pinwheels, rails 61 and 62, a general winning opening 63, a first ball opening 64, a second ball opening 640, a variable winning device 65, an activated winning opening 660, and a variable display unit 80, on a wooden base plate 60 machined into a generally square shape when viewed from the front. The peripheral portion of the game board 13 is attached to the back side of the inner frame 12. The general winning opening 63, the first ball opening 64, the second ball opening 640, the variable winning device 65, the activated winning opening 660, and the variable display unit 80 are arranged in through-holes formed in the base plate 60 by router processing and are fixed to the front side of the game board 13 with wood screws or the like. The front center portion of the game board 13 can be seen from the front side of the inner frame 12 through a window 14c (see FIG. 1) in the front frame 14. The configuration of the game board 13 will be described below, mainly with reference to FIG. 2.
[0035] An outer rail 62 formed by bending a strip-shaped metal plate into a generally arcuate shape is installed on the front of the gaming board 13, and an inner rail 61, also formed from a strip-shaped metal plate, is installed inside the outer rail 62. The inner rail 61 and outer rail 62 surround the front periphery of the gaming board 13, and the gaming board 13 and glass unit 16 (see FIG. 1) surround the front and rear, forming a gaming area on the front of the gaming board 13 where games are played based on the behavior of gaming balls. The gaming area is a generally circular area on the front of the gaming board 13, partitioned by the two rails 61, 62 and the arc member 70 (an area where a starting hole and the like are located and where a launched gaming ball flows down). The gaming area also includes all areas where a gaming ball flows down after passing through the return ball prevention member 68 before passing through the outlet hole 66 and the winning hole.
[0036] The two rails 61, 62 are provided to guide the gaming balls launched from the ball launching unit 112a (see FIG. 8) to the top of the gaming board 13. An actuated winning slot 660 into which the gaming ball can enter is provided at the tip (upper left in FIG. 2) of the outer rail 62. When a gaming ball enters the actuated winning slot 660, the slot transitions to a jackpot state (special gaming state), which is advantageous to the player. More specifically, when a jackpot is determined in a lottery for a special symbol (first symbol), the slot is set to a state (jackpot standby state) in which entry into the actuated winning slot 660 is considered valid. Note that even if a gaming ball enters the actuated winning slot 660 under normal circumstances, this does not affect the game. In the jackpot standby state, when a player launches a gaming ball toward the actuated winning slot 660, the gaming ball enters the actuated winning slot (wins), initiating a jackpot. 2, a rotating member 670a that rotates at a constant rotational speed is disposed to the left of the operational winning opening 660 as viewed from the front. This rotating member 670a can be positioned so that it either blocks a gaming ball launched toward the operational winning opening 660 from moving toward the operational winning opening 660, or does not block it, depending on its rotational position. Therefore, unless the gaming ball is shot out at a time when the rotating member 670a is positioned so that it does not block the gaming ball, the gaming ball cannot enter the operational winning opening 660 (a jackpot can be initiated). Therefore, when a jackpot is determined in the lottery for a special symbol, the gaming ball can be launched taking into account the position of the rotating member 670a, thereby increasing the player's interest in the game.
[0037] As shown in Fig. 2, the actuation winning opening 660 is provided at the end of a flow path (actuation winning opening flow path) that is wider than one gaming ball but narrower than two gaming balls. This actuation winning opening flow path is configured to receive (flow into) gaming balls fired at a predetermined range of firing strength (for example, a firing strength range of 95% to 100%) that includes at least the maximum momentum (firing strength). Therefore, when a jackpot is determined in the lottery of the special symbol and the jackpot standby state is entered, when aiming at the actuation winning opening 660, the gaming ball can be easily made to enter the actuation winning opening 660 by simply rotating the handle 51 to the maximum movable range.
[0038] A return rubber 69 is attached to the tip of the inner rail 61. A game ball launched with a predetermined launch strength (for example, a launch strength in the range of 90% to 95%) hits the return rubber 69, and bounces back toward the center while its momentum is attenuated. In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 is formed with an arc on the inner surface connecting the rails, and is fixed by being driven into the base plate 60.
[0039] In this pachinko machine 10, when a gaming ball enters either the first ball entrance 64 or the second ball entrance 640, a lottery for a special symbol (first symbol) is held, and when a gaming ball passes through the normal ball entrance 67, a lottery for a normal symbol (second symbol) is held. In the lottery for a special symbol held for a ball entering the first ball entrance 64 or the second ball entrance 640, a determination is made as to whether or not a jackpot for the special symbol has been won, and if a jackpot for the special symbol has been determined, the type of jackpot is also determined. When a jackpot for the special symbol has been won, the pachinko machine 10 transitions to a special game state, and the specific winning port 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have passed or until a predetermined number of gaming balls have entered), and this opening is repeated a number of times (number of rounds) according to the type of jackpot. As a result, a large number of game balls enter the specific winning slot 65a, and a larger number of prize balls are paid out than usual. There are six types of special symbol jackpots, "jackpot A" to "jackpot F," and after the special game state ends, a game value (game value) according to the result of the jackpot game is awarded to the player as added value after the jackpot ends. The three types of "jackpot A to C" are jackpot types that can be determined when a jackpot is won in a lottery for special symbols that is executed when a game ball enters the first ball entrance 64, and the three types of "jackpot D to F" are jackpot types that can be determined when a jackpot is won in a lottery for special symbols that is executed when a game ball enters the second ball entrance 640. Hereinafter, for the sake of simplicity, the lottery for the special symbol that is executed when the gaming ball enters the first ball entrance 64 will be referred to as the lottery for the first special symbol, and the lottery for the special symbol that is executed when the gaming ball enters the second ball entrance 640 will be referred to as the lottery for the second special symbol.
[0040] When a lottery for a special symbol (first symbol) is held, the first symbol display device 37 starts displaying a variable special symbol, and after a predetermined time (for example, 7 to 90 seconds) has elapsed, the special symbol indicating the result of the lottery is displayed statically. If a game ball enters the first ball entrance 64 or the second ball entrance 640 while the variable display is being held on the first symbol display device 37, the number of balls entering the first ball entrance 64 or the second ball entrance 640 is reserved up to a maximum of four times for each type of entrance, and the number of reserved balls is displayed on the first symbol display device 37 and also on the third symbol display device 81. When the variable display on the first symbol display device 37 ends, if there are still reserved balls remaining for the first ball entrance 64 or the second ball entrance 640, the next special symbol is drawn, and a variable display corresponding to the lottery is started.
[0041] On the other hand, in the lottery for the normal symbol, which is conducted when a gaming ball passes through the normal ball entrance 67, a win or loss determination is made as to whether or not the normal symbol is a winning symbol. When a winning symbol is a winning symbol, the electric device 640a attached to the second ball entrance 640 is shifted to the open position for a predetermined time (e.g., 0.2 seconds or 1 second), thereby opening the second ball entrance 640. Note that, during normal play, the electric device 640a is disposed in the closed position, so the second ball entrance 640 is closed. Therefore, a ball flowing downward from above as viewed from the front toward the second ball entrance 640 is blocked by the electric device 640a, making it impossible (difficult) for the ball to enter the second ball entrance 640. On the other hand, when a winning symbol is a winning symbol, the electric device 640a is opened, making it easier for the ball flowing downward toward the second ball entrance 640 to enter the second ball entrance 640, and as a result, the lottery for the second special symbol is more likely to be performed.
[0042] Furthermore, when a lottery for a normal symbol (second symbol) is conducted, the second symbol display device 83 starts displaying a variable normal symbol, and after a predetermined time (for example, 3 seconds or 30 seconds) has elapsed, the normal symbol indicating the lottery result is displayed statically. If a gaming ball passes through the normal ball entrance 67 while the variable display is being conducted on the second symbol display device 83, the number of times the ball has passed is reserved up to a maximum of four times, and the number of reserved balls is displayed on the first symbol display device 37 and also on the second symbol reserved lamp 84. When the variable display on the second symbol display device 83 has ended, if there are still reserved balls remaining for the normal ball entrance 67, the next normal symbol is drawn, and a variable display corresponding to the lottery is started.
[0043] As described above, there are six types of special symbol jackpots: "jackpot A" to "jackpot F."
[0044] When "Jackpot A" occurs, the player enters a special game state with 8 rounds (8-round jackpot). Meanwhile, when "Jackpot B" or "Jackpot C" occurs, the player enters a special game state with 5 rounds (5-round jackpot). When "Jackpot D" occurs, the player enters a special game state with 16 rounds (16-round jackpot). When "Jackpot E" or "Jackpot F" occurs, the player enters a special game state with 10 rounds (10-round jackpot). Furthermore, when "Jackpot A," "Jackpot B," "Jackpot D," or "Jackpot E" occurs, the player transitions to a high-probability state for special symbols (special symbol probability change state) after the jackpot ends. When the high-probability state for special symbols is granted, the probability of winning with normal symbols also increases (a time-saving state for normal symbols is granted). The high-probability state for special symbols and the time-saving state for normal symbols continue from the end of the jackpot until the next jackpot occurs. On the other hand, if you get a "Jackpot C" or "Jackpot F", the time-saving state for the normal symbols will be granted after the jackpot ends, but the high probability state for the special symbols will not be granted. The time-saving state for the normal symbols granted after the end of this "Jackpot C" or "Jackpot F" will end when the special symbol lottery is executed 100 times.
[0045] Here, the "high probability state for special symbols" refers to a state in which the probability of a jackpot for a special symbol is increased, known as a "high probability state for special symbols" (special symbol probability variable state), or in other words, a gaming state in which a transition to a special gaming state (jackpot) is more likely. In contrast, when not in a "high probability state for special symbols," it is called a "low probability state for special symbols," which indicates a state in which the probability of a jackpot is lower than in a special symbol probability variable state, i.e., the jackpot probability for special symbols is normal (low probability state for special symbols). Furthermore, the "time-saving state for normal symbols" (high probability state for normal symbols) refers to a gaming state in which the probability of a hit for a normal symbol is increased, making it easier for a gaming ball to enter the second ball entrance 640. In contrast, when not in a "time-saving state for normal symbols," it is called a "normal state for normal symbols" (low probability state for normal symbols), which indicates a state in which the hit probability for a normal symbol is normal, i.e., a state in which the hit probability is lower than during time-saving.
[0046] As described above, in this embodiment, the number of rounds at the time of a special symbol jackpot varies depending on the type of jackpot. Alternatively, the number of rounds may be the same for all types of jackpots (for example, all 5 rounds). In addition, in this embodiment, the "special symbol probability variable state" granted after a jackpot is configured to continue until the next jackpot, but this is not limited to this. For example, the duration of the "special symbol probability variable state" may be limited to the time until a predetermined number of special symbol lottery draws (for example, 100) are performed. In this case, the number of lottery draws that result in the "special symbol probability variable state" may be different from the number of lottery draws that result in the "normal symbol time-saving state." Furthermore, the number of lottery draws may be variable depending on the type of jackpot.
[0047] When the pachinko machine 10 is initialized by turning on the power, it is always set to a "low probability state for special symbols" and a "normal state for regular symbols." Then, when one of "jackpot A," "jackpot B," "jackpot D," or "jackpot E" occurs, the machine transitions from the "low probability state for special symbols" to a "probability variable state for special symbols" and from the "normal state for regular symbols" to a "time-saving state for regular symbols." In this case, the "probability variable state for special symbols" and the "time-saving state for regular symbols" that have been set continue until the next jackpot. On the other hand, when "jackpot C" or "jackpot F" occurs, the machine transitions to a "low probability state for special symbols" and a "time-saving state for regular symbols." Hereafter, for the sake of simplicity, jackpots that grant a "special symbol probability variable state" and a "normal symbol time-saving state" after the jackpot ("jackpot A," "jackpot B," "jackpot D," "jackpot E") will be referred to as "probable variable jackpots." On the other hand, jackpots that grant only 100 "normal symbol time-saving states" after the jackpot ("jackpot C," "jackpot F") will be referred to as "normal jackpots."
[0048] A first symbol display device 37 is disposed on the lower left side of the game board 13 as viewed from the front (lower left side in FIG. 2), and includes a plurality of light-emitting diodes (hereinafter abbreviated as "LEDs") 37a serving as light-emitting means and a seven-segment display 37b. The first symbol display device 37 displays information according to the controls performed by the main control device 110 (described later), and primarily displays the game status of the pachinko machine 10. The plurality of LEDs 37a perform a variable display by indicating, by their lit states, whether or not a lottery for a special symbol, which is conducted in conjunction with a ball entering the first ball entrance 64 (initial winning), is in progress; they also indicate, by their lit states, a special symbol (first symbol) corresponding to the result of the lottery for the special symbol as the stopping symbol after the variable has ended; and they also indicate, by their lit states, the number of reserved balls, which is the number of game balls (reserved balls) that have entered the first ball entrance 64 or the second ball entrance 640 but have not yet been varied.
[0049] If a game ball enters the first ball entrance 64 or the second ball entrance 640 while the first symbol display device 37 is displaying a changing special symbol (first symbol), the number of times the ball enters is reserved up to four times, and the number of reserved balls is displayed by the first symbol display device 37 and also by the third symbol display device 81. In this embodiment, the balls entering the first ball entrance 64 and the second ball entrance 640 are each configured to be reserved up to four times, but the maximum number of reserved times is not limited to four, and may be set to three or less, or five or more times (e.g., eight times).
[0050] The 7-segment display 37b displays the number of rounds during a jackpot and any errors. The LEDs 37a are configured so that each LED emits a different color (e.g., red, green, blue), and by combining these colors, it is possible to display various game states of the pachinko machine 10 (such as a high probability state for special symbols or a time-saving state for normal symbols) with a small number of LEDs. Furthermore, the LEDs 37a not only indicate whether the result of the lottery for the special symbol as the symbol to stop after the variation has ended is a jackpot or not, but also, if it is a jackpot, display the special symbol (first symbol) corresponding to the type of jackpot (jackpot A to F).
[0051] The game area is also provided with a plurality of general winning openings 63, through which 5 to 15 game balls are paid out as prize balls when a game ball enters. A variable display device unit 80 is also provided in the center of the game area. The variable display device unit 80 is provided with a third symbol display device 81 made up of a liquid crystal display (hereinafter simply referred to as "display device") and a second symbol display device 83 made up of LEDs. A center frame 86 is provided in the variable display device unit 80 so as to surround the outer periphery of the third symbol display device 81.
[0052] The third pattern display device 81 performs a decorative display according to the display of the first pattern display device 37. For example, when a game ball enters the first ball entrance 64 or the second ball entrance 640 (initial winning), this triggers the first pattern display device 37 to perform a variable display of a special pattern (first pattern). Furthermore, the third pattern display device 81 performs a variable display of a third pattern corresponding to the variable display of the special pattern in synchronization with the variable display of the special pattern.
[0053] The third symbol display device 81 is configured with a large 8-inch liquid crystal display, and the display content is controlled by a display control device 114 (described later), thereby displaying, for example, three symbol rows, left, center, and right. Each symbol row is composed of multiple symbols, and these symbols are vertically scrolled for each symbol row, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In this embodiment, the game status display in accordance with the control of the main control device 110 is performed by the first symbol display device 37, while the third symbol display device 81 displays decorative information corresponding to the display of the first symbol display device 37. Note that the third symbol display device 81 may be configured using, for example, reels instead of a display device.
[0054] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 6. Fig. 7 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 6(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 6(b) is a diagram that exemplifies the actual display screen.
[0055] The third design is composed of nine main designs numbered "1" to "9." Each main design is composed of a number from "1" to "9." Each main design is composed of a rear design of a wooden box with a number from "1" to "9" added to it. Of these, the main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (2, 4, 6, 8) have additional designs imitating characters such as planes, furoshiki cloths, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green to the lower right of the additional designs, displayed in front of the additional designs.
[0056] In addition, in the pachinko machine 10 of this embodiment, if the result of the lottery for the special symbols performed by the main control device 110 (see FIG. 8) described later is a jackpot, a variable display in which the same main symbols are lined up is performed, and the jackpot occurs after the variable display ends. On the other hand, if the result of the lottery for the special symbols is a miss, a variable display in which the same main symbols are not lined up is performed.
[0057] For example, if the result of the special symbol lottery is a probability jackpot (either "Jackpot A," "Jackpot B," "Jackpot D," or "Jackpot E"), a variable display is displayed in which a main symbol with one of the numbers "1" through "9" is aligned. Also, if a normal jackpot ("Jackpot C" or "Jackpot F") is aligned, a variable display is displayed in which a main symbol with an even number (0, 2, 4, 6, or 8) is aligned. In other words, a variable display in which a main symbol with an odd number (1, 3, 5, 7, or 9) is aligned may only occur in the case of a probability jackpot. Even in the case of a probability jackpot, by configuring the system so that a variable display in which a main symbol with an even number is aligned may be displayed, players can play during the jackpot in the hope of winning a probability jackpot, even if a main symbol with an even number is aligned. On the other hand, if the result of the special symbol lottery is a miss, a variable display in which a main symbol with the same number is not aligned is displayed. In addition, in the probability variable jackpot, the rate at which a variable display in which the main symbols with even numbers are aligned is set to, for example, 60%. Also, when the probability variable jackpot starts with a variable display in which the main symbols with even numbers are aligned, a performance is executed to notify the player that it is a probability variable jackpot during a predetermined period of the jackpot (for example, during a round period of 5 rounds).
[0058] As shown in Figure 6(a), the display screen of the third pattern display device 81 is roughly divided into two parts, top and bottom, with the lower two-thirds being the main display area Dm which displays the changing third pattern, and the remaining upper one-third being the secondary display area Ds which displays preview effects, characters, number of reserved balls, etc.
