Pinball game machine

The pinball game machine enhances presentation and operability through dynamic display patterns and animations, addressing the challenge of synergistic effects in existing machines by increasing the likelihood of special game transitions.

JP7817578B2Active Publication Date: 2026-02-19SAMMY CORPORATION
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Patent Information

Application Number
JP2023048953
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-24
Publication Date
2026-02-19
Estimated Expiration
2043-03-24

AI Technical Summary

Technical Problem

Existing pinball gaming machines face challenges in achieving a synergistic effect between presentation and operability, often resulting in reduced presentation effects or impaired user experience.

Method used

The pinball game machine incorporates a game board with specific start winning holes, a winning/losing determination mechanism, pattern display devices, and performance display elements that enhance anticipation and operability by varying display patterns and effects, including animation and image transformations, to suggest the probability of transitioning to a special game.

Benefits of technology

The machine achieves improved presentation effects and operability by dynamically displaying patterns and animations that enhance player anticipation and increase the likelihood of transitioning to special games, thereby improving user engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can achieve both improved performance effects and improved operability.SOLUTION: A game machine can execute a particular performance in which a particular first image obtained by deforming a first image in a predetermined manner is displayed, and includes at least a first reservation image and a second reservation image that has a higher special game shift expectation degree than that of the first reservation image, as types of reservation images. The game machine can execute the particular performance even when symbol variation corresponding to either the first reservation image or the second reservation image is being displayed. After the reservation image starts to be displayed with a predetermined animation display, a specific animation display that is different from a predetermined animation display can be displayed in a loop.SELECTED DRAWING: Figure 32
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Description

[Technical Field]

[0001] The present invention relates to a pinball game machine having a game area from which game balls are shot. [Background technology]

[0002] Among various types of pinball gaming machines, those known as "Type 1 Pachinko" gaming machines display multiple fluctuating symbols on a display area, such as a liquid crystal display (LCD) located approximately in the center of the gaming board (hereinafter, such displays will be referred to as "symbol fluctuations" or "variable displays"). These gaming machines are known for transitioning to a special game, known as a jackpot, in which more prize balls than in normal games are awarded if a specific combination of symbols is formed when multiple rows of symbols are stopped. The fluctuating symbols displayed in the display area not only display multiple symbols fluctuatingly, but also enhance the player's anticipation by extending the fluctuating display time beyond normal, such as in a so-called "reach" screen, where a jackpot is reached with just one more symbol. Furthermore, the player's anticipation is heightened by using characters in the images of symbols to create a story in the fluctuating display, and by preview effects that premonitively suggest a high likelihood of transitioning to the special game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-230714 [Patent Document 2] Japanese Patent Application Publication No. 2017-70532 Summary of the Invention [Problem to be solved by the invention]

[0004] However, depending on the relationship between the various presentation elements and various operability designed for each model, it is possible to achieve a synergistic effect in the presentation, or it is possible that the effect of the presentation will be reduced, so careful design is required when combining each element.

[0005] The present invention has been made in consideration of the above-mentioned problems, and aims to provide a gaming machine that can achieve both improved presentation effects and improved operability. [Means for solving the problem]

[0006] In order to solve the above problems, a pinball game machine according to one aspect of the present invention comprises a game board on which a game area is formed, a start winning hole provided at a predetermined position in the game area and in which the entry of a game ball triggers a lottery, a big winning hole that allows or makes it easy for game balls to enter when opened, a winning / losing determination means for determining whether or not to transition to a special game that is more advantageous to the player than a normal game when the ball enters the start winning hole, a pattern display device that variably displays a pattern to show the result of the winning / losing determination, and a variation pattern decision device that selects one of a plurality of variation patterns for which the process of varying the pattern display is determined. a hold control means for storing as hold the lottery values ​​corresponding to the new ball entering the start winning port up to a predetermined number when a new ball enters the start winning port and a pattern change corresponding to a ball entering the previous start winning port is displayed; a special game control means for enabling the execution of a special game accompanied by the opening of the large winning port when the result of the hit / miss determination by the hit / miss determination means is a predetermined result; a performance display device for displaying performance content; a performance determination means for determining the performance content to be displayed on the performance display device; and a performance display control means for displaying the performance content determined by the performance determination means on the performance display device.When a new ball enters a starting winning slot, advance information on a lottery value corresponding to the ball entering is transmitted to an effect determination means, and based on the advance information, a specific effect suggesting the expected probability of transition to a special game related to the hold corresponding to the advance information can be executed by a pattern change prior to the pattern change related to the hold corresponding to the advance information, and when a hold corresponding to the new ball entering the starting winning slot occurs, a hold image corresponding to the hold can be displayed, and when displaying the hold image, the display can start with a predetermined animation display, there are multiple types of specific effects, and the expected probability of transition to a special game in the pattern change related to the hold that triggered the execution of the specific effect varies depending on the type of specific effect executed by a pattern change prior to the pattern change related to the hold that triggered the execution of the specific effect, and one or more first images belonging to a first image group and one or more first images belonging to a second image group can be displayed as effect images that can be displayed on the effect display device. and the second image above, and is capable of executing a special effect of displaying a special first image obtained by deforming the first image in a predetermined manner, and is provided with at least the first reserved image and the second reserved image having a higher expectation of transitioning to a special game than the first reserved image as types of reserved images, and is capable of executing a special effect even while a pattern change corresponding to either the first reserved image or the second reserved image is being displayed, and after the reserved image starts to be displayed with a predetermined animation display, is capable of looping a specific animation display which is an animation display different from the predetermined animation display, and at least one of the predetermined animation display and the specific animation display can be displayed even while the special effect is being executed, and at least one of the predetermined animation display and the specific animation display can be displayed after the reserved image has been subjected to deformation in the special effect.