[0059] The main display area Dm is divided into three display areas Dm1 to Dm3, left, center, and right, and three symbol columns Z1, Z2, and Z3 are displayed in each of the three display areas Dm1 to Dm3. The above-mentioned third symbols are displayed in a specified order in each of the symbol columns Z1 to Z3. That is, the main symbols are arranged in ascending or descending numerical order in each of the symbol columns Z1 to Z3, and the display changes periodically by scrolling from top to bottom for each of the symbol columns Z1 to Z3. In particular, the numbers of the main symbols are arranged in descending order in the left symbol column Z1, and the numbers of the main symbols are arranged in ascending order in the center symbol column Z2 and the right symbol column Z3.
[0060] Additionally, in the main display area Dm, third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the pay line L1, and during each game, the third symbols are displayed on the pay line L1 in the following order: left symbol column Z1 → right symbol column Z3 → center symbol column Z2. This stopped display state is maintained for at least one second. By displaying the stopped third symbols for a certain period (one second or more), it is possible to prevent the player from overlooking whether or not the combination of third symbols corresponds to a jackpot (whether or not the result of the special symbol lottery is a jackpot). Furthermore, if a jackpot symbol combination (in this embodiment, a combination of the same main symbols) is aligned on the pay line L1 when the third symbols are stopped, a jackpot is confirmed, and a standby state effect is displayed indicating a jackpot standby state. Details of this standby state effect will be described later with reference to FIG. 7. Also, by making the game ball enter (win) the operation winning hole 660 during the jackpot waiting state, the jackpot starts and a jackpot video (opening effect) is displayed.
[0061] In addition, if the combination of the third symbols displayed in a stopped state corresponds to a miss and there is a reserved ball, after the stopped display for one second, a variable display corresponding to a lottery based on the reserved ball will start. Note that if there are multiple reserved balls, the lottery will be executed based on the reserved ball corresponding to the oldest ball in time.
[0062] On the other hand, if there are no reserved balls and the third symbol in the combination corresponding to a missed special symbol is displayed as a stopped symbol for one second, the third symbol will continue to be displayed as a stopped symbol thereafter. This state will continue until a predetermined time (e.g., 15 seconds) has passed or a new game ball enters the first ball entrance 64. If a predetermined time (e.g., 15 seconds) has passed since the third symbol was displayed as a stopped symbol, a demo effect indicating that no game is being played is displayed. It is rare for a player to continuously fire game balls for a predetermined time (e.g., 15 seconds) without any balls entering the first ball entrance 64. In most cases, the third symbol will remain displayed as a stopped symbol for a predetermined time (e.g., 15 seconds) because the player has stopped playing and is no longer playing with the pachinko machine 10. Therefore, in the pachinko machine 10 of this embodiment, when a predetermined time (e.g., 15 seconds) has elapsed since the third symbol was stopped and displayed, it is determined that the player is not playing, and a demo effect is initiated. This allows a player who is about to select the pachinko machine 10 to start playing to easily determine whether or not a game is being played based on whether or not the demo effect is displayed. On the other hand, if a new game ball enters the first ball entrance 64 before the predetermined time (e.g., 15 seconds) has elapsed, a variable display of the third symbol corresponding to the new ball is executed.
[0063] The sub-display area Ds is provided horizontally above the main display area Dm and is further divided into three equal sub-areas Ds1 to Ds3 in the left-right direction. Of these, the sub-area Ds1 is an area that displays the number of reserved balls, which is the number of game balls (reserved balls) that have not yet been changed among the game balls that have entered the first ball entrance 64 and the second ball entrance 640, and the sub-areas Ds2 and Ds3 are areas that display preview effect images.
[0064] On the actual display screen, as shown in Figure 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a moving image is displayed in the small area Ds3 on the right, suggesting to the player that the state is more likely than usual to transition to a jackpot. In the small area Ds2 in the center, a predetermined character 710 (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes a special action other than the predetermined action is performed, or another character appears, to provide a preview effect.
[0065] On the other hand, if a game ball enters the first ball entrance 64 or the second ball entrance 640 while the third symbol display device 81 (first symbol display device 37) is displaying a variable display, the number of balls that enter is reserved for each type of ball entrance, up to a maximum of four times, and the number of reserved balls is displayed by the first symbol display device 37 and also in the small area Ds1 of the sub-display area Ds. The small area Ds1 displays one reserved ball number symbol per reserved ball, and the number of reserved balls is displayed according to the number of displayed reserved ball symbols. That is, when one reserved ball number symbol is displayed in the small area Ds1, it indicates that one ball is reserved, and when four reserved ball number symbols are displayed, it indicates that four balls are reserved. Also, when no reserved ball number symbol is displayed in the small area Ds1, it indicates that the number of reserved balls is zero, i.e., that there are no reserved balls. The left half of small area Ds1 displays a reserved ball number symbol indicating the number of reserved balls based on balls entering the first ball entrance 64, and the right half of small area Ds2 displays a reserved ball number symbol indicating the number of reserved balls based on balls entering the second ball entrance 640. In the example of Figure 6(b), four reserved ball number symbols are displayed in the left half of small area Ds1, while no reserved ball number symbols are displayed in the right half, indicating that there are four reserved balls of the first special symbol but no reserved balls of the second special symbol.
[0066] In this embodiment, the first ball entrance 64 and the second ball entrance 640 are configured to hold balls up to four times each. However, the maximum number of reserved balls is not limited to four and may be set to three or fewer, or five or more (e.g., eight). Instead of displaying the reserved ball number symbol in the small area Ds1, the number of reserved balls may be displayed numerically in a portion of the third pattern display device 81, or in four divided areas with different modes (e.g., colors or lighting patterns) corresponding to the number of reserved balls. Since the number of reserved balls is indicated by the first pattern display device 37, the third pattern display device 81 may not display the number of reserved balls. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, the number corresponding to the maximum number of reserved balls, and the number of reserved balls may be displayed according to the number of lit reserved lamps.
[0067] The second pattern display device 83 displays a change by indicating whether or not the lottery for the normal pattern that is carried out when the game ball passes through the normal ball entrance 67 is being carried out, by lighting up, and also displays a normal pattern (second pattern) corresponding to the lottery result for the normal pattern as the stopping pattern after the change has ended, by lighting up.
[0068] More specifically, the second symbol display device 83 displays a variable display that alternately lights up a "circle" symbol and an "x" symbol as a normal symbol (second symbol) each time a gaming ball passes through either the left or right normal ball entrance 67. The pachinko machine 10 is configured such that, when the variable display on the second symbol display device 83 stops on a predetermined symbol (in this embodiment, a "circle" symbol), the electric device 640a associated with the second ball entrance 640 is activated (opened) for a predetermined period of time, thereby facilitating the entry of gaming balls into the second ball entrance 640. A maximum of four gaming balls may be held through the normal ball entrance 67, and the number of held balls is displayed by the first symbol display device 37 and also illuminated by the second symbol hold lamp 84. Four second symbol hold lamps 84 are provided, corresponding to the maximum number of held balls, and are arranged symmetrically below the third symbol display device 81.
[0069] In addition, the variable display of the normal symbol (second symbol) may be performed by switching on and off multiple lamps in the second symbol display device 83 as in this embodiment, or may be performed using a part of the first symbol display device 37 and the third symbol display device 81. Similarly, the second symbol reserve lamp 84 may be lit by a part of the third symbol display device 81. Furthermore, the maximum number of reserved balls passing through the normal ball entrance 67 is not limited to four, as with the first ball entrance 64 and the second ball entrance 640, but may be set to three or less, or five or more times (e.g., eight times). Furthermore, since the number of reserved balls is indicated by the first symbol display device 37, the second symbol reserve lamp 84 may not be illuminated.
[0070] A first ball entrance 64 through which a gaming ball can enter is disposed below the variable display unit 80. When a gaming ball enters this first ball entrance 64, a first ball entrance switch (not shown) provided on the back side of the gaming board 13 is turned on. When the first ball entrance switch is turned on, a lottery for a first special symbol is performed by the main control device 110, and a display corresponding to the lottery result is displayed on the LED 37a of the first symbol display device 37. The first ball entrance 64 also serves as one of the prize entrances from which five prize balls are paid out when a gaming ball enters. Note that a peg or the like is disposed in this first ball entrance 64 so that a gaming ball flowing down the flow path on the left side of the variable display unit 80 (a gaming ball hit from the left) is more likely to enter than a gaming ball flowing down the flow path on the right side of the variable display unit 80 (a gaming ball hit from the right).
[0071] A second ball entrance 640 through which a gaming ball can enter is disposed on the lower right side of the variable display unit 80 as viewed from the front. When a gaming ball enters this second ball entrance 640, a second ball entrance switch (not shown) provided on the back side of the gaming board 13 is turned on. When the second ball entrance switch is turned on, the main control device 110 draws a lottery for a second special symbol, and a display corresponding to the lottery result is displayed on the LED 37a of the first symbol display device 37. The second ball entrance 640 also serves as one of the prize entrances from which five prize balls are paid out when a gaming ball enters. As shown in FIG. 2, the second ball entrance 640 is provided on the right side of the gaming board 13, and therefore, basically, only gaming balls that flow down a flow path provided to the right of the variable display unit 80 can enter the second ball entrance 640.
[0072] The right variable winning device 65 is disposed to the lower left of the second ball entry port 640 when viewed from the front, and a horizontally elongated rectangular right specific winning port 65a is disposed in its approximate center. The left variable winning device 650 is disposed to the lower left of the right variable winning device 65 when viewed from the front. The left variable winning device 650 includes a horizontally elongated rectangular opening / closing plate that covers the left specific winning port 650a and a large opening solenoid (not shown) that drives the opening / closing plate forward, using the lower edge of the opening / closing plate as an axis. The opening / closing plate is normally in a closed state that prevents game balls from winning. In the closed state, the opening / closing plate and the game board 13 are closed so that they are flush with each other, allowing game balls to pass through the front side of the opening / closing plate. The opening / closing plate can be tilted downwards to temporarily create an open state that makes it easier for game balls to win the left specific winning port 650a. In the pachinko machine 10, when a special symbol lottery performed by the main control device 110 results in a jackpot, after a predetermined time (variation time) has elapsed, the LED 37a of the first symbol display device 37 is lit to display the jackpot stop symbol, and the third symbol stop symbol corresponding to the jackpot is displayed on the third symbol display device 81, indicating that the jackpot has been confirmed (that the player has obtained the right to win the jackpot). Then, in the jackpot standby state entered upon confirmation of the jackpot, a game ball is allowed to enter the actuated winning slot 660, and the game state transitions to a special game state in which a larger number of prize balls than usual are paid out. In this special game state, the right specific winning slot 65a and the left specific winning slot 650a, which are normally closed, are opened for a predetermined time (for example, until 30 seconds have elapsed or until a predetermined number of game balls have entered). That is, the door 65f1 that normally closes the right specific winning port 65a opens when the first round of a jackpot (special game state) occurs, allowing balls to enter the right specific winning port 65a. 10 prize balls are awarded for each game ball that enters the right specific winning port 65a. In addition, from the second round of a jackpot (special game state) onwards, the left specific winning port 650a is opened and balls can enter. As with the right specific winning port 65a, 10 prize balls are awarded for each game ball that enters the left specific winning port 650a.
[0073] The right specific winning opening 65a, the left specific winning opening 650a, and the second ball entry opening 640 are positioned so that a game ball flowing down the flow path on the right side of the variable display unit 80 (a game ball hit from the right) can enter (easy to enter). In other words, they are positioned so that a game ball flowing down the flow path on the left side of the variable display unit 80 cannot enter (difficult to enter). Therefore, in order for a player to receive a prize ball (gain a profit) during a jackpot, he or she only needs to hit the game ball from the right side. Here, as shown in FIG. 2, the right variable winning device 65 is disposed with a slight incline downward and leftward as viewed from the front. As a result, when a player hits the ball from the right side with the opening / closing door 65f1 closed and the game ball reaches the top of the right variable winning device 65, the game ball can flow down the inclination of the right variable winning device 65 downward and leftward as viewed from the front, and enter the outlet 66. Therefore, it is possible to prevent (suppress) a gaming ball shot by a right hit from staying on the upper part (the upper surface of the opening and closing door 65f1) of the right variable winning device 65. As shown in Fig. 2, the left variable winning device 650 is disposed to the lower left of the right variable winning device 65, and therefore, when the left specific winning opening 650a is open, a gaming ball that flows down along the slope of the right variable winning device 65 to the lower left as viewed from the front enters the left specific winning opening 650a.
[0074] In the pachinko machine 10 of the first embodiment, the conditions for ending each round of a jackpot (reclosing the opened right specific winning port 65a or left specific winning port 650a) vary depending on the round of the jackpot (the type of specific winning port that is opened). Specifically, in the first round (the round in which the right specific winning port 65a is opened), the first round ends when 30 seconds have passed since the opening / closing door 65f1 was opened or when two or more game balls have entered the right specific winning port 65a, and the opening / closing door 65f1 is closed. On the other hand, in each round from the second round onward (the round in which the left specific winning port 650a is opened), the round ends when 30 seconds have passed since the left specific winning port 650a was opened or when 10 or more game balls have entered the left specific winning port 650a, and the left specific winning port 650a is closed.
[0075] In the right variable winning device 65, a sensor for detecting the entry of a game ball into the right specific winning opening 65a is provided inside the right variable winning device 65. Therefore, there is a time lag between the entry of a game ball into the right specific winning opening 65a (entry) and the detection of the entry. More specifically, it takes about 0.5 seconds from the time the game ball enters the right specific winning opening 65a until the actual number of balls entered is counted. In other words, it takes about 0.5 seconds from the time the number of game balls that meets the round end condition enters the right specific winning opening 65a until the opening / closing door 65f1 closes. Therefore, if additional game balls can be entered during this 0.5 second, more prize balls can be won than usual (when only the number of balls that meets the round end limit is entered). In the first embodiment, in one round (the round in which the right specific winning port 65a is opened), the player is allowed to intentionally cause the right specific winning port 65a to receive more game balls than the number that satisfies the condition for ending the round. Hereinafter, for the sake of simplicity, the receiving (entering) of more game balls into the specific winning port 65a than the upper limit of the number of winning balls (number of entering balls) specified for each round will be referred to as an "over-entering".
[0076] Details will be described later with reference to FIGS. 4 and 5. In this first embodiment, to facilitate over-winning, the upper surface of the door 65f1 is configured to lengthen the time it takes for a game ball to pass through the upper surface of the door 65f1. This configuration makes it easier for multiple game balls to reach the upper surface of the door 65f1 while one game ball is flowing down the upper surface of the door 65f1. Therefore, in the jackpot waiting state, when more game balls are flowing down the upper surface of the door 65f1, a game ball can be entered into the activated winning opening 660 to initiate a jackpot (opening the door 65f1), causing all game balls flowing down the upper surface of the door 65f1 to enter the opened right specific winning opening 65a. As described above, the first round of a jackpot ends when two or more winning balls (balls) are detected in the specific winning opening 65a. However, if the first round of a jackpot can be started with three or more game balls having reached the top of the door 65f1 before the start of the jackpot, three or more game balls can enter the right-hand specific winning opening 65a, allowing the player to win more prize balls than would normally be possible (for two winning balls). This allows the player to enjoy the game more during the jackpot waiting state by controlling the timing of the game balls entering the operational winning opening 660, thereby affecting the number of prize balls the player can win in the first round of the jackpot. To make the game balls reach the door 65f1 during the jackpot waiting state, the player simply needs to shoot the balls from the right with a firing intensity (less than 95%) that prevents the game balls from entering the operational winning opening 660 (i.e., prevents the game balls from flowing into the operational winning opening flow path (see FIG. 2)).
[0077] Next, the structure of the upper surface of the opening and closing door 65f1 will be described with reference to Figures 4 and 5. First, Figure 4(a) is a front perspective view of the variable winning device 65 with the opening and closing door 65f1 closed, and Figure 4(b) is a front perspective view of the variable winning device 65 with the opening and closing door 65f1 open.
[0078] As shown in FIG. 4(a), the upper surface of the opening / closing door 65f1 is provided with protrusions 65f1a-65f1c for preventing gaming balls from flowing down. Since the protrusions 65f1a-65f1c prevent gaming balls from flowing down the upper surface of the opening / closing door 65f1, the gaming balls flow down the upper surface of the opening / closing door 65f1 along the outer periphery of the protrusions 65f1a-65f1c. In other words, the protrusions 65f1a-65f1c form a zigzag flow path on the opening / closing door 65f1. Therefore, the time required for the gaming balls to completely flow down the upper surface of the opening / closing door 65f1 can be extended compared to when the protrusions 65f1a-65f1c are not provided (i.e., when the gaming balls can flow down the upper surface of the opening / closing door 65f1 in a straight line from right to left as viewed from the front). This makes it easier for multiple additional game balls to reach the upper surface of the opening and closing door 65f1 while one game ball is flowing down the upper surface of the opening and closing door 65f1. Therefore, in the jackpot standby state, by causing game balls to enter the operation winning opening 660 and initiating a jackpot (opening the opening and closing door 65f1) at the timing when more game balls are flowing down the upper surface of the opening and closing door 65f1, more game balls can be over-entered.
[0079] FIG. 4(b) shows the state in which the door 65f1 is open. As shown in FIG. 4(b), the door 65f1 slides from the front side to the back side as viewed from the front, and is housed inside the game board 13 through an opening provided in the game board 13. This opens the right specific winning opening 65a. When the right specific winning opening 65a is opened, a game ball flowing down from the right side of the right variable winning device 65 can enter the right specific winning opening 65a. In addition, because the height of the opening for housing the door 65f1 is sufficiently low compared to the diameter of the game ball, it is possible to prevent a game ball that was flowing down the top surface of the door 65f1 at the time the door 65f1 starts sliding from being housed inside the game board 13 together with the door 65f1. Therefore, when the opening and closing door 65f1 slides into the inside of the game board 13, the game balls on the upper surface of the opening and closing door 65f1 can be dropped into the specific winning opening 65a.
[0080] In the first embodiment, the time required for one game ball to pass through the opening / closing door 65f1 is set to approximately 4 seconds. The minimum interval between game ball launches (the interval between the launch of one game ball and the launch of the next game ball) is set to 0.6 seconds. This allows approximately six additional game balls to be launched while one game ball is flowing down the top surface of the opening / closing door 65f1. Therefore, in the jackpot waiting state, approximately seven game balls can be launched consecutively toward the variable winning device 65, and then a game ball can be placed into the actuated winning opening 660, thereby starting the first round with approximately seven game balls flowing down the top surface of the opening / closing door 65f1. That is, by opening the opening / closing door 65f1, all game balls flowing down the top surface of the opening / closing door 65f1 can be placed into the specific winning opening 65a. This allows a player to win more prize balls than would normally be possible (for two prize balls), so that in the jackpot waiting state, the player can devise ways to make more game balls reach the opening / closing door 65f1 and then enter the operational prize opening 660. This can increase the player's interest in the game in the jackpot waiting state. This provides a gameplay feature that allows the player to intentionally cause an over-winning by making the game ball enter the operational prize opening 660 while the game ball is flowing down the opening / closing door 65f1 in the jackpot waiting state.
[0081] In the first embodiment, three protrusions 65f1a to 65f1c are provided on the upper surface of the opening / closing door 65f1, so that the game balls detour around the protrusions 65f1a to 65f1c and the time it takes for the game balls to pass through the opening / closing door 65f1 is lengthened, but this is not limiting. For example, instead of or in addition to providing the protrusions 65f1a to 65f1c, the material of the upper surface of the opening / closing door 65f1 may be made of a material having a higher coefficient of friction (e.g., an elastic body) than other parts (e.g., the surface of the game board 13 or the inner surface of the variable winning device 65), or the upper surface may be processed to make it difficult for the game balls to roll (e.g., by providing an uneven surface).
[0082] In the first embodiment, the first round is configured to end when 30 seconds have elapsed since the start of the first round or when two or more game balls have entered the specific winning opening 65a before 30 seconds have elapsed. That is, the end condition is set so that a right-handed shot almost certainly results in the upper limit number (two) of game balls entering the specific winning opening 65a, thereby ending the first round. However, this is not limited to this. For example, the first round may be configured to end within a period of time that makes it difficult to enter a game ball even if a right-handed shot is made after the start of the first round, aiming at the right specific winning opening 65a. Specifically, the first round may be configured to end when 0.5 seconds have elapsed since the start of the first round or when 10 or more game balls have entered the specific winning opening 65a before 0.5 seconds have elapsed. With this configuration, if a gaming ball is not passing over the top surface of the opening / closing door 65f1 at the time the gaming ball enters the operational winning opening 660, it is possible to provide a gameplay that increases the likelihood that the first round will end without any gaming balls entering the right specific winning opening 65a. Therefore, for a player who wants to win a prize ball in the first round, it is possible to enjoy the gameplay of shooting a gaming ball toward the opening / closing door 65f1 and then aiming for the operational winning opening 660 before the gaming ball enters the operational winning opening 660 in the jackpot waiting state. This can increase the player's interest in the game in the jackpot waiting state.
[0083] FIG. 5 is a top view of the opening / closing door 65f1 as seen from the vertical top side. As shown in FIG. 5, passage detection sensors 228a-228f capable of detecting the passage of a gaming ball are embedded in the upper surface of the opening / closing door 65f1 along a meandering path along which a gaming ball can (easily) roll. These passage detection sensors 228a-228f are arranged in the path formed on the upper surface of the opening / closing door 65f1 at a distance at least greater than the diameter of the gaming ball. These passage detection sensors 228a-228f are configured as known optical sensors that output H (high) when a gaming ball is placed above them and L (low) when there is nothing obstructing them above. In this first embodiment, the audio and lamp control device 113 is configured to monitor the combination of outputs of these passage detection sensors 228a-228f. During the jackpot waiting state, the device is configured to execute an effect suggesting an estimate of the number of game balls flowing down the top surface of the opening / closing door 65f1, depending on the combination of outputs from the passage detection sensors 228a-228f. That is, the device is configured to execute an effect suggesting the degree of advantage that would be gained if game balls were to enter the operating winning opening 660. This allows game balls to enter the operating winning opening 660 at a timing that suggests that more game balls are flowing down the opening / closing door 65f1, depending on the effect content, making it easier to achieve an over-winning effect with a larger number of game balls. This allows players to more easily aim for an over-winning effect. Details of the waiting state effect executed during the jackpot waiting state are described with reference to FIG. 7.
[0084] 7(a) and (b) are diagrams showing the display mode during the standby state effect executed in the jackpot standby state. As shown in FIG. 7(a), when the jackpot standby state is entered, a display area HR1 displaying the words "Jackpot Confirmed!" is formed on the upper side of the display screen of the third symbol display device 81 as viewed from the front. The display content of this display area HR1 allows the player to easily recognize that a jackpot has been confirmed (the player has obtained the right to win the jackpot). In addition, below the display area HR1, the third symbol combination (final stop symbol) that was finally displayed (confirmed) in the variable display effect executed before the jackpot standby state was entered is displayed. By displaying the final stop symbol even during the jackpot standby state, the player can easily confirm at any time whether the current jackpot is a variable jackpot or a regular jackpot.
[0085] A vertically long chance meter CM, vertically divided into six small regions, is displayed to the right of the final stop symbol when viewed from the front. Each region of the chance meter CM can be switched between an unlit and lit appearance, and the number of lit small regions indicates the degree of advantage when a gaming ball enters the activated winning slot 660. More specifically, the number of small regions is set to lit appearance (lighting up) in order (priority) from the bottom up, depending on the number of sensors among the passage detection sensors 228a-228f that output H (high). In other words, it is indicated that at least the number of lit small regions of the chance meter CM is passing over the top surface of the opening / closing door 65f1 (i.e., it is possible for a gaming ball to enter the right specific winning slot 65a when the opening / closing door 65f1 is opened). Hereafter, for the sake of simplicity, the small areas of the chance meter CM that appear to be illuminated will be referred to as "gauges," the number of small areas that appear to be illuminated will be referred to as "gauge number," and the change of a small area to an illuminated appearance will be referred to as "gauge accumulating."
[0086] Below the final stop symbol, a display area HR2 is displayed, displaying the words "Aim for 'GO!' to charge the meter!!" and "Time it right and aim for the upper right!!" along with an image suggesting that the player aim for the activated winning slot 660. The display content of this display area HR2 allows the player to easily understand that aiming for the normal ball entrance (through gate) 67 (see FIG. 2) marked with the word "GO!" will increase the gauge count of the chance meter CM displayed on the right side of the display screen when viewed from the front. As mentioned above, the gauge count of this chance meter CM is variable in conjunction with the detection results of the passage detection sensors 228a-228f disposed on the top surface of the opening / closing door 65f1. By launching a gaming ball with a launch strength (launch speed) sufficient to land the gaming ball in the normal ball entrance (through gate) 67, the gaming ball can also reach the variable winning device 65 disposed downstream. Therefore, by continuously firing game balls toward the direction in which the normal ball entry (through gate) 67 is located, the game balls also continuously reach the top surface of the opening / closing door 65f1 of the variable winning device 65. In this state, by firing game balls aimed at the operational winning opening 660 (i.e., at a firing intensity of 95% to 100%) according to the display content of the display area HR2, a jackpot is initiated and the opening / closing door 65f1 is opened. As a result, game balls flowing down the opening / closing door 65f1 can be caused to win (enter) almost all of the game balls in the right specific winning opening 65a. As mentioned above, a rotating member 670a that rotates at a constant rotational speed is provided to the left of the operational winning opening 660 when viewed from the front. This rotating member 670a can prevent game balls from entering the activated winning hole 660 depending on its rotation position, so that the game balls can be fired at a timing that takes into account not only the gauge number of the chance meter CM but also the rotation position of the rotating member 670a. This can further increase the player's interest in the game when waiting for a big win.
[0087] FIG. 7(b) shows a state in which the gauge of the chance meter CM is filled up to three. As shown in FIG. 7(b), when a gaming ball is passing above the three passage detection sensors 228c-228e, the outputs of these three sensors become H (high). The audio and lamp control device 113 detects the number of sensors that are outputting H and reflects this in the state of the chance meter CM. In the example of FIG. 7(b), the outputs of the three sensors (passage detection sensors 228c-228e) are H, so the gauge of the chance meter CM is displayed as being filled up to three. In this way, the number of gaming balls passing through the top surface of the opening and closing door 65f1 is detected by the passage detection sensors 228a-228f, and the gauge of the chance meter CM is displayed as the approximate number of passing gaming balls according to the detection results, making it easier for the player to understand when to aim for the activated winning opening 660. Therefore, even players who have little experience playing pachinko machines 10 can easily intuitively understand the timing to aim at the activated winning slot 660. This allows even first-time players to play casually, thereby improving the operating rate of the pachinko machine 10.
[0088] In the first embodiment, in the jackpot waiting state, the gauge number of the chance meter CM indicates the approximate number of game balls passing through the top surface of the opening / closing door 65f1, thereby indicating the degree of advantage of having the game ball enter the activated winning opening 660. However, this is not limited to this. For example, the gauge number of the chance meter CM may be used to indicate the degree of advantage of a jackpot. Specifically, for example, the gauge number of the chance meter CM may be used to indicate the type of jackpot, thereby indicating to the player the degree of advantage of having the game ball enter the activated winning opening 660. Furthermore, for example, the number of rounds of the jackpot may be indeterminate when a jackpot is determined, and the number of rounds of the jackpot may be determined by lottery when the game ball passes through the activated winning opening 660. The number of gauges may indicate the number of rounds to be determined by a lottery that will be held when a gaming ball enters the operating winning slot 660, thereby suggesting to the player the degree of advantage that will be gained by having the gaming ball enter the operating winning slot 660.
[0089] Returning to Figure 2, the explanation continues. An attachment space K1 for attaching a certificate stamp, an identification label, etc. is provided in the lower right corner of the game board 13. The certificate stamp, etc. attached to this attachment space K1 can be seen through the small window 35 of the front frame 14 (see Figure 1).
[0090] Furthermore, the game board 13 is provided with an outlet 66. Game balls that do not enter any of the winning holes are guided through the outlet 66 to a ball discharge path (not shown). The game board 13 is provided with a large number of nails to appropriately distribute and adjust the falling direction of the game balls, and various components (apparatuses) such as windmills are also provided.
[0091] As shown in Fig. 3, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized by mounting a main board (main control device 110), a voice lamp control board (voice lamp control device 113), and a display control board (display control device 114). The control board unit 91 is unitized by mounting a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116.
[0092] The back pack unit 94 is a unit consisting of the back pack 92 that forms the protective cover and the payout unit 93. In addition, each control board is equipped with an MPU as a one-chip microcomputer that controls each function, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as needed.
[0093] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. The board boxes 100 to 104 are equipped with a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house the respective control devices and boards.
[0094] Furthermore, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) have their box bases and box covers connected (connected by a crimping structure) by a sealing unit (not shown) so that they cannot be opened. A sealing seal (not shown) is attached to the connecting portion between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcibly open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0095] The payout unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently sloping downstream, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and dispensing game balls using a predetermined electrical configuration of a payout motor 216 (see Figure 8). The tank 130 is successively replenished with game balls supplied from the island equipment of the gaming hall, and the payout device 133 appropriately dispenses the required number of game balls. A vibrator 134 is attached to the tank rail 131 to apply vibrations to the tank rail 131.
[0096] In addition, the payout control device 111 is provided with a state restoration switch 120, the firing control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 122 (see FIG. 3). The state restoration switch 120 is operated to resolve ball jamming (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see FIG. 8). The operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 122 (see FIG. 3) is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0097] <Regarding the electrical configuration in the first embodiment> Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 8. Fig. 8 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0098] The main control unit 110 is equipped with an MPU 201, a one-chip microcomputer that is a calculation unit. The MPU 201 contains a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that is a memory for temporarily storing various data when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit. Note that various commands are transmitted from the main control unit 110 to the sub-controllers, such as the dispensing control unit 111 and the voice lamp control unit 113, via the data transmission / reception circuit to instruct the sub-controllers to operate, but these commands are transmitted in only one direction, from the main control unit 110 to the sub-controllers.
[0099] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for a jackpot, the setting of the display on the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result on the second symbol display device 83. The RAM 203 is provided with a counter buffer (see FIG. 12) that stores various counters for controlling these processes.
[0100] 12, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform the jackpot lottery, the display settings of the first symbol display device 37 and the third symbol display device 81, the lottery of the display result of the second symbol display device 83, and the like.
[0101] The first winning random number counter C1 used for the jackpot lottery and the display settings of the first symbol display device 37 and the third symbol display device 81 are used to draw the jackpot, the first winning type counter C2 used for selecting the jackpot symbol, the stop type counter C3 used for selecting the stop type, the fluctuation type counter CS1 used for selecting the fluctuation pattern, and the first initial value random number counter CINI1 used for setting the initial value of the first winning random number counter C1. In addition, the second winning random number counter C4 is used for drawing the normal symbol (second symbol display device 83), and the second initial value random number counter CINI2 is used for setting the initial value of the second winning random number counter C4. Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value.
[0102] Each counter is updated, for example, at 2 millisecond intervals, which is the execution interval of the timer interrupt process (see FIG. 21), and some counters are updated irregularly during the main process (see FIG. 30), and the updated values are stored appropriately in a counter buffer set in a predetermined area of the RAM 203. The RAM 203 is provided with a first special symbol reserved ball storage area 203a consisting of four reserve areas (reserved areas 1 to 4), and each of these areas stores the values of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 in accordance with the timing of the ball entering the first ball entrance 640. The RAM 203 is also provided with a second special symbol reserved ball storage area 203b consisting of four reserve areas (reserved areas 1 to 4), and each of these areas stores the values of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 in accordance with the timing of the ball entering the second ball entrance 640. The RAM 203 is also provided with an execution area 203c, which stores the values of a first winning random number counter C1, a first winning type counter C2, and a stop type selection counter C3, which are the targets of lottery execution. The RAM 203 is also provided with a normal symbol reserved ball storage area 203d, which consists of one execution area and four reserved areas (reservation areas 1 to 4), and each of these areas stores the value of a second winning random number counter C4 in accordance with the timing when the gaming ball passes through the normal ball entrance (through gate) 67.
[0103] Each counter will be explained in detail. The first hit random number counter C1 is configured to increment by 1 in sequence within a predetermined range (for example, 0 to 399), and return to 0 after reaching a maximum value (for example, 399 in the case of a counter that can take values from 0 to 399). In particular, when the first hit random number counter C1 goes around once, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first hit random number counter C1.
[0104] Furthermore, the first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first hit random number counter C1. That is, for example, if the first hit random number counter C1 is a loop counter that can take on values from 0 to 399, the first initial value random number counter CINI1 is also a loop counter that has a range from 0 to 399. This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 21), and is repeatedly updated within the remaining time of the main process (see FIG. 30).
[0105] The value of the first winning random number counter C1 is updated, for example, periodically (in this embodiment, once for each timer interrupt process), and when a gaming ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203. On the other hand, when a gaming ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b.
[0106] As described above, the value of the random number that results in a jackpot for a special symbol is set by the first win random number table 202a (see FIG. 9(b)) stored in the ROM 202 of the main control device 110, and when the value of the first win random number counter C1 matches the value of the random number that results in a jackpot set by the first win random number table, a jackpot for a special symbol is determined. This first win random number table 202a is divided into two types: one for a low probability of a special symbol (a period in which the special symbol is in a low probability state) and one for a high probability of a special symbol jackpot that is higher than the low probability (a period in which the special symbol is in a probability variable state), and each type contains a different number of random numbers that result in a jackpot (see FIG. 9(b)). By varying the number of random numbers that result in a jackpot in this way, the probability of a jackpot changes between a low probability of a special symbol and a high probability of a special symbol.
[0107] The first winning type counter C2 determines the display mode of the first symbol display device 37 when a jackpot of a special symbol is achieved, and is configured to be incremented by one within a predetermined range (e.g., 0 to 99) and return to 0 after reaching a maximum value (e.g., 99 in the case of a counter that can take values from 0 to 99). The value of the first winning type counter C2 is updated, for example, periodically (once per timer interrupt process in this embodiment), and when a gaming ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (or the execution area 203c when a special symbol lottery is not being executed). On the other hand, when a gaming ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b of the RAM 203 (or the execution area 203c when a special symbol lottery is not being executed).
[0108] Here, if the value of the first winning random number counter C1 stored in the execution area 203c is not a random number that results in a jackpot for the special pattern, that is, if it is a random number that results in a miss for the special pattern, the display mode corresponding to the stopped pattern displayed on the first pattern display device 37 will be that of when the special pattern is missed.
[0109] On the other hand, if the value of the first winning random number counter C1 stored in the execution area 203c is a random number that results in a jackpot of a special symbol, the display mode corresponding to the stopped symbol displayed on the first symbol display device 37 will be that of a jackpot of a special symbol. In this case, the specific display mode of the jackpot will be the display mode indicated by the value of the first winning type counter C2 stored in the same first special symbol reserved ball storage area 203a or the second special symbol reserved ball storage area 203b.
[0110] The first winning random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter with a range of 0 to 399. In this first winning random number counter C1, when the probability of a special symbol is low, there are two random number values that result in a jackpot for the special symbol, and the random number values "0, 1" are stored in a first winning random number table for low probability (see 202a1 in FIG. 9(b)). As such, when the probability of a special symbol is low, out of a total of 400 random number values, the total number of random number values that result in a jackpot is 2, so the probability of a jackpot for the special symbol is "1 / 200." Note that the random number value (counter value) that results in a jackpot is common to the lottery for the first special symbol and the lottery for the second special symbol.