[0007] Any combination of the above components, or mutual substitution of the components or expressions of the present invention among methods, devices, systems, computer programs, recording media storing computer programs, data structures, etc., are also valid aspects of the present invention. [Effects of the Invention]

[0008] According to the pinball gaming machine of the present invention, it is possible to provide a gaming machine that can achieve both improved presentation effects and improved operability. [Brief explanation of the drawings]

[0009] [Figure 1] A diagram showing the basic structure of the front side of a pachinko game machine. [Figure 2] A diagram showing the basic structure of the back side of a pachinko game machine. [Figure 3] FIG. 2 is a diagram showing the functional blocks of a pachinko gaming machine. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a main board. [Figure 5] FIG. 10 is a diagram showing a schematic diagram of a pass / fail determination table. [Figure 6] A diagram showing a schematic diagram of the range setting of the winning / losing lottery value for each setting value. [Figure 7] FIG. 10 is a diagram schematically illustrating a symbol determination table. [Figure 8] FIG. 10 is a diagram illustrating a variation pattern table. [Figure 9] This is a diagram schematically showing a pre-pass / fail judgment table referenced in the pre-pass / fail judgment. [Figure 10] A diagram showing a schematic diagram of a pre-win / lose determination table corresponding to the game settings. [Figure 11] FIG. 2 is a block diagram showing the configuration of a sub-board. [Figure 12] FIG. 1 is a diagram illustrating a schematic overview of a mobile link system. [Figure 13] FIG. 2 is a block diagram illustrating a hardware configuration of a main board and a sub-board. [Figure 14] 1 is a block diagram showing a schematic hardware configuration of a performance control device. [Figure 15] 10 is a flowchart showing the control start process of the main board in a pachinko gaming machine. [Figure 16] 16 is a flowchart showing in detail the setting change process of S124 in FIG. 15. [Figure 17] 16 is a flowchart showing in detail the setting confirmation process of S126 in FIG. 15. [Figure 18] 16 is a flowchart showing the main process of S120 in FIG. 15 in detail. [Figure 19] 10 is a flowchart showing details of an interrupt process. [Figure 20] 10 is a flowchart showing the control start process of a sub-board in a pachinko gaming machine. [Figure 21] 21 is a flowchart showing the main processing of S518 in FIG. 20 in detail. [Figure 22] 10 is a flowchart showing an interrupt process when a command is received from the main board. [Figure 23] 10 is a flowchart showing interrupt processing when a timer interrupt occurs for effect display control. [Figure 24] 10 is a flowchart showing an interrupt process when a sub CPU receives a command from a control CPU. [Figure 25] 10 is a flowchart showing an interrupt process when a timer interrupt for controlling various devices occurs. [Figure 26] 10 is a flowchart showing the process of displaying a special symbol change. [Figure 27] 10 is a flowchart showing the process of displaying a changing decorative pattern. [Figure 28] 10 is a flowchart showing the process of a special game. [Figure 29] This is a flowchart showing the process of small win gameplay. [Figure 30] FIG. 10 is a diagram showing an example of a screen of a performance display device. [Figure 31] 10A and 10B are diagrams illustrating an example of contraction of a frame image in a screen transformation effect. [Figure 32] 10A and 10B are diagrams illustrating an example of frame image shaking in a screen transformation effect. [Figure 33] FIG. 10 is a diagram showing a schematic layer structure of a display screen in a screen transformation display. [Figure 34]FIG. 10 is a diagram showing a schematic diagram of the process of the movable device effect that is executed simultaneously with the screen transformation effect. [Figure 35] FIG. 2 is a diagram schematically illustrating a plurality of buffer areas obtained by dividing a frame buffer. [Figure 36] 10 is a diagram schematically showing the relationship between the display size of a frame image and the capacity of a frame buffer area. FIG. [Figure 37] 10A to 10C are diagrams illustrating a process of transforming a frame image stored in a buffer area. [Figure 38] FIG. 10 is a diagram showing an example of a screen of the third special effect pattern. [Figure 39] FIG. 10 is a diagram schematically showing the process of using the buffer area in the third special effect pattern. [Figure 40] FIG. 10 is a diagram showing an example of a guide screen for custom functions. [Figure 41] FIG. 10 is a diagram showing an example of a change screen for a pre-read chance mode. [Figure 42] A figure showing an example of a screen for changing the goal-goal pre-reading mode. [Figure 43] 10A and 10B are diagrams showing the relationship between whether a stage background image is displayed and whether the effect settings can be changed. [Figure 44] This is a diagram showing the basic structure of the front side of a pachinko gaming machine in the first embodiment that adopts the specifications of an ECO pachinko gaming machine. [Figure 45] This is a diagram showing the processing image between the ECO unit and the prize ball payout control board. [Figure 46] This is a diagram showing the basic structure of the front side of a pachinko gaming machine in the second embodiment that adopts the specifications of an ECO pachinko gaming machine. [Figure 47] FIG. 47 is a diagram showing details of the operation unit device in FIG. 46. [Figure 48] FIG. 2 is a diagram showing the general electrical configuration of a pachinko gaming machine. [Figure 49] This is a diagram showing the basic structure of the front side of a pachinko gaming machine in a third embodiment that adopts the specifications of an enclosed pachinko gaming machine. [Figure 50] FIG. 2 is a diagram illustrating details of an operation unit device. DETAILED DESCRIPTION OF THE INVENTION