[0111] On the other hand, when the probability of a special symbol is high, there are 20 random number values that result in a jackpot for the special symbol, and these values, "0 to 19," are stored in the first jackpot random number table for high probability (see 202a2 in Figure 9(b)). Thus, when the probability of a special symbol is high, there are a total of 400 random number values, and the total number of random number values that result in a jackpot is 20, so the probability of a jackpot for a special symbol is "1 / 20."
[0112] In addition, the value of the first winning type counter C2 in the pachinko machine 10 of this embodiment is configured as a loop counter with a range of 0 to 99. Then, as shown in FIG. 10(a), when a jackpot is won by drawing the first special symbol and the value of the first winning type counter C2 is "0 to 4", the jackpot type is "jackpot A" (8-round variable probability jackpot). In addition, when the value is "5 to 64", the jackpot type is "jackpot B" (5-round variable probability jackpot), and when the value is "65 to 99", the jackpot type is "jackpot C" (5-round normal jackpot).
[0113] On the other hand, if the second special symbol is drawn as a jackpot and the value of the first jackpot type counter C2 is "0-4", the jackpot type will be "jackpot D" (16-round variable jackpot). If the value is "5-64", the jackpot type will be "jackpot E" (10-round variable jackpot), and if the value is "65-99", the jackpot type will be "jackpot F" (10-round normal jackpot).
[0114] In this way, the pachinko machine 10 of this embodiment is configured so that six types of winning types (jackpots A to F) are determined depending on the type of special symbol and the value of the random number indicated by the first winning type counter C2.
[0115] The stop type selection counter C3 is configured to increment by one within a range of, for example, 0 to 99 and return to 0 after reaching a maximum value (i.e., 99). In this embodiment, the stop type selection counter C3 selects the stop type displayed on the third symbol display device 81 when a miss occurs. Three stop (effect) patterns are selected: a "reach before or after miss" (e.g., 98, 99) in which the final stop symbol stops just one symbol before or after the reach symbol after a reach occurs; a "reach other than a reach before or after miss" (e.g., in the range of 90 to 97) in which the final stop symbol stops anywhere other than before or after the reach symbol after a reach occurs; and a "complete miss" (e.g., in the range of 0 to 89) in which a reach does not occur. The value of the stop type selection counter C3 is updated, for example, periodically (in this embodiment, once per timer interrupt process), and when a gaming ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (or the execution area 203c if a special symbol lottery is not being executed). Also, when the game ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b of the RAM 203 (or in the execution area 203c if the special symbol lottery is not currently being executed).
[0116] The random number value for determining the stop type of the special symbol from the value (random number value) of the stop type selection counter C3 is set by a stop type selection table (not shown), and this table is provided in the ROM 202 of the main control device 110. In this embodiment, this table is divided into one for when the special symbol has a high probability and one for when the special symbol has a low probability, and the range of the random number value set for each losing stop type is changed depending on the table. This is because the selection ratio of the stop type is changed depending on whether the pachinko machine 10 is in a state where the special symbol has a high probability or a state where the special symbol has a low probability.
[0117] For example, in a high probability state, since a jackpot is likely to occur, a table for high probability, in which the range of random numbers corresponding to the stop type of "complete miss" is wide, from 0 to 89, is selected so that the "complete miss" is more likely to be selected. In this table, the "reach for front or rear miss" is narrowed to 98,99, and the "reach other than front or rear miss" is also narrowed to 90 to 97, making it difficult to select the "reach for front or rear miss" or "reach other than front or rear miss." In addition, in a low probability state, in order to ensure time for the game ball to enter the first ball entrance 64, a table for low probability, in which the range of random numbers corresponding to the stop type of "complete miss" is narrowed to 0 to 79, is selected, making it difficult to select the "complete miss."
[0118] In this stop type selection table, the range of random numbers corresponding to the stop type of "reach except for front and rear miss" is widened to 80 to 97, making it easier to select "reach except for front and rear miss". Therefore, in a low probability state, it is possible to perform many reach displays with long presentation times, so that the time for the game ball to enter the first ball entrance 64 can be secured, making it easier for the third symbol display device 81 to continuously display the variable numbers. In addition, in the latter table, the range of random numbers corresponding to the stop type of "reach except for front and rear miss" is set to 98, 99.
[0119] The variation type counter CS1 is configured to increment by one within a range of, for example, 0 to 198, and return to 0 after reaching a maximum value (i.e., 198). The variation type counter CS1 determines the general display mode, such as a normal reach or a super reach. Specifically, the display mode is determined by determining the variation time of the pattern variation. Based on the variation time determined by the variation type counter CS1, the sound lamp control device 113 and the display control device 114 determine the reach type and detailed pattern variation mode of the third pattern displayed on the third pattern display device 81. The value of the variation type counter CS1 is updated once each time the main processing (see FIG. 30), described later, is executed, and is also repeatedly updated within the remaining time of the main processing. Note that a variation pattern table 202d (see FIG. 11(a)) storing random number values that determine one variation time of the pattern variation from the value (random number) of the variation type counter CS1 is provided in the ROM 202 of the main control device 110.
[0120] Here, the fluctuation pattern table 202d will be explained with reference to Figures 11(a) to (d). As shown in Figure 11(a), this fluctuation pattern table 202d at least defines a big win fluctuation pattern table 202d1 (see Figure 11(b)), a loss (normal) fluctuation pattern table 202d2 (see Figure 11(c)), and a loss (probable variable) fluctuation pattern table 202d3 (see Figure 11(d)) as a table for selecting a fluctuation pattern based on the lottery of the first special symbol.
[0121] First, the jackpot fluctuation pattern table 202d1 will be described with reference to Figure 11(b). Figure 11(b) is a schematic diagram showing the contents of this jackpot fluctuation pattern table 202d1. The jackpot fluctuation pattern table 202d1 is a data table that specifies the type of fluctuation pattern (fluctuation time) to be selected when the result of the lottery for the special symbol is a jackpot. The jackpot fluctuation patterns specified are various normal reaches (30 seconds), various super reaches (60 seconds), and special reaches (90 seconds). In the jackpot fluctuation pattern table 202d1, each fluctuation pattern is associated with each value of the fluctuation type counter CS1.
[0122] Specifically, the range of "0 to 50" as the judgment value of the fluctuation type counter CS1 corresponds to the fluctuation pattern of various normal reaches (30 seconds), the range of "51 to 179" corresponds to the fluctuation pattern of various super reaches (60 seconds), and the range of "180 to 198" corresponds to the fluctuation pattern of various special reaches (90 seconds). When selecting a fluctuation pattern when the result of the lottery for the special symbol is a jackpot, the MPU201 of the main control device 110 selects a fluctuation pattern in which a judgment value corresponding to the acquired value of the fluctuation type counter CS1 is set from the jackpot fluctuation pattern table 202d1.
[0123] FIG. 11(c) is a schematic diagram showing the contents of the loss (normal) fluctuation pattern table 202d2. The loss (normal) fluctuation pattern table 202d2 is a data table that specifies the type of fluctuation pattern (fluctuation time) to be selected when the lottery result for the special symbol is a loss in a low probability state for the special symbol. When the lottery result for the special symbol is a loss, as described above, the stop type is determined by the value of the stop type selection counter C3 from a stop type selection table (not shown) as to whether the stop type is a complete loss (non-reach) or a reach-miss (common to reach) in accordance with the value of the stop type selection counter C3. Specifically, for example, in a low probability state for the special symbol, if the value of the stop type selection counter C3 is in the range of "0 to 79", a complete loss is set, and if it is in the range of "80 to 99", a loss-reach (a reach before or after a loss, a reach other than a reach before or after a loss) is set.
[0124] Here, if the fluctuation pattern type is a complete miss, either a short miss (7 seconds) with a relatively short fluctuation time or a long miss (10 seconds) with a relatively long fluctuation time is set. For a short miss (7 seconds), "0 to 98" is set as the judgment value of the fluctuation type counter CS1, and for a long miss (10 seconds), "99 to 198" is set as the judgment value.
[0125] In addition, for missed reaches, the range of the judgment value of the variable type counter CS1 is set to "0 to 149" for various missed normal reaches (30 seconds), "150 to 197" for various missed super reaches (60 seconds), and "198" for various missed special reaches (90 seconds).
[0126] In this way, when the result of the lottery for the special symbol during normal game play is a miss, the MPU 201 of the main control device 110 determines the stop type and selects a variation pattern from the miss (normal) variation pattern table 202d2 based on the value of the variation type counter CS1 obtained from the miss (normal) variation pattern table 202d2.
[0127] 11(d) is a schematic diagram showing the contents of the loss (probability change) fluctuation pattern table 202d3. This loss (probability change) fluctuation pattern table 202d3 is a data table that specifies the type of fluctuation pattern (fluctuation time) to be selected when the lottery for the special symbol is a loss in the probability change state of the special symbol. In this loss (probability change) fluctuation pattern table 202d3, the value of the set fluctuation type counter CS1 is different from that of the loss (normal) fluctuation pattern table 202d2 described above.
[0128] As mentioned above, when the game state is a special game state, if the value of the stop type selection counter C3 is in the range of "0 to 89" according to the stop type selection table not shown, a complete miss is determined, and if it is in the range of "90 to 99", a miss reach (a miss reach before or after, or a reach other than a miss before or after) is determined.
[0129] In this way, when the probability variable game state is in effect, the probability of reaching a winning jackpot when a miss occurs is set lower than when the normal game state is in effect. Therefore, it is possible to prevent the time required for a miss to change during the probability variable game state from becoming longer, and the time required for a jackpot to become longer. Therefore, it is possible to prevent the game from becoming prolonged during the probability variable game state, when a jackpot is more likely to occur, and the player from feeling bored.
[0130] Returning to Figure 12, the explanation will continue. The second win random number counter C4 is configured as a loop counter that is incremented by one within a range of, for example, 0 to 239, and returns to 0 after reaching a maximum value (i.e., 239). When the second win random number counter C4 completes one cycle, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second win random number counter C4. In this embodiment, the value of the second win random number counter C4 is updated, for example, periodically, for each timer interrupt process, and is acquired when it is detected that the gaming ball has passed through the through gate 67, and is stored in the normal symbol reserved ball storage area 203d of the RAM 203.
[0131] The value of the random number that results in a winning normal symbol is set by a second winning random number table 202c (see FIG. 10(b)) stored in the ROM 202 of the main control device, and when the value of the second winning random number counter C4 matches the value of the random number that results in a winning normal symbol set by the second winning random number table, it is determined that the normal symbol has won. This second winning random number table is divided into two types: one for low probability normal symbols (periods during which the normal symbol is in its normal state) and one for high probability normal symbols (periods during which the normal symbol is in its time-saving state), in which the probability of winning is higher than the low probability, and each type contains a different number of random numbers that result in a jackpot (see FIG. 10(b)). In this way, by varying the number of random numbers that result in a winning normal symbol, the probability of winning changes between low probability normal symbols and high probability normal symbols.
[0132] As shown in Figure 10(b), when the probability of a normal symbol is low, there are 24 random numbers that result in a normal symbol winning, and the values are "5 to 28." In this way, when the probability of a normal symbol is low, the total number of random numbers that result in a jackpot is 24 out of a total of 240, so the probability of a special symbol winning is "1 / 10."
[0133] When the pachinko machine 10 is in a low-probability state for a normal symbol, if a game ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is acquired, and the second symbol display device 83 displays a variable normal symbol for 30 seconds. If the acquired value of the second winning random number counter C4 is within the range of "5 to 28," a win is determined. After the variable display on the second symbol display device 83 ends, a "circle" symbol is displayed as the stop symbol (second symbol), and the electric device 640a associated with the second ball entrance 640 is opened "once for 0.2 seconds." In this embodiment, when the pachinko machine 10 is in a low-probability state for a normal symbol, if a winning normal symbol occurs, the electric device 640a is opened "once for 0.2 seconds." However, the opening time and number of times can be set as desired. For example, it may be opened "twice for 0.5 seconds."
[0134] On the other hand, when the probability of a normal symbol is high, there are 200 random numbers that result in a normal symbol jackpot, ranging from 5 to 204. These random numbers are stored in the second jackpot random number table for high probability. Thus, when the probability of a special symbol is low, there are 240 random numbers, and the total number of random numbers that result in a jackpot is 200, so the probability of a special symbol jackpot is 1 / 1.2.
[0135] When the pachinko machine 10 is in a high-probability state of a normal symbol, if a gaming ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is acquired, and the second symbol display device 83 displays a variable normal symbol for three seconds. If the acquired value of the second winning random number counter C4 is within the range of "5 to 204," a normal symbol win is determined. In this case, after the variable display on the second symbol display device 83 ends, a "circle" symbol is displayed as the stationary symbol (second symbol), and the electric device 640a is opened "twice per second." Thus, when the normal symbol is in a high-probability state, the variable display time is significantly shorter (from 30 seconds to 3 seconds) than when the normal symbol is in a low-probability state. Furthermore, the opening period of the electric device 640a is significantly longer (from 0.2 seconds × 1 time to 1 second × 2 times). This makes it easier for the gaming ball to enter the second ball entrance 640. In this embodiment, when the pachinko machine 10 is in a state where the probability of winning a normal symbol is high, the electric device 64a is opened only "2 times for 1 second" when a normal symbol wins, but the opening time and number of times can be set arbitrarily. For example, it may be opened "2 times for 3 seconds."
[0136] The second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second hit random number counter C4 (value = 0 to 239), and is updated once for each timer interrupt processing (see Figure 21) and repeatedly updated within the remaining time of the main processing (see Figure 30).
[0137] In this way, RAM 203 is provided with various counters, etc., and the main control unit 110 can execute the main processes of the pachinko machine 10, such as drawing jackpots, setting the display on the first pattern display device 37 and the third pattern display device 81, and drawing the display results on the second pattern display device 83, depending on the values of these counters, etc.
[0138] Returning to Fig. 8, the explanation will continue. In addition to the counter buffer shown in Fig. 12, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and return addresses of the control program executed by the MPU 201 are stored, and a work area (working region) in which values of various flags, counters, I / O, etc. The RAM 203 is configured so that it can retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.
[0139] When the power supply is cut off due to a power outage or the like, the stack pointer and the values of each register at the time of the power outage (including the time of the power outage; the same applies below) are stored in the RAM 203. On the other hand, when the power is turned on (including the time of the power being turned on after the power outage is resolved; the same applies below), the state of the pachinko machine 10 is restored to the state before the power was turned off based on the information stored in the RAM 203. Writing to the RAM 203 is executed by the main processing (see FIG. 30) when the power is turned off, and the restoration of each value written to the RAM 203 is executed in the start-up processing (see FIG. 29) when the power is turned on. Note that, when the power supply is cut off due to a power outage or the like, a power outage signal SG1 is input to the NMI terminal (non-maskable interrupt terminal) of the MPU 201 from the power outage monitoring circuit 252, and when the power outage signal SG1 is input to the MPU 201, an NMI interrupt processing (see FIG. 28) is immediately executed as a power outage processing.
[0140] Next, the specific contents of the ROM 202 will be described with reference to Fig. 9(a). Fig. 9(a) is a block diagram showing the configuration of the ROM 202 provided in the main control device 110 in this embodiment. The ROM 202 of the main control device 110 stores at least a first win random number table 202a, a first win type selection table 202b, a second win random number table 202c, and a variation pattern selection table 202d as part of the fixed value data described above.
[0141] The first winning random number table 202a (see FIG. 9(b)) is a data table that defines the correspondence between the value of the first winning random number counter C1 and the lottery result. Specifically, in a low probability state of a special symbol, the range of the determination value for determining a jackpot is defined as "0, 1" (see 202a1 in FIG. 9(b)), and in a high probability state (probability variable state) of a special symbol, the range of the determination value for determining a jackpot is defined as "0 to 19" (see 202a2 in FIG. 9(b)). When the value of the first winning random number counter C1 acquired based on the start winning matches any of the determination values corresponding to a jackpot defined in this first winning random number table 202a (see FIG. 9(b)), it is determined that a jackpot has occurred for a special symbol.
[0142] The first winning type selection table 202b (see FIG. 10(a)) is a data table in which a judgment value for determining the jackpot type is stored for each type of special symbol, and the judgment value of the first winning type counter C2 is specified in association with each jackpot type. In the pachinko machine 10 of this embodiment, when a jackpot of a special symbol is judged to have occurred, the value of the first winning type counter C2 obtained based on the start winning is compared with the first winning type selection table 202b, and the jackpot type corresponding to the value of the first winning type counter C2 is selected.
[0143] As shown in FIG. 10(a), for the first special symbol, a "jackpot A" is associated with the value of the first win type counter C2 in the range of "0 to 4" (see 202b1 in FIG. 10(a)). This "jackpot A" is a jackpot that has eight rounds and, after the jackpot, grants a "special symbol probability variable state" that continues until the next jackpot and a "normal symbol time-saving state." Of the 100 possible counter values of the first win type counter C2, five result in "jackpot A." Therefore, when a jackpot is won in a first special symbol lottery, the probability of "jackpot A" being determined is 5% (5 / 100). This "jackpot A" has the most rounds of all first special symbol jackpots, and is also the most advantageous jackpot type among first special symbol jackpots because it grants the advantageous "special symbol probability variable state" and "normal symbol time-saving state" after the jackpot ends.
[0144] For the first special symbol, a "jackpot B" is associated with the value of the first jackpot type counter C2 in the range of "5 to 64" (see 202b2 in FIG. 10(a)). This "jackpot B" is a jackpot that has five rounds and, after the jackpot, grants a "special symbol probability variable state" that continues until the next jackpot and a "normal symbol time-saving state." Of the 100 possible counter values of the first jackpot type counter C2, 60 are "jackpot B." Therefore, when a jackpot is won in the first special symbol lottery, the probability of "jackpot B" being determined is 60% (60 / 100). Although this "jackpot B" has fewer rounds, it is a relatively advantageous jackpot type for players because, like "jackpot A," it grants a "special symbol probability variable state" and a "normal symbol time-saving state" after the jackpot ends.
[0145] For the first special symbol, a "jackpot C" is associated with the value of the first winning type counter C2 in the range of "65 to 99" (see 202b3 in FIG. 10(a)). This "jackpot C" is a jackpot with five rounds, and after the jackpot ends, a "normal symbol time-saving state" is granted, which continues until 100 special symbol lotteries have been completed. Of the 100 possible counter values of the first winning type counter C2, 35 result in a "jackpot C." Therefore, when a jackpot is won in the first special symbol lottery, the probability that a "jackpot C" will be determined is 35% (35 / 100). This "jackpot C" is a jackpot type that is disadvantageous to the player because it has fewer rounds and the game state after the jackpot ends is less favorable than "jackpot A" or "jackpot B."
[0146] As shown in FIG. 10(a), when the value of the first winning type counter C2 is in the range of "0-4," a "jackpot D" is associated with the second special symbol (see 202b4 in FIG. 10(a)). This "jackpot D" is a jackpot with 16 rounds, which, after the jackpot, grants a "special symbol probability variable state" that continues until the next jackpot, and a "normal symbol time-saving state." Of the 100 possible counter values of the first winning type counter C2, five are "jackpot D." Therefore, when a jackpot is won by the lottery for the second special symbol, the probability of "jackpot D" being determined is 5% (5 / 100). This "jackpot D" is the most advantageous jackpot type for the player because it has the most rounds and also provides a favorable game state after the jackpot ends.
[0147] For the second special symbol, a "jackpot E" is associated with the value of the first jackpot type counter C2 in the range of "5 to 64" (see 202b5 in FIG. 10(a)). This "jackpot E" is a jackpot that has 10 rounds and, after the jackpot, grants a "special symbol probability variable state" that continues until the next jackpot and a "normal symbol time-saving state." Of the 100 possible counter values of the first jackpot type counter C2, 60 are "jackpot E." Therefore, when a jackpot is won by lottery for the first special symbol, the probability of "jackpot E" being determined is 60% (60 / 100). Although this "jackpot E" has fewer rounds than "jackpot D," the game state after the jackpot ends is set to be as advantageous as "jackpot A," "jackpot B," and "jackpot D," making it a type of jackpot that is advantageous to the player.
[0148] For the second special symbol, a "jackpot F" is associated with the value of the first winning type counter C2 in the range of "65 to 99" (see 202b6 in FIG. 10(a)). This "jackpot F" is a jackpot with 10 rounds, and after the jackpot ends, a "normal symbol time-saving state" is granted, which continues until 100 special symbol lotteries have been completed. Of the 100 possible counter values of the first winning type counter C2, 35 result in a "jackpot F." Therefore, when a jackpot is won in the first special symbol lottery, the probability of the "jackpot F" being determined is 35% (35 / 100). Although this "jackpot F" has a higher number of rounds than the jackpots of the first special symbol ("jackpot A" to "jackpot C"), the game state after the jackpot ends is unfavorable, making it a jackpot type that is unfavorable to the player.
[0149] In this way, if a jackpot is won in the lottery for the second special symbol, it will be a jackpot type with more rounds than the lottery for the first special symbol, so the lottery for the second special symbol is more advantageous for the player than the lottery for the first special symbol.The ratio of probability jackpots to regular jackpots is configured to be the same for both the lottery for the first special symbol and the lottery for the second special symbol (65% probability jackpots, 35% regular jackpots).
[0150] The second winning random number table 202c (see FIG. 10(b)) is a data table in which winning determination values for normal symbols are defined (stored). Specifically, in the normal state of normal symbols, "5 to 28" are defined as the determination values for winning normal symbols (see 202c1 in FIG. 10(b)). Also, in the high probability state of normal symbols, "5 to 204" are defined as the determination values for winning normal symbols (see 202c2 in FIG. 10(b)). In the pachinko machine 10 of this embodiment, the value of the second winning random number counter C4, which is acquired based on the passage of a gaming ball through the normal ball entrance (through gate) 67, and the second winning random number table 202c are referenced to determine whether or not a normal symbol has won.
[0151] The fluctuation pattern table 202d (see FIG. 11) is a data table in which the judgment value of the fluctuation type counter CS1 for determining the display mode of the fluctuation pattern is specified for each display mode. Note that the details of the fluctuation pattern table 202d are as described above in the explanation of the fluctuation type counter CS1, so detailed explanations thereof will be omitted here.
[0152] Next, details of the RAM 203 will be described with reference to Fig. 13. Fig. 13 is a block diagram showing the configuration of the RAM 203 of the main control device 110. As shown in Fig. 13, the RAM 203 has at least a first special symbol reserved ball storage area 203a, a second special symbol reserved ball storage area 203b, an execution area 203c, a normal symbol reserved ball storage area 203d, a first special symbol reserved ball number counter 203e, a second special symbol reserved ball number counter 203f, a normal symbol reserved ball number counter 203g, a probability variable flag 203h, a time-reduction counter 203i, a ball entry standby flag 203j, a jackpot start flag 203k, a jackpot in progress flag 203m, and a miscellaneous memory area 203z.
[0153] The first special pattern reserved ball storage area 203a has four reserved areas (reserved area 1 to reserved area 4), and each of these areas stores the values of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3.
[0154] More specifically, when a gaming ball enters the first ball entrance 64 (initial entry), the values of the counters C1 to C3 are acquired, and the acquired data is stored in the available areas of the four reserve areas (reserve area 1 to reserve area 4) in order of the area number (1 to 4) starting from the area with the smallest area number. In other words, the smaller the area number, the more data corresponding to the oldest winning event is stored in the area with the smallest area number, and the data corresponding to the oldest winning event is stored in the reserve area 1. Note that if all four reserve areas already have data stored, no new data is stored.
[0155] Thereafter, when the main control device 110 draws a lottery for a special symbol, the values of each counter C1 to C3 stored in the first reserved area of the first special symbol reserved ball storage area 203a are shifted (moved) to the execution area 203c (see Figure 12), and a determination such as the drawing of the special symbol is made based on the values of each counter C1 to C3 stored in the execution area.
[0156] When data is shifted from the reserved area 1 to the execution area 203c, the reserved area 1 becomes empty. Therefore, a shift process is performed to move the winning data stored in the other reserved areas (reserved area 2 to reserved area 4) to the reserved areas with area numbers one smaller (reserved area 1 to reserved area 3). In this embodiment, in the first special symbol reserved ball storage area 203a, data is shifted only for the reserved areas (reserved area 2 to reserved area 4) in which winning data is stored.
[0157] The second special pattern reserved ball storage area 203b has four reserved areas, similar to the first special pattern reserved ball storage area 203a. This second special pattern reserved ball storage area 203b stores counter values acquired based on the start winning of the second ball entrance 640. The method of storing the counter values is the same as that of the first special pattern reserved ball storage area 203a, so a detailed description thereof will be omitted.
[0158] The execution area 203c is a memory area in which the values of the counters C1 to C3 used to execute the lottery for the special symbols are stored. The values of the counters C1 to C3 stored in this execution area 203c are compared with the first winning random number table 202a, the first winning type selection table 202b, etc., and the lottery for the special symbols is executed.
[0159] The normal symbol reserved ball storage area 203d has one execution area and four reserved areas (reserved area 1 to reserved area 4). A second winning random number counter C4 is stored in each of these areas. More specifically, when a gaming ball passes through the normal ball entrance (through gate) 67, the value of the counter C4 is acquired, and the acquired data is stored in the empty areas of the four reserved areas (reserved area 1 to reserved area 4) in order of the area number (1 to 4) starting from the smallest. In other words, like the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b, data corresponding to winnings is stored while maintaining the order in which the winnings were made. Note that if data is stored in all four reserved areas, no new data is stored.
[0160] Thereafter, when the main control device 110 draws a lottery for a winning normal symbol, the value of the counter C4 stored in the first reserved area of the normal symbol reserved ball storage area 203d is shifted (moved) to the execution area, and a determination such as the lottery for a winning normal symbol is made based on the value of the counter C4 stored in the execution area.
[0161] When data is shifted from the reserved area 1 to the execution area, the reserved area 1 becomes empty, so a shift process is performed to move the winning data stored in other reserved areas to a reserved area with an area number smaller by 1, just like in the case of the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b. Also, data shifting is only performed for the reserved area in which winning data is stored.
[0162] The first special pattern reserved ball number counter 203e is a counter that counts the number of reserved balls (number of standby times) of the variable display of the special pattern (first pattern) (variable display performed by the third pattern display device 81) performed by the first pattern display device 37 based on a ball entering the first ball entrance 64 (initial winning), up to a maximum of four times. The initial value of this first special pattern reserved ball number counter 203e is set to zero, and each time a gaming ball enters the first ball entrance 64 and the number of reserved balls of the variable display increases, it is incremented by one up to a maximum value of four (see S404 in FIG. 24). On the other hand, the first special pattern reserved ball number counter 203e is decremented by one each time a new variable display of the special pattern is executed (see S210 in FIG. 22).
[0163] The value of this first special pattern reserved ball number counter 203e (the number of reserved times N1 of the variable display of the first special pattern) is notified to the voice lamp control device 113 by a reserved ball number command (see S211 in FIG. 22 and S405 in FIG. 24). The reserved ball number command is a command transmitted from the main control device 110 to the voice lamp control device 113 every time the value of the first special pattern reserved ball number counter 203e is changed.
[0164] Each time the value of the first special pattern reserved ball count counter 203e is changed, the voice lamp control device 113 can obtain the actual value of the number of reserved balls of the variable display reserved in the main control device 110 by a reserved ball count command sent from the main control device 110. As a result, even if the number of reserved balls of the variable display managed by the first special pattern reserved ball count counter 223b of the voice lamp control device 113 deviates from the actual number of reserved balls of the variable display reserved in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received reserved ball count command.
[0165] The voice lamp control device 113 manages the number of reserved balls based on the reserved ball number command, and whenever the number of reserved balls changes, it sends a reserved ball number display command to notify the display control device 114 of the number of reserved balls. The display control device 114 displays a reserved ball number pattern on the third pattern display device 81 based on the number of reserved balls notified by this reserved ball number display command.
[0166] The second special symbol reserved ball number counter 203f is a counter that counts the number of reserved balls (standby times) of the variable display of the special symbol (first symbol) (variable display performed by the third symbol display device 81) performed by the first symbol display device 37 based on a ball entering the second ball entrance 640 (initial winning), up to a maximum of four times. This second special symbol reserved ball number counter 203f is initially set to zero, and is incremented by one up to a maximum value of four each time a game ball enters the second ball entrance 640 and the number of reserved balls in the variable display increases (see S410 in FIG. 24). On the other hand, the second special symbol reserved ball number counter 203f is decremented by one each time a new variable display of the special symbol is executed (see S205 in FIG. 22). The value of this second special symbol reserved ball number counter 203f, like the value of the first special symbol reserved ball number counter 203e, is notified to the voice lamp control device 113 by a reserved ball number command.
[0167] The normal symbol reserved ball number counter 203g is a counter that counts up to four reserved balls (number of standby times) of the variable display of the normal symbol (second symbol) performed by the second symbol display device 83 based on the passage of a gaming ball through the normal ball entrance (through gate) 67. The normal symbol reserved ball number counter 203g is initially set to zero, and each time a gaming ball passes through the through gate 67 and the number of reserved balls of the variable display increases, one is added up to a maximum value of four (see S704 in FIG. 27). On the other hand, the normal symbol reserved ball number counter 203g is decremented by one each time a new variable display of the normal symbol (second symbol) is executed (see S605 in FIG. 26).
[0168] When a gaming ball passes through the through gate 67, if the value of this normal symbol reserved ball number counter 203g (the number of times M of variable display reserved in normal symbols) is less than 4, the value of the second winning random number counter C4 is acquired, and the acquired data is stored in the normal symbol reserved ball storage area 203d (S705 in FIG. 27). On the other hand, when a gaming ball passes through the through gate 67, if the value of this normal symbol reserved ball number counter 203g is 4, nothing is newly stored in the normal symbol reserved ball storage area 203d (S703 in FIG. 27: No).
[0169] The probability variable flag 203h is a flag that indicates whether the pachinko machine 10 is in a probability variable state of a special symbol, and if the probability variable flag 203h is on, it indicates that the pachinko machine 10 is in a probability variable state of a special symbol, and if the probability variable flag 203h is off, it indicates that the pachinko machine 10 is in a low probability state of a special symbol. Also, as described above, during the probability variable state of a special symbol, the time-saving state of a normal symbol is entered. Therefore, if the probability variable flag 203h is on, it indicates that the pachinko machine 10 is in a probability variable state of a special symbol and also in a time-saving state of a normal symbol.
[0170] The probability variable flag 203h is initially set to OFF, and when a probability variable jackpot (any of "jackpot A", "jackpot B", "jackpot D", or "jackpot E") occurs, it is set to ON at the end of the jackpot (see S1215 in FIG. 32). Also, the probability variable flag 203h is reset to OFF when a jackpot game starts (see S219 in FIG. 22).
[0171] This probability variable flag 203h is referenced in the special symbol variation start process to determine whether the game state is in the probability variable state or not (see S302 in FIG. 23). Specifically, when the special symbol variation start process (FIG. 23, S213) is executed, a lottery for a special symbol is held. In the special symbol variation start process (FIG. 23, S213), the probability variable flag 203h is referenced, and if it is on, a lottery for a special symbol is held based on the first winning random number table 202a for high probability (see 202a2 in FIG. 9(b)). On the other hand, if the probability variable flag 203h is off, a lottery for a special symbol is held based on the first winning random number table 202a for low probability (see 202a1 in FIG. 9(b)).
[0172] In addition, the probability variable flag 203h is also referred to in the normal symbol variation process to determine whether the game state is in the time-saving state or not (S608, S614, S620 in FIG. 26). Specifically, the probability variable flag 203h and the time-saving counter 203i described later are referred to in the normal symbol variation process, and if the probability variable flag 203h is on or the value of the time-saving counter 203i is 1 or more, it is determined that the normal symbol is in the time-saving state, and a lottery for the normal symbol is performed based on the second winning random number table 202c for high probability (see 202c2 in FIG. 10(b)) (see S609 in FIG. 26). On the other hand, if the probability variable flag 203h is off and the value of the time-saving counter 203i is 0, it is determined that the normal state of the normal symbol is in progress, and a lottery for the normal symbol is performed based on the second winning random number table 202c (see 202c1 in Fig. 10(b)) for low probability (see S610 in Fig. 26). In addition, in the normal symbol variation process, the probability variable flag 203h is also referenced when determining the variation time of the normal symbol and the opening time of the electric accessory 640a in the case of a winning normal symbol (see S614, S620 in Fig. 26).
[0173] The time-saving counter 203i is a counter that indicates whether the pachinko machine 10 is in a time-saving state for a normal symbol. If the value of the time-saving counter 203i is 1 or greater, it indicates that the pachinko machine 10 is in a time-saving state for a normal symbol. If the value of the time-saving counter 203i is 0 and the probability variable flag 203h is off, it indicates that the pachinko machine 10 is in a normal state for a normal symbol. The time-saving counter 203i is initially set to zero, and whenever a special symbol is drawn by the main control device 110 and a normal jackpot is obtained, the value is set to 100 at the end of the normal jackpot (see S1214 in FIG. 32). Furthermore, regardless of the type of jackpot, if a jackpot is obtained by drawing a special symbol, the value is set to 0 when setting the start of the jackpot (see S219 in FIG. 22).
[0174] When a lottery for a winning normal symbol is performed, the value of the time-saving counter 203i and the state of the probability variable flag 203h are referenced, and if the value of the time-saving counter 203i is 1 or greater or the probability variable flag 203h is on, it is determined that the normal symbol is in the time-saving mode. In this case, a lottery for a normal symbol is performed based on the second winning random number table for high probability (see S609 in FIG. 26). On the other hand, if the value of the time-saving counter 203i is 0 and the probability variable flag 203h is off, it is determined that the normal symbol is in the normal state, and a lottery for a normal symbol is performed based on the second winning random number table for low probability (see S610 in FIG. 26).
[0175] The ball entry standby flag 203j is a flag that indicates whether or not the game is in a jackpot standby state, in which the start of a jackpot is on hold until a gaming ball enters the operational winning opening 660. When this ball entry standby flag 203j is on, it means that the game is in a jackpot standby state, and when it is off, it means that the game is not in a jackpot standby state. This ball entry standby flag 203j is set to on when a jackpot is achieved by drawing a special symbol and the variation time of the variation pattern corresponding to the jackpot has elapsed (see S220 in FIG. 22). Furthermore, the ball entry standby flag 203j is set to off when a gaming ball enters the operational winning opening 660 during the jackpot standby state (see S1104 in FIG. 31). While this ball entry standby flag 203j is on, a ball entering the operational winning opening 660 is treated as valid (a jackpot starts when a ball is detected).
[0176] The jackpot start flag 203k is a flag that indicates whether or not a jackpot is to be started. If this jackpot start flag 203k is on, it means that it is time to start a jackpot (a gaming ball has entered the operation winning opening 660 and the jackpot standby state has ended), and if it is off, it means that it is not time to start a jackpot. This jackpot start flag 203k is set on when a gaming ball enters the operation winning opening 660 during the jackpot standby state (see S1103 in FIG. 31). In addition, the jackpot start flag 203k is set off when the start of a jackpot is set (see S1203 in FIG. 32).