[0010] (Prerequisite technology) The pachinko machine of this embodiment contains multiple games equivalent to conventional Type 1 pachinko machines. The first and second games are played first and second, with the second game being given priority so that they are not played simultaneously. To achieve both of these playability features, the machine is equipped with multiple start slots, multiple special symbol display devices, and multiple hold lamps. The machine is designed so that the payout from a jackpot in the second game is generally greater than the payout from a jackpot in the first game. For example, the second game is designed to be relatively more profitable than the first game, with a higher probability of hitting a jackpot with a probability change, and with a larger number of unit games constituting the special game when a jackpot is hit (including cases where a long-open unit game with a long opening time for the big prize entrance and a short-open unit game with a short opening time are mixed in one special game, and even if the number of unit games is the same, the second game has a larger number of long-open unit games than the first game), etc. On top of that, the gameplay is realized in which you first aim for an initial hit in the first game, and after a time-saving feature is granted in the first game, you repeatedly aim for the second game to get a lot of balls.

[0011] FIG. 1 shows the basic structure of the front side of a pachinko gaming machine. The pachinko gaming machine 100 is mainly composed of a gaming machine frame and a gaming board. The gaming machine frame of the pachinko gaming machine 100 includes an outer frame 101, a front frame 102, a transparent plate 103, a door 104, an upper ball tray 105, a lower ball tray 106, a launch handle 107, a speaker 108, a performance button 109, a cross key 110, and a decorative lamp 111. The outer frame 101 has an opening and is a frame body for fixing the pachinko gaming machine 100 in a desired location. The front frame 102 is a frame body that fits into the opening of the outer frame 101 and is attached to the outer frame 101 by a hinge mechanism (not shown) so that it can be opened and closed. The front frame 102 includes a mechanism for launching gaming balls, a mechanism for detachably storing the gaming board, a mechanism for guiding or retrieving gaming balls, and the like.

[0012] The transparent plate 103 is made of glass or the like and is supported by the door 104. The door 104 is attached to the front frame 102 so as to be able to open and close by a hinge mechanism (not shown). The upper ball tray 105 has mechanisms for storing game balls, sending game balls to the launch rail, and removing game balls to the lower ball tray 106. The lower ball tray 106 has mechanisms for storing and removing game balls. Speakers 108 are provided on the left and right sides of the upper part of the door 104, and output sound effects and music according to the game status and effects, etc., by a means for controlling the effects. Most of the resin material that makes up the exterior of the door 104 is translucent, and a decorative lamp 111 is provided inside the transparent part. The decorative lamp 111 is an LED that emits light in various colors according to the game status and effects, etc., by a means for controlling the effects, and plays a role in creating effects by flashing, etc.