[0177] The jackpot flag 203m is a flag that indicates whether or not a jackpot (special gaming state) is in progress. If this jackpot flag 203m is on, it means that a jackpot is in progress, and if it is off, it means that a jackpot is not in progress. The jackpot flag 203m is set to on when a jackpot is achieved by a special symbol lottery and the jackpot (special gaming state) starts (see S1203 in FIG. 32). Also, it is set to off when the jackpot (special gaming state) ends (see S1217 in FIG. 32). In the special symbol variation process (see FIG. 22), this jackpot flag 203m is referenced to determine whether or not a jackpot is in progress (see S201 in FIG. 22).
[0178] The other memory area 203z is an area for temporarily storing other counter values and the like used by the MPU 201 of the main control device 110.
[0179] In this way, various counters and flags are provided in RAM 203 of main control device 110.
[0180] Returning to Figure 8, the explanation will continue. An input / output port 205 is connected to the MPU 201 of the main control device 110 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the sound lamp control device 113, the first pattern display device 37, the second pattern display device 83, a solenoid 209 consisting of a large opening solenoid for driving the opening / closing door 65f1 that closes or opens the right specific winning opening 65a and the left specific winning opening 650a, a solenoid for driving an electric role device, and a rotating body motor 670c for rotating the rotating member 670a, and the MPU 201 sends various commands and control signals to these via the input / output port 205.
[0181] In addition, the input / output port 205 is connected to various switches 208 consisting of a group of switches and a group of sensors (not shown), and a RAM erase switch (122 in Figure 3) circuit 253 (described later) provided in the power supply device 115, and the MPU 201 performs various processes based on signals output from the various switches 208 and a RAM erase signal SG2 output from the RAM erase switch (122 in Figure 3) circuit 253.
[0182] The payout control device 111 controls the payout of prize balls and loan balls by driving a payout motor 216. The MPU 211, which is a calculation device, has a ROM 212 that stores control programs executed by the MPU 211, fixed value data, etc., and a RAM 213 that is used as a work memory, etc.
[0183] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area in which the contents of the internal registers of the MPU 211 and the return addresses of the control programs executed by the MPU 211 are stored, and a work area (working region) in which values of various flags, counters, I / O, etc. are stored. The RAM 213 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power to the pachinko machine 10 is cut off, and all data stored in the RAM 213 is backed up. Note that, like the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is also configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power is cut off due to a power outage or the like. When the power outage signal SG1 is input to the MPU 211, an NMI interrupt process (see FIG. 28) is immediately executed as a power outage process.
[0184] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 consisting of an address bus and a data bus. The input / output port 215 is connected to the main control device 110, payout motor 216, launch control device 112, etc. Also, although not shown, a prize ball detection switch for detecting paid-out prize balls is connected to the payout control device 111. Note that this prize ball detection switch is connected to the payout control device 111 but is not connected to the main control device 110.
[0185] When the main control device 110 issues an instruction to launch a game ball, the launch control device 112 controls the ball launch unit 112a so that the game ball is launched with a strength corresponding to the amount of rotation of the operating handle 51. The ball launch unit 112a is equipped with a launch solenoid and electromagnet (not shown), and the launch solenoid and electromagnet are permitted to operate when predetermined conditions are met. Specifically, the touch sensor 51a detects that the player is touching the operating handle 51, and on the condition that the launch stop switch 51b for stopping the launch of the game ball is off (not operated), the launch solenoid is excited in accordance with the amount of rotation of the operating handle 51, and the game ball is launched with a strength corresponding to the amount of operation of the operating handle 51.
[0186] The audio lamp control device 113 controls the output of audio from the audio output device (such as a speaker not shown) 226, the output of lighting and extinguishing from the lamp display device (such as the illumination units 29 to 33 and the display lamp 34) 227, and the setting of the display mode of the third pattern display device 81, such as variable display performance (variable display), performed by the display control device 114. The MPU 221, which is a calculation device, has a ROM 222 that stores control programs and fixed value data executed by the MPU 221, and a RAM 223 used as a work memory, etc.
[0187] An input / output port 225 is connected to the MPU 221 of the audio and lamp control device 113 via a bus line 224 consisting of an address bus and a data bus. The input / output port 225 is connected to the main control device 110, the display control device 114, an audio output device 226, a lamp display device 227, passage detection sensors 228a to 228f, the frame button 22, etc.
[0188] The sound and lamp control device 113 monitors the output of the passage detection sensors 228a-228f and is configured to be able to determine the approximate number of game balls flowing down the top surface of the opening / closing door 65f1 from the number of sensors whose output is H (high). During the jackpot waiting state, the state (gauge amount) of the chance meter CM displayed on the third symbol display device 81 is varied in accordance with the number of game balls determined according to the number of sensors. This allows the player to visually understand the number of prize balls that will be obtained if the game balls enter the activated winning opening 660 (the number of game balls that will enter when the opening / closing door 65f1 is opened). Therefore, during the jackpot waiting state, the player can be encouraged to more aggressively hit the balls to the right with a firing intensity (a firing intensity less than 95%) that will not reach the activated winning opening 660, in order to try to get more game balls to reach the top surface of the opening / closing door 65f1. This increases the player's interest in the game during the jackpot waiting state.
[0189] In addition, the voice lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, it controls the voice output device 226 and the lamp display device 227 to change the stage displayed on the third symbol display device 81 or change the content of the performance during a super reach, and also instructs the display control device 114. When the stage is changed, a back image change command including information about the changed stage is sent to the display control device 114 so that a back image corresponding to the changed stage is displayed on the third symbol display device 81. Here, the back image refers to an image displayed on the back side of the third symbol, which is the main image displayed on the third symbol display device 81.
[0190] The voice lamp control device 113 determines an error according to a command from the main control device 110 and the status of various devices connected to the voice lamp control device 113, and transmits an error command including the type of the error to the display control device 114. The display control device 114 controls the third pattern display device 81 to display an error message image corresponding to the error type (for example, a vibration error) indicated by the received error command without delay.
[0191] Next, we will explain the details of the electrical configuration of the voice lamp control device 113. Figure 14(a) is a schematic diagram showing the contents of the ROM 222 of the MPU 221 of the voice lamp control device 113. The ROM 222 has at least a variation pattern selection table 222a.
[0192] The fluctuation pattern selection table 222a is used to determine more detailed fluctuation content from the rough fluctuation content (fluctuation time, fluctuation type (reach, miss, etc.)) indicated by the fluctuation pattern command based on the fluctuation pattern command output from the main control device 110. This makes it possible to determine a wider variety of fluctuation modes. Here, one of multiple types of fluctuation mode is determined by lottery for the rough fluctuation content instructed by the main control device 110.
[0193] Next, referring to Fig. 14(b), the RAM 223 in the MPU 221 of the voice lamp control device 113 will be described. Fig. 14(b) is a block diagram showing the contents of the RAM 223. The RAM 223 is provided with at least a winning information storage area 223a, a first special symbol reserved ball number counter 223b, a second special symbol reserved ball number counter 223c, a fluctuation start flag 223d, a stop type selection flag 223e, a fluctuation time counter 223f, a standby state effect flag 223g, a level counter 223h, a game state storage area 223i, and a miscellaneous memory area 223z.
[0194] The winning information storage area 223a has four memory areas (first area to fourth area) for each of the first special symbol and the second special symbol. In addition, it has one execution area. Each area stores winning information. In this pachinko machine 10, when a start winning is detected in the main control device 110, various information (win / lose, stop type, variation pattern) that will be obtained when a lottery for a special symbol corresponding to the start winning is held is predicted (estimated) in the main control device 110 from the values of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 obtained in response to the start winning, and the predicted various information is notified from the main control device 110 to the audio lamp control device 113 by a winning information command.
[0195] When the voice lamp control device 113 receives the winning information command, the various information notified by the winning information command (win / lose, stop type, variation pattern) is extracted as winning information, and the winning information is stored in the winning information storage area 223a. More specifically, the extracted winning information is stored in the four empty areas (first area to fourth area) in order from the area with the smallest area number (first to fourth). In other words, the smaller the area number, the more data corresponding to the oldest winning is stored in the area, and the first area stores data corresponding to the oldest winning.
[0196] The first special pattern reserved ball number counter 223b is a counter that counts the number of reserved balls (number of waiting times) corresponding to the drawing of the first special pattern reserved in the main control unit 110 up to a maximum of four times, and the second special pattern reserved ball number counter 223c is a counter that counts the number of reserved balls corresponding to the drawing of the second special pattern up to a maximum of four times.
[0197] As described above, the voice lamp control device 113 cannot directly access the main control device 110 to obtain the values of the first special pattern reserved ball number counter 203e and the second special pattern reserved ball number counter 203f stored in the RAM 203 of the main control device 110. Therefore, the voice lamp control device 113 counts the number of reserved balls based on the reserved ball number command sent from the main control device 110, and manages the number of reserved balls for each type of special pattern using the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c.
[0198] Specifically, when the number of reserved balls in the variable display is increased by a ball entering the first ball entrance 64 or the second ball entrance 640, or when the main control unit 110 executes a variable display for a special pattern and decreases the number of reserved balls, the main control unit 110 sends a reserved ball number command indicating the value of the first special pattern reserved ball number counter 203e or the value of the second special pattern reserved ball number counter 203f after the increase or decrease to the voice lamp control unit 113.
[0199] When the voice lamp control device 113 receives the reserved ball count command transmitted from the main control device 110, it obtains the value of the first special pattern reserved ball count counter 203e or the second special pattern reserved ball count counter 203f of the main control device 110 from the reserved ball count command and stores it in the first special pattern reserved ball count counter 223b or the second special pattern reserved ball count counter 223c (see S4308 in FIG. 36). In this way, the voice lamp control device 113 updates the values of the first special pattern reserved ball count counter 223b and the second special pattern reserved ball count counter 223c according to the reserved ball count command transmitted from the main control device 110, so that the values can be updated in synchronization with the values of the first special pattern reserved ball count counter 203e and the second special pattern reserved ball count counter 203f of the main control device 110.
[0200] The values of the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c are used to display the reserved ball number pattern on the third pattern display device 81. That is, in response to receiving the reserved ball number command, the voice lamp control device 113 stores the reserved ball number indicated by the command in the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c, and transmits a display reserved ball number command to the display control device 114 to notify the display control device 114 of the stored values of the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c.
[0201] When the display control device 114 receives this display reserved ball count command, it controls the drawing of an image so that the reserved ball count symbols corresponding to the value of the reserved ball count indicated by the command, i.e., the values of the first special pattern reserved ball count counter 223b and the second special pattern reserved ball count counter 223c of the sound lamp control device 113, are displayed in the sub-display area Ds of the third pattern display device 81. As described above, the values of the first special pattern reserved ball count counter 223b and the second special pattern reserved ball count counter 223c are changed in synchronization with the first special pattern reserved ball count counter 203e and the second special pattern reserved ball count counter 203f of the main control device 110. Therefore, the number of reserved ball count symbols displayed in the small area Ds1 of the third pattern display device 81 can also be changed in synchronization with the values of the first special pattern reserved ball count counter 203e and the second special pattern reserved ball count counter 203f of the main control device 110. Therefore, the third pattern display device 81 can accurately display the number of reserved balls whose variable display is reserved.
[0202] The fluctuation start flag 223d is turned on when a fluctuation pattern command transmitted from the main control device 110 is received (see S4302 in FIG. 36), and is turned off when the fluctuation display in the third pattern display device 81 is set (see S4502 in FIG. 38). When the fluctuation start flag 223d is turned on, a display fluctuation pattern command is set based on the fluctuation pattern extracted from the received fluctuation pattern command.
[0203] The display variation pattern command set here is stored in a ring buffer for command transmission provided in the RAM 223, and is transmitted to the display control device 114 during the command output process (S4102) of the main process (see FIG. 34) executed by the MPU 221. By receiving this display variation pattern command, the display control device 114 starts display control of the variation performance so that the third pattern is displayed in the third pattern display device 81 in the variation pattern indicated by this display variation pattern command.
[0204] The stop type selection flag 223e is turned on when a stop type command transmitted from the main control device 110 is received (see S4305 in FIG. 36), and is turned off when the stop type is set in the third pattern display device 81 (see S4507 in FIG. 38). When the stop type selection flag 223e is turned on, the stop type is determined based on the stop type extracted from the received stop type command (the jackpot type in the case of a jackpot).
[0205] The variable time counter 223f is a counter that counts the variable time of the variable display of the special symbol. When a variable pattern command is received from the main control device 110, the variable time corresponding to the variable pattern notified by the variable pattern command is set in the variable time counter 223f.
[0206] The standby state effect flag 223g is a flag that indicates whether or not a standby state effect (see FIGS. 7(a) and 7(b)) is being executed. When this standby state effect flag 223g is on, it means that a standby state effect is being executed, and when it is off, it means that a standby state effect is not being executed. This standby state effect flag 223g is set to on when a standby state command indicating that a jackpot standby state has been entered is received from the main control device 110 and the start of the standby state effect is set (see S4403 in FIG. 37). Furthermore, this standby state effect flag 223g is set to off when an opening command indicating the start of a jackpot is received from the main control device 110 (see S4406 in FIG. 37).
[0207] The level counter 223h is a counter that indicates the gauge number (level) of the chance meter CM displayed on the display screen of the third symbol display device 81 in the standby state performance (see Fig. 7(a) and (b)). The value of this level counter 223h is updated in conjunction with the number of sensors whose output is H (high) among the passage detection sensors 228a to 228f (see S4204 in Fig. 35). In other words, the number of sensors whose output is H (high) is set as the counter value.
[0208] The game status storage area 223i is a storage area for storing data corresponding to the game status of the pachinko machine 10. This game status storage area 223i is updated every time a status command output from the main control device 110 is received each time a change occurs in the game status of the pachinko machine 10 (see S4310 in FIG. 36). The game status storage area 223i is configured, for example, as a 1-byte storage area, and is configured so that the game status can be specified by the status of the lowest two bits. More specifically, for example, the lowest bit indicates whether or not the normal symbol is in a time-shortened state, and the second lowest bit indicates whether or not the special symbol is in a probability variable state. Therefore, in the "low probability state of special symbols" and the "normal state of normal symbols", the lower two bits are "00B", in the "low probability state of special symbols" and the "time-saving state of normal symbols", the lower two bits are "01B", and in the "probability variable state of special symbols" and the "time-saving state of normal symbols", the lower two bits are "11B". The MPU 221 of the sound lamp control device 113 can grasp the game state of the pachinko machine 10 on the sound lamp control device 113 side based on the data stored in this game state storage area 223i.
[0209] The other memory area 223z is provided as an area for storing data other than the above-mentioned data, and is an area for temporarily storing other counter values used by the MPU 221 of the voice lamp control device 113.
[0210] The RAM 223 also has a command storage area (not shown) that temporarily stores commands received from the main control device 110 until processing corresponding to the command is performed, and a time-elapsed timer that measures the duration of the performance. The command storage area is configured as a ring buffer, and data is read and written using a FIFO (First In First Out) method. When the command determination process (see FIG. 36) of the voice lamp control device 113 is executed, the first command stored in the command storage area is read out from the unprocessed commands stored therein, and the command determination process analyzes the command and performs processing according to the command.
[0211] The display control device 114 is connected to the voice lamp control device 113 and the third symbol display device 81, and controls the variable display (variable performance) of the third symbol on the third symbol display device 81 and the continuous notice performance based on commands received from the voice lamp control device 113. Details of this display control device 114 will be described later with reference to FIG.
[0212] The power supply device 115 includes a power supply unit 251 for supplying power to each component of the pachinko machine 10, a power outage monitoring circuit 252 for monitoring power interruptions due to power outages and the like, and a RAM erasure switch circuit 253 provided with a RAM erasure switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltages to each of the control devices 110-114, etc., via a power supply path (not shown). Briefly, the power supply unit 251 takes in 24-volt AC voltage supplied from an external source, generates 12-volt voltage for driving various switches such as the various switches 208, solenoids such as the solenoid 209, motors, etc., a 5-volt voltage for logic, a backup voltage for RAM backup, etc., and supplies the necessary voltages to each of the control devices 110-114, etc.
[0213] The power outage monitoring circuit 252 is a circuit for outputting a power outage signal SG1 to each NMI terminal of the MPU 201 of the main control unit 110 and the MPU 211 of the dispensing control device 111 when power is cut off due to a power outage or other reason. The power outage monitoring circuit 252 monitors the 24-volt DC stabilized voltage, which is the maximum voltage output from the power supply unit 251, and if this voltage falls below 22 volts, it determines that a power outage (power outage, power interruption) has occurred and outputs the power outage signal SG1 to the main control unit 110 and the dispensing control device 111. By outputting the power outage signal SG1, the main control unit 110 and the dispensing control device 111 recognize the occurrence of a power outage and execute NMI interrupt processing. Note that the power supply unit 251 is configured to maintain the output of the 5-volt voltage, which is the drive voltage of the control system, at a normal value for a sufficient time to execute NMI interrupt processing, even after the 24-volt DC stabilized voltage falls below 22 volts. Therefore, the main control unit 110 and the dispensing control unit 111 can normally execute and complete the NMI interrupt processing (see Figure 28).
[0214] The RAM clearing switch circuit 253 is a circuit for outputting a RAM clearing signal SG2 to the main control device 110 to clear the backup data when the RAM clearing switch 122 (see FIG. 3) is pressed. When the main control device 110 inputs the RAM clearing signal SG2 when the power of the pachinko machine 10 is turned on, it clears the backup data and sends a payout initialization command to the payout control device 111 to clear the backup data in the payout control device 111.
[0215] Next, the electrical configuration of the display control device 114 will be described with reference to Fig. 15. Fig. 15 is a block diagram showing the electrical configuration of the display control device 114. The display control device 114 has an MPU 231, a work RAM 233, a character ROM 234, a resident video RAM 235, a normal video RAM 236, an image controller 237, an input port 238, an output port 239, and bus lines 240 and 241.
[0216] The input side of the input port 238 is connected to the output side of the voice lamp control device 113, and the output side of the input port 238 is connected to the MPU 231, work RAM 233, character ROM 234, and image controller 237 via a bus line 240. The image controller 237 is connected to a resident video RAM 235 and a normal video RAM 236, and is also connected to an output port 239 via a bus line 241. In addition, the output side of the output port 239 is connected to the third pattern display device 81.
[0217] In addition, even if the pachinko machine 10 is of a different model with different lottery probabilities for winning a jackpot with a special symbol or different numbers of prize balls paid out for one jackpot with a special symbol, there are models with the exact same specifications for the symbol configuration displayed on the third symbol display device 81, so the display control device 114 is made into a common component to reduce costs.
[0218] In the following, the MPU 231, character ROM 234, image controller 237, resident video RAM 235, and normal video RAM 236 will be described first, and then the work RAM 233 will be described.
[0219] First, the MPU 231 controls the display content of the third symbol display device 81 based on a display variation pattern command output from the voice lamp control device 113 based on a variation pattern command from the main control device 110. The MPU 231 has a built-in instruction pointer 231a, reads and fetches an instruction code stored at an address indicated by the instruction pointer 231a, and executes various processes according to the instruction code. The MPU 231 is configured to receive a system reset from the power supply device 115 immediately after power is turned on (including power recovery from a power outage; the same applies below). When the system reset is released, the instruction pointer 231a is automatically set to "0000H" by the hardware of the MPU 231. Each time an instruction code is fetched, the value of the instruction pointer 231a is incremented by one. Furthermore, when the MPU 231 executes an instruction pointer setting command, the value of the pointer indicated by the setting command is set in the instruction pointer 231a.
[0220] Although details will be given later, in this embodiment, the control program executed by the MPU 231 and the various fixed value data used in the control program are not stored in a dedicated program ROM as in conventional gaming machines, but are instead stored in a character ROM 234 provided for storing image data to be displayed on the third pattern display device 81.
[0221] As will be described in detail later, the character ROM 234 is configured with a NAND flash memory 234a, which allows for a large capacity in a small area. This allows for sufficient storage of not only image data but also control programs and the like. Furthermore, if the control programs and the like are stored in the character ROM 234, there is no need to provide a dedicated program ROM for storing the control programs and the like. This allows for a reduction in the number of parts in the display control device 114, which not only reduces manufacturing costs but also suppresses an increase in the incidence of failures due to an increase in the number of parts.
[0222] On the other hand, NAND flash memory generally suffers from a problem of slow read speed, especially when performing random access. For example, when reading data arranged consecutively across multiple pages, data from the second page onward can be read quickly, but reading the first page of data requires a long time from the time the address is specified until the data is output. Furthermore, when reading non-consecutive data, a long time is required each time the data is read. Because of this slow read speed of NAND flash memory, if the MPU 231 is configured to directly read a control program from the character ROM 234 and execute various processes, it may take a long time to read the instructions constituting the control program. This may degrade the processing performance of the display control device 114, even if a high-performance processor is used as the MPU 231.
[0223] Therefore, in this embodiment, when the system reset of the MPU 231 is released, the control program stored in the NAND flash memory 234a of the character ROM 234 is first transferred to and stored in the work RAM 233, which is provided for temporary storage of various data.The MPU 231 then executes various processes according to the control program stored in the work RAM 233.As will be described later, the work RAM 233 is configured with DRAM (Dynamic RAM), and data can be read and written at high speed, so the MPU 231 can read the instructions that make up the control program without delay.This allows the display control device 114 to maintain high processing performance, and the third pattern display device 81 can be used to easily execute diversified and complex effects.
[0224] The character ROM 234 is a memory that stores the control program executed by the MPU 231 and the image data to be displayed on the third symbol display device 81, and is connected to the MPU 231 via a bus line 240. The MPU 231 directly accesses the character ROM 234 via the bus line 240 after the system reset is released, and transfers the control program stored in a second program storage area 234a1 of the character ROM 234, which will be described later, to the program storage area 233a of the work RAM 233. The image controller 237 is also connected to the bus line 240, and the image controller 237 transfers the image data stored in a character storage area 234a2 of the character ROM 234, which will be described later, to the resident video RAM 235 and the normal video RAM 236 connected to the image controller 237.
[0225] The character ROM 234 is configured by modularizing a NAND flash memory 234a, a ROM controller 234b, a buffer RAM 234c, and a NOR ROM 234d.
[0226] The NAND type flash memory 234a is a non-volatile memory provided as the main storage unit in the character ROM 234, and has at least a second program storage area 234a1 that stores most of the control programs executed by the MPU 231 and fixed value data for driving the third pattern display device 81, and a character storage area 234a2 that stores data of images (characters, etc.) to be displayed on the third pattern display device 81.
[0227] Here, NAND flash memory has the characteristic of being able to obtain a large storage capacity in a small area, and it is possible to easily increase the capacity of the character ROM 234. As a result, in this pachinko machine, by using a NAND flash memory 234a with a capacity of, for example, 2 gigabytes, many images can be stored in the character storage area 234a2 as images to be displayed on the third symbol display device 81. Therefore, in order to further increase the interest of the player, the images displayed on the third symbol display device 81 can be made more diverse and complex.
[0228] Furthermore, the NAND flash memory 234a can store a control program and fixed value data in the second program storage area 234a1 while storing a large amount of image data in the character storage area 234a2. In this way, the control program and fixed value data can be stored in the character ROM 234 provided for storing the data of images to be displayed on the third symbol display device 81, without providing a dedicated program ROM as in conventional gaming machines. Therefore, the number of parts in the display control device 114 can be reduced, which not only reduces manufacturing costs but also suppresses an increase in the rate of failure due to an increase in the number of parts.
[0229] The ROM controller 234b is a controller for controlling the operation of the character ROM 234, and for example, reads out corresponding data from the NAND flash memory 234a, etc. based on an address transmitted from the MPU 231 or the image controller 237 via the bus line 240, and outputs the data to the MPU 231 or the image controller 237 via the bus line 240.
[0230] Here, due to the nature of the NAND flash memory 234a, a relatively large number of error bits (bits to which erroneous data is written) occur when writing data, and defective data blocks to which data cannot be written occur. Therefore, the ROM controller 234b performs known error correction on the data read from the NAND flash memory 234a, and also performs known data address conversion so that data is read from and written to the NAND flash memory 234a while avoiding the defective data blocks.
[0231] This ROM controller 234b performs error correction on data read from the NAND flash memory 234a, including error bits. Therefore, even if the NAND flash memory 234a is used as the character ROM 234, it is possible to prevent the MPU 231 from performing processing or the image controller 237 from generating various images based on erroneous data.
[0232] Furthermore, since the ROM controller 234b analyzes the defective data blocks in the NAND flash memory 234a and avoids access to those defective data blocks, the MPU 231 and the image controller 237 can easily access the character ROM 234 without having to consider the address positions of the defective data blocks, which differ in each NAND flash memory 234a. Therefore, even if the NAND flash memory 234a is used for the character ROM 234, it is possible to prevent access control to the character ROM 234 from becoming complicated.
[0233] The buffer RAM 234c is a memory used as a buffer for temporarily storing data read from the NAND flash memory 234a. When an address assigned to the character ROM 234 is specified from the MPU 231 or the image controller 237 via the bus line 240, the ROM controller 234b determines whether one page (e.g., 2 kilobytes) of data including the data corresponding to the specified address has been set in the buffer RAM 234c. If not set, the ROM controller 234b reads one page (e.g., 2 kilobytes) of data including the data corresponding to the specified address from the NAND flash memory 234a (or the NOR ROM 234d) and temporarily sets it in the buffer RAM 234c. The ROM controller 234b then performs known error correction processing and outputs the data corresponding to the specified address to the MPU 231 or the image controller 237 via the bus line 240.
[0234] The buffer RAM 234c is configured with two banks, and one page's worth of data from the NAND flash memory 234a can be set in each bank. This allows the ROM controller 234b to, for example, output data from one bank to the outside while leaving data set in the other bank, or to perform parallel processing of transferring one page's worth of data, including data corresponding to an address specified by the MPU 231 or the image controller 237, from the NAND flash memory 234a to one bank and setting it therein, and reading data corresponding to an address specified by the MPU 231 or the image controller 237 from the other bank and outputting it to the MPU 231 or the image controller 237. This improves the responsiveness of reading from the character ROM 234.
[0235] The NOR ROM 234d is a nonvolatile memory provided as a sub-storage section in the character ROM 234, and is configured to have a capacity much smaller than that of the NAND flash memory 234a (for example, 2 kilobytes) in order to complement the NAND flash memory 234a. The NOR ROM 234d is provided with at least a first program storage area 234d1 for storing, among the control programs stored in the character ROM 234, programs that are not stored in the second program storage area 234a1 of the NAND flash memory 234a, specifically, a part of the boot program that is executed first in the MPU 231 after system reset is released.
[0236] The boot program is a control program for starting the display control device 114 so that various controls for the third symbol display device 81 can be executed, and the MPU 231 first executes this boot program after the system reset is released. This allows various controls to be executed in the display control device 114. The first program memory area 234d1 stores a predetermined number of instructions from the boot program, starting with the instruction to be first processed by the MPU 231 after the system reset is released (for example, if the capacity of one page is 2 kilobytes, then 1024 words (1 word = 2 bytes) of instructions), within the capacity of one bank of the buffer RAM 234c (i.e., one page of the NAND flash memory 234a). The number of instructions of the boot program stored in the first program memory area 234d1 only needs to be within the capacity of one bank of the buffer RAM 234c, and may be set appropriately according to the specifications of the display control device 114.
[0237] When the system reset is released, the MPU 231 is configured to set the value of the instruction pointer 231a to "0000H" by hardware and to specify the address "0000H" indicated by the instruction pointer 231a onto the bus line 240. On the other hand, when the ROM controller 234b of the character ROM 234 detects that the address "0000H" has been specified onto the bus line 240, it sets the boot program stored in the first program storage area 234d1 of the NOR type ROM 234d into one bank of the buffer RAM 234c and outputs the corresponding data (instruction code) to the MPU 231.
[0238] When the MPU 231 fetches an instruction code received from the character ROM 234, it executes various processes in accordance with the fetched instruction code, increments the instruction pointer 231a by 1, and specifies the address indicated by the instruction pointer 231a onto the bus line 240. Then, while the address specified by the bus line 240 is an address indicating a program stored in the NOR ROM 234d, the ROM controller 234b of the character ROM 234 reads out, from the buffer RAM 234c, an instruction code at a corresponding address from the program previously set in the buffer RAM 234c from the NOR ROM 234d, and outputs the instruction code to the MPU 231.
[0239] In this embodiment, the reason why not all of the control program is stored in the NAND flash memory 234a, but only a predetermined number of commands from the boot program, starting with the command that should be processed first by the MPU 231 after system reset is released, are stored in the NOR ROM 234d, is as follows: As mentioned above, the NAND flash memory 234a has a problem specific to NAND flash memories, in that when reading data from the first page, it takes a long time from when an address is specified until the data is output.
[0240] If all control programs are stored in such a NAND flash memory 234a, when the MPU 231 specifies address "0000H" via the bus line 240 to fetch the instruction code that the MPU 231 should execute first after the system reset is released, the character ROM 234 must read one page of data, including the data (instruction code) corresponding to address "0000H," from the NAND flash memory 234a and set it in the buffer RAM 234c. Due to the nature of the NAND flash memory 234a, it takes a long time to read and set the data in the buffer RAM 234c. Therefore, the MPU 231 must wait a long time between specifying address "0000H" and receiving the instruction code corresponding to address "0000H." This lengthens the time it takes to start the MPU 231, which can result in a problem in that control of the third symbol display device 81 in the display control device 114 may not start immediately.
[0241] In contrast, since NOR ROM is a memory capable of reading data at high speed, a predetermined number of commands from the boot program, starting with the command to be processed first by MPU 231 after system reset is released, are stored in NOR ROM 234d. When address "0000H" is specified from MPU 231 via bus line 240 after system reset is released, character ROM 234 immediately sets the boot program stored in the first program storage area 234d1 of NOR ROM 234d to buffer RAM 234c and outputs the corresponding data (instruction code) to MPU 231. Therefore, MPU 231 can receive the instruction code corresponding to address "0000H" in a short time after specifying address "0000H," thereby enabling MPU 231 to start up in a short time. Therefore, even if a control program is stored in character ROM 234 composed of NAND flash memory 234a, which has a slow read speed, control of the third symbol display device 81 in the display control device 114 can be immediately started.
[0242] The boot program is programmed to transfer a predetermined amount (e.g., the capacity of one page of the NAND flash memory 234a) of control programs stored in the second program storage area 234a1 of the NAND flash memory 234a, i.e., control programs excluding the boot program stored in the first program storage area 234d1 of the NOR ROM 234d, and fixed value data used in the control programs (e.g., a display data table and a transfer data table, which will be described later), to the program storage area 233a and the data table storage area 233b of the work RAM 233. Then, the MPU 231 first transfers and stores the predetermined amount of control programs stored in the second program storage area 234a1 to the program storage area 233a in accordance with the boot program read from the first program storage area 234d1 after the system reset is released, using a bank of the buffer RAM 234c different from the bank in which the boot program of the first program storage area 234d1 is set.
[0243] As described above, the boot program stored in the first program storage area 234d1 has a capacity equivalent to one bank of the buffer RAM 234c. Therefore, when the boot program in the first program storage area 234d1 is set in the buffer RAM 234c in response to the internal bus address being set to "0000H," the boot program is set in only one bank of the buffer RAM 234c. Therefore, when a control program stored in the second program storage area 234a1 is transferred to the program storage area 233a in accordance with the boot program in the first program storage area 234d1, the transfer process can be performed using one bank of the buffer RAM 234c while leaving the boot program in the first program storage area 234d1 set in the other bank. Therefore, since there is no need to reset the boot program in the first program storage area 234d1 to the buffer RAM 234c after the transfer process, the time required for the boot process can be shortened.
[0244] The boot program stored in the first program storage area 234d1 is programmed to set the instruction pointer 231a to a first predetermined address in the program storage area 233a when a predetermined amount of the control program stored in the second program storage area 234a1 is transferred to the program storage area 233a. As a result, after the system reset is released, when the MPU 231 transfers a predetermined amount of the control program stored in the second program storage area 234a1 to the program storage area 233a, the instruction pointer 231a is set to the first predetermined address in the program storage area 233a.
[0245] Therefore, when a predetermined amount of the control programs stored in the second program memory area 234a1 are stored in the program storage area 233a, the MPU 231 can read out the control programs stored in the program storage area 233a and execute various processes. That is, the MPU 231 does not read out the control programs from the NAND flash memory 234a having the second program memory area 234a1 and fetch the instructions, but reads out the control programs transferred to the work RAM 233 having the program storage area 233a and fetches the instructions to execute various processes. As will be described later, the work RAM 233 is configured by DRAM, and therefore reads out at high speed. Therefore, even if most of the control programs are stored in the NAND flash memory 234a, which has a slow read speed, the MPU 231 can fetch instructions at high speed and execute the processes corresponding to those instructions.
[0246] The control program stored in the second program storage area 234a1 includes the remaining boot program that is not stored in the first program storage area 234d1. On the other hand, the boot program stored in the first program storage area 234d1 is programmed so that the remaining boot program is included in the control program transferred from the second program storage area 234a1 to the program storage area 233a of the work RAM 233 by a predetermined amount, and so that the instruction pointer 231a is set to the leading address of the remaining boot program stored in the program storage area 233a as a first predetermined address.
[0247] As a result, the MPU 231 transfers a predetermined amount of the control program stored in the second program memory area 234a1 to the program storage area 233a using the boot program stored in the first program memory area 234d1, and then executes the remaining boot program included in the transferred control program.
[0248] This remaining boot program executes a process of transferring all remaining control programs not transferred to the program storage area 233a and fixed value data used in those control programs (for example, a display data table, a transfer data table, etc., which will be described later) from the second program memory area 234a1 to the program storage area 233a or the data table storage area 233b at a predetermined amount at a time. At the end of the boot program, the instruction pointer 231a is set to a second predetermined address in the program storage area 233a. Specifically, the second predetermined address is set to the start address of a program stored in the program storage area 233a that corresponds to the initial setting process (see S6002 in FIG. 39) that will be executed after the boot process (see S6001 in FIG. 39) by the boot program is completed.
[0249] The MPU 231 executes the remaining boot program, and all of the control programs and fixed value data stored in the second program memory area 234a1 are transferred to the program storage area 233a or the data table storage area 233b. When the boot program is executed to the end by the MPU 231, the instruction pointer 231a is set to the second predetermined address, and thereafter the MPU 231 executes various processes using the control programs transferred to the program storage area 233a without referring to the NAND flash memory 234a.
[0250] Therefore, even if most of the control program is stored in the character ROM 234 configured by the NAND type flash memory 234a with a slow read speed, by transferring the control program to the program storage area 233a of the work RAM 233 after the system reset is released, the MPU 231 can read the control program from the work RAM configured by the DRAM with a fast read speed and perform various controls. Therefore, high processing performance can be maintained in the display control device 114, and diversified and complicated effects can be easily executed using the third pattern display device 81.
[0251] Furthermore, as described above, instead of storing the entire boot program in the NOR ROM 234d, a predetermined number of instructions, starting with the instructions to be processed first by the MPU 231 after system reset is released, are stored, and the remaining boot program is stored in the second program storage area 234a1 of the NAND flash memory 234a, but the control program stored in the second program storage area 234a1 can be reliably transferred to the program storage area 233a. Therefore, simply adding an extremely small-capacity NOR ROM 234d to the character ROM 234 enables the MPU 231 to start up in a short time, thereby suppressing an increase in the cost of the character ROM 234 that accompanies this shortening of the startup time.
[0252] The image controller 237 is a digital signal processor (DSP) that draws an image and displays the drawn image on the third pattern display device 81 at a predetermined timing. The image controller 237 draws one frame of an image based on a drawing list (see FIG. 20) transmitted from the MPU 231, and displays the drawn image in one of the first frame buffer 236b and the second frame buffer 236c, which will be described later. At the same time, the image controller 237 outputs the image information for one frame previously displayed in the other frame buffer to the third pattern display device 81, thereby displaying the image on the third pattern display device 81. The image controller 237 performs the drawing process for this one frame of an image and the display process for this one frame of an image in parallel within the image display time for one frame (20 milliseconds in this embodiment) on the third pattern display device 81.
[0253] The image controller 237 transmits a vertical synchronization interrupt signal (hereinafter referred to as a "V interrupt signal") to the MPU 231 every 20 milliseconds when the drawing process of one frame of image is completed. Every time the MPU 231 detects this V interrupt signal, it executes V interrupt processing (see FIG. 41(b)) and instructs the image controller 237 to draw the next frame of image. In response to this instruction, the image controller 237 executes the drawing process of the next frame of image and also executes the process of displaying the image previously developed by drawing on the third pattern display device 81.
[0254] In this way, MPU 231 executes V interrupt processing in response to a V interrupt signal from image controller 237 and issues a drawing instruction to image controller 237, so that image controller 237 can receive an image drawing instruction from MPU 231 at each image drawing and display processing interval (20 milliseconds). Therefore, image controller 237 does not receive a drawing instruction for the next image before the drawing processing or display processing of an image is completed, so it is possible to prevent starting drawing of a new image in the middle of drawing an image or developing an image in response to a new drawing instruction in a frame buffer in which image information currently being displayed is stored.
[0255] The image controller 237 also executes a process of transferring image data from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236 based on a transfer instruction from the MPU 231 or transfer data information included in the drawing list.
[0256] Note that the drawing of an image is performed using image data stored in the resident video RAM 235 and the normal video RAM 236. That is, the image data required for drawing is transferred from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236 based on an instruction from the MPU 231 before the drawing is performed.
[0257] Generally, NAND flash memory facilitates large-capacity ROMs, but its read speed is slower than other ROMs (such as mask ROMs and EEPROMs). In contrast, display control device 114 is configured such that MPU 231 instructs image controller 237 to transfer a portion of image data stored in character ROM 234 to resident video RAM 235 after power-on. As will be described later, the image data stored in resident video RAM 235 is controlled to remain resident without being overwritten.
[0258] As a result, after the transfer of image data that should be resident in resident video RAM 235 is completed after power is turned on, image controller 237 can perform image drawing processing while using the image data resident in resident video RAM 235. Therefore, if the image data used for drawing processing is resident in resident video RAM 235, there is no need to read corresponding image data from character ROM 234, which is made up of NAND flash memory 234a, which has a slow read speed, when drawing an image, so the time required for reading can be saved, and the image can be drawn immediately and displayed on third pattern display device 81.
[0259] In particular, the resident video RAM 235 stores image data of frequently displayed images and image data of images that should be displayed immediately after the display is decided by the main control unit 110 or the display control unit 114, so even if the character ROM 234 is constructed using NAND type flash memory 234a, high responsiveness can be maintained until some image is displayed on the third pattern display device 81.
[0260] In addition, when the display control device 114 draws an image using image data that is non-resident in the resident video RAM 235, the MPU 231 is configured to instruct the image controller 237 to transfer the image data required for the drawing from the character ROM 234 to the normal video RAM 236 before the drawing is performed. As will be described later, although the image data transferred to the normal video RAM 236 may be deleted by overwriting after being used to draw the image, when drawing the image, there is no need to read the corresponding image data from the character ROM 234 composed of the NAND type flash memory 234a, which has a slow read speed, and the time required for reading can be saved, so the image can be drawn immediately and the drawn image can be displayed on the third pattern display device 81.
[0261] Furthermore, by storing image data also in normal video RAM 236, it is not necessary to keep all image data resident in resident video RAM 235, and therefore it is not necessary to provide a large-capacity resident video RAM 235. Therefore, it is possible to suppress the increase in costs that would otherwise be caused by providing resident video RAM 235.
[0262] The image controller 237 has a buffer RAM 237a configured by a 132 kilobyte SRAM, which is equivalent to the capacity of one block of the NAND flash memory 234a.
[0263] The image data transfer instruction given by the MPU 231 to the image controller 237 based on the transfer instruction or the transfer data information of the drawing list includes the start address (start address of the storage source) and the end address (end address of the storage source) of the character ROM 234 where the image data to be transferred is stored, information on the transfer destination (information indicating whether the transfer is to be made to the resident video RAM 235 or the normal video RAM 236), and the start address of the transfer destination (resident video RAM 235 or the normal video RAM 236). Note that the data size of the image data to be transferred may be included instead of the end address of the storage source.
[0264] In accordance with the various information in this transfer instruction, image controller 237 reads one block of data from a predetermined address in character ROM 234, temporarily stores it in buffer RAM 237a, and when resident video RAM 235 or normal video RAM 236 is not in use, transfers the image data stored in buffer RAM 237a to resident RAM 235 or normal video RAM 236. This process is then repeated until all of the image data stored from the storage source start address to the storage source end address indicated by the transfer instruction has been transferred.
[0265] As a result, image data read from the character ROM 234 over a long period of time is temporarily stored in the buffer RAM 237a, and then the image data can be transferred from the buffer RAM 237a to the resident video RAM 235 or the normal video RAM 236 in a short period of time. Therefore, while the image data is being transferred from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236, it is possible to prevent the resident video RAM 235 or the normal video RAM 236 from being occupied for a long time by the transfer of the image data. Therefore, it is possible to prevent the resident video RAM 235 or the normal video RAM 236 from being occupied by the transfer of image data, making the video RAMs 235, 236 unavailable for image drawing processing, and as a result, it is possible to prevent the image from being drawn or displayed on the third pattern display device 81 not being able to be completed in time by the required time.
[0266] Furthermore, since the transfer of image data from the buffer RAM 234c to the resident video RAM 235 or the normal video RAM 236 is performed by the image controller 237, it is possible to easily determine the period during which the resident video RAM 235 and the normal video RAM 236 are not being used for image drawing processing or display processing on the third pattern display device 81, thereby simplifying processing.
[0267] The resident video RAM 235 is used so that image data transferred from the character ROM 234 is continuously held without being overwritten while the power is on, and is provided with a power-on main image area 235a, a back image area 235c, a character design area 235e, an error message image area 235f, as well as a power-on variable image area 235b and a third design area 235d.
[0268] The power-on main image area 235a is an area for storing data corresponding to the power-on main image displayed on the third symbol display device 81 from when the power is turned on until all image data that should be resident in the resident video RAM 235 is stored. The power-on variable image area 235b is an area for storing image data corresponding to the power-on variable image that displays the result of the lottery performed in the main control device 110 by a variable presentation when a game is started by the player while the power-on main image is displayed on the third symbol display device 81 and a ball entering the first ball entrance 64 or the second ball entrance 640 is detected.
[0269] When power supply from the power supply unit 251 begins, the MPU 231 sends a transfer instruction to the image controller 237 to transfer image data corresponding to the power-on main image and the power-on variable image from the character ROM 234 to the power-on main image area 235a (see S6003 and S6004 in Figure 39).
[0270] Here, the power-on variable image will be explained with reference to Fig. 16. Fig. 16 is an explanatory diagram for explaining the power-on image displayed on the third pattern display device 81 while the display control device 114 transfers image data to be stored in the resident video RAM 235 from the character ROM 234 immediately after power-on.
[0271] Immediately after power-on, the display control device 114 transfers image data corresponding to the power-on main image and the power-on variable image from the character ROM 234 to the power-on main image area 235a and the power-on variable image area 235b, and then transfers the remaining image data to be stored in the resident video RAM 235 from the character ROM 234 to the resident video RAM 235. While this remaining image data is being transferred, the display control device 114 causes the third pattern display device 81 to display the power-on main image shown in Figure 16(a) using the image data previously stored in the power-on main image area 235a.
[0272] At this time, when the display variation pattern command transmitted from the voice lamp control device 113 based on the variation pattern command from the main control device 110, which is an instruction command to start the variation, is received, the display control device 114 alternately displays, during the variation period, a power-on variation image with a "circle" design in the lower right position on the display screen of the power-on main image as shown in Fig. 16(b), and a power-on variation image with an "x" design in the same position as the "circle" design as shown in Fig. 16(c). Then, the result of the lottery performed by the main control device 110 is determined from the display variation pattern command and display stop type command transmitted from the voice lamp control device 113 based on the variation pattern command and stop type command from the main control device 110, and if it is a "jackpot for the special pattern", the image shown in Fig. 16(b) is displayed for a certain period after the variation effect has stopped, and if it is a "miss for the special pattern", the image shown in Fig. 16(c) is displayed for a certain period after the variation effect has stopped.
[0273] The MPU 231 instructs the image controller 237 to draw the power-on main image using the image data stored in the power-on main image area 235a until all image data that should be resident in the resident video RAM 235 has been transferred to the resident video RAM 235. This allows players and hall staff to check the power-on main image displayed on the third symbol display device 81 while the remaining image data that should be resident is being transferred to the resident video RAM 235. Therefore, the display control device 114 can take its time to transfer the remaining image data that should be resident from the character ROM 234 to the resident video RAM 235 while the power-on main image is being displayed on the third symbol display device 81. Furthermore, since players can recognize that some processing is being carried out while the main image is displayed on the third pattern display device 81 when the power is turned on, they can wait until the transfer of image data to the resident video RAM 235 is complete without worrying that operation will be halted until the remaining image data that should be resident in the resident video RAM 235 is transferred from the character ROM 234 to the resident video RAM 235.
[0274] Furthermore, when checking operation at a factory or the like during manufacturing, the main image is immediately displayed on the third pattern display device 81 when the power is turned on, so that it is possible to immediately confirm that the third pattern display device 81 has started operating without any problems when the power is turned on.Furthermore, the use of a NAND type flash memory 234a, which has a slow read speed, for the character ROM 234 prevents the efficiency of the operation check from deteriorating.
[0275] Furthermore, if a player starts playing while the power-on main image is being displayed on the third symbol display device 81 and a ball is detected entering the first ball entrance 64 or the second ball entrance 640, the MPU 231 instructs the image controller 237 to draw a power-on variable image using image data corresponding to the power-on variable image stored in the power-on variable image area 235b, and alternately display the images shown in Figures 16(b) and 16(c) on the third symbol display device 81. This allows a simple variable effect to be produced using the power-on variable image. Therefore, the player can be sure that a lottery has been drawn by the simple variable effect, even while the power-on main image is being displayed on the third symbol display device 81.
[0276] Furthermore, at the stage when the main image at power-on is displayed on the third pattern display device 81, image data corresponding to the power-on variable effect image is already resident in the power-on variable image area 235b, so if a ball is detected in the first ball entrance 64 or the second ball entrance 640 while the power-on main image is displayed on the third pattern display device 81, the corresponding variable effect can be immediately displayed on the third pattern display device 81.
[0277] Returning to Fig. 15, the explanation will continue. The rear image area 235c is an area for storing image data corresponding to the rear image displayed on the third pattern display device 81. Here, referring to Fig. 17, the rear image and the range of the rear image stored in the rear image area 235c among the rear images will be explained. Fig. 17 is an explanatory diagram for explaining four types of rear images and the range of the rear image stored in the rear image area 235c of the resident video RAM 235 for each rear image, Fig. 17(a) shows rear A corresponding to the "sand beach stage", and Fig. 17(b) shows rear B corresponding to the "deep sea stage".
[0278] 17, the back images corresponding to the back surfaces A and B are prepared in the character ROM 234, and are horizontally longer than the display area displayed on the third pattern display device 81. The image controller 237 draws the image so that the back image is displayed on the third pattern display device 81 while scrolling the image horizontally from left to right.
[0279] The images (hereinafter referred to as "scrolling images") prepared for each back surface A, B are configured so that the back surface images are continuous at positions a and c. The images between positions c and d and the images between positions a and a' are configured with images of the horizontal width of the display area, and after the image between positions c and d is displayed as the display area on the third pattern display device 81, when the image between positions a and a' is displayed as the display area on the third pattern display device 81, the back surface images are scrolled and displayed on the third pattern display device 81 with a smooth connection.
[0280] When a change in the type of back surface is determined and the stage is changed to the "sand beach stage" or "deep sea stage," the MPU 231 first sets the corresponding back image between position a and position a' as the initial position of the display area, and controls the image controller 237 so that the image at that initial position is displayed on the third pattern display device 81. Then, over time, the display area is moved from left to right relative to the scrolling image, and the image controller 237 is controlled so that the display area is sequentially displayed on the third pattern display device 81. Furthermore, when the display area reaches the image between position c and position d, the image controller 237 is again controlled so that the display area is displayed on the third pattern display device 81 as the image from position a to position a'. Thus, the third pattern display device 81 can repeatedly scroll and display the image between positions a and c with a smooth connection, as if flowing leftward.
[0281] Next, the range of the rear image stored in the rear image area 235c for each rear image will be described. As shown in FIG. 17(a), the rear image A corresponding to the initial stage, the beach stage, has the entire range of the rear image A, i.e., all image data corresponding to positions a to d, stored in the rear image area 235c of the resident video RAM 235. Since the game is usually played while the initial stage, the "beach stage," is displayed without changing the stage, all image data for the rear image A corresponding to the frequently displayed "beach stage" is kept resident in the rear image area 235c, thereby reducing the number of data accesses to the character ROM 234. This reduces the processing load on the display control device 114.
[0282] On the other hand, as shown in Figure 17(b), for the back surface B corresponding to the "deep sea stage", only a portion of the back surface, i.e., image data corresponding to the image between position a and position b, is stored in the back surface image area 235c of the resident video RAM 235.
[0283] Here, in order to change the background image instantly, it would be ideal to keep the entire range of image data for all background images resident in the resident video RAM 235. However, doing so would require the use of a very large capacity RAM for the resident video RAM 235, which could lead to increased costs.
[0284] In contrast, in this pachinko machine 10, the initial position of the back image that is first displayed when the stage is changed is fixed to the range from position a to position a' (or the range of Figures 17(a) to (b)), and image data corresponding to the image between position a and position b (or the image between Figures 17(a) and (b)), including that initial position, is stored in the back image area 235c of the resident video RAM 235. Therefore, even if the character ROM 234 is configured using a NAND-type flash memory 234a with a slow read speed, when a change of stage is determined by lottery at the start of the change, the initial position of the back B can be displayed on the third pattern display device 81 immediately by using the image data resident in the back image area 235c of the resident video RAM 235, and the display can also be made to scroll or change color over time. Furthermore, since only image data corresponding to a partial range of the back B image is stored, the increase in storage capacity of the resident video RAM 235 can be suppressed, and costs can be suppressed.
[0285] In addition, the range from position a to position b of the back surface B is set so that after the image at the initial position is displayed, while the range from position a to position b is being scrolled from left to right using the image data resident in the back surface image area 235c of the resident video RAM 235, the image data corresponding to the image from position b' to position d can be transferred from the character ROM 234 to the normal RAM 236. As a result, while the range from position a to position b is being scrolled, the image data from position b' to position d can be transferred to the normal video RAM 236. Therefore, after the range from position a to position b is scrolled using the image data stored in the back surface image area 235c of the resident video RAM 235, the range from position b' to position d can be scrolled without delay using the image data corresponding...
Claims
[Claim 1] a launching means capable of launching a game ball; a displacement means that is provided at a position reachable by the game ball launched by the launch means at a predetermined launch strength and that is displaceable from a first position to a second position different from the first position; When the displacement means is displaced from the first position toward the second position, a game ball launched with the predetermined launch intensity passes through a predetermined portion that is passable, and is configured to be able to enter a predetermined area in the game area, In a gaming machine configured so that a gaming ball that has entered the predetermined area can pass through any one of a plurality of sections including a first section and a second section, The length of the first section is longer than the length of the second section, a first region formed continuously with the first section; a first detection means capable of detecting a gaming ball in the first area; a second region formed continuously with the second section; and a second detection means capable of detecting a gaming ball in the second area, The gaming machine includes: The dynamic display in the first mode can be started in response to the detection of the gaming ball by the first detection means, a first dynamic display period in which the dynamic display in the first mode is executed has elapsed, and a result of the dynamic display in the first mode is notified; In response to the detection of a gaming ball by the second detection means, a dynamic display in a second mode different from the first mode can be started, a second dynamic display period in which the dynamic display in the second mode is executed has elapsed, and a result of the dynamic display in the second mode is notified; A first benefit is awarded when a first identification result is notified as a result of the dynamic display in the first mode, and a second benefit is awarded when a second identification result is notified as a result of the dynamic display in the second mode; The game machine has at least a first game state and a second game state in which it is easier to pass the game ball into the second area than in the first game state, The game ball is configured to be able to enter the predetermined area at least in the first game state and the second game state with the predetermined launch intensity, a predetermined dynamic display in which the first dynamic display period is a predetermined period, and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period, The specific dynamic display is configured to more easily notify the first identification result than the predetermined dynamic display, In a situation where the specific dynamic display is being executed, the result of the specific dynamic display being executed is the same when a new game ball is detected by the first detection means and when a new game ball is not detected by the first detection means, a predetermined mode that allows a player to understand that the result of the specific dynamic display will be the first specific result is notified during the corresponding specific period; A gaming machine characterized in that, during the specific period, it is easier for a player to understand that the result of the corresponding specific dynamic display will be the first specific result during a second specific period that occurs after the first specific period has elapsed than during the first specific period.
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