[0013] The game board 80 includes a first start opening 11, a second start opening 12, a special prize opening 20, a first operating opening 31, a second operating opening 32, a general prize opening 33, an exit opening 34, a performance display device 60, and a center ornament 64 on a play area 81 partitioned by rails 82. The center ornament 64 is a decorative resin member provided in the approximate center of the play area 81 and extending to the upper and right portions thereof to form the screen frame of the performance display device 60, and serves functions such as providing a flow path for game balls, protecting the performance display device 60, and providing decoration. A stage 65 is formed below the center ornament 64 on which game balls roll. Depending on the way the balls roll, the direction of their fall from the stage 65 is divided into a direction that will lead to the first start opening 11 and a sideward direction that will not lead to the first start opening 11. A movable accessory 66 is provided above the center ornament 64 and is driven in accordance with the performance content to perform a performance-related action. In the game area 81, a plurality of game nails, windmills, and other mechanisms (not shown) are installed to form a flow path for game balls. In this specification, the terms "going in," "winning," and "falling in" may be synonymous with each other. In addition, each winning opening and each ball entrance may be configured as a "passing opening" (also called a "gate" or "through chucker") through which game balls pass, and "going in," "winning," "falling in," and "passing in" may also be synonymous with each other.

[0014] The first starting hole 11 is provided as a starting winning hole corresponding to a first game, and the second starting hole 12 is provided as a starting winning hole corresponding to a second game. The first starting hole 11 and the second starting hole 12 are configured so that the player can aim for the ball to land in either hole by varying the strength of the shot of the game ball according to their intention. The first starting hole 11 is provided in the approximately lower center of the game area 81, and the second starting hole 12 is provided directly below the first starting hole 11. The flow path formed by the arrangement of the game nails is such that a left-handed hit, i.e., a relatively weak hit aimed at flowing into the passage to the left of the center ornament 64, will allow the ball to land or will easily land in the first starting hole 11 and the second starting hole 12, while a right-handed hit, i.e., a relatively strong hit aimed at flowing into the passage to the right of the center ornament 64, will allow the ball to land or will easily land in the second starting hole 12, but will be impossible or difficult to land in the first starting hole 11. However, under normal circumstances, the upper part of the opening of second starting hole 12 is covered by first starting hole 11, preventing the inflow of game balls, and therefore it is impossible or difficult for a ball to enter second starting hole 12 unless the expansion mechanism of second starting hole 12 is opened. The winning / losing lottery is a lottery that determines whether or not to transition to special play, which is more advantageous to the player than normal play, and is carried out every time a ball enters first starting hole 11 or second starting hole 12.

[0015] The first starting hole 11 and the second starting hole 12 may be located far enough apart to allow the ball to be aimed at either hole depending on the strength of the shot. The first starting hole 11 and the second starting hole 12 may be located far apart on the left and right sides of the game area 81, respectively, so that a ball aimed at one hole will have difficulty entering the other. For example, the first starting hole 11 is located at a position where it is possible or easy to enter when the ball is hit from the left, i.e., when a relatively weak shot is aimed to flow into the left passage of the center ornament 64. The second starting hole 12 is located at a position where it is possible or easy to enter when the ball is hit from the right, i.e., when a relatively strong shot is aimed to flow into the right passage of the center ornament 64.

[0016] The first start opening 11 is equipped with a first start winning detection device 16. The first start winning detection device 16 is a sensor that detects the entry of a gaming ball into the first start opening 11, and generates first start winning information indicating the entry of the ball when the ball enters. The second start opening 12 is equipped with a second start winning detection device 17, a normal electric device 90 (a so-called electric tulip) that is an opening mechanism, and a normal electric device solenoid 91 for opening and closing the normal electric device 90. The second start winning detection device 17 is a sensor that detects the entry of a gaming ball into the second start opening 12, and generates second start winning information indicating the entry of the ball when the ball enters.

[0017] The first actuation opening 31 is located to the left of the play area 81 and includes a first passage detection device 36. The first passage detection device 36 is a sensor that detects the passage of a game ball through the first actuation opening 31 and generates passage information indicating the passage upon passing. The second actuation opening 32 is located to the right of the play area 81 and includes a second passage detection device 37. The second passage detection device 37 is a sensor that detects the passage of a game ball through the second actuation opening 32 and generates passage information indicating the passage upon passing. The passage of a game ball through the first actuation opening 31 or the second actuation opening 32 triggers an opening lottery that determines whether the normal electric device 90 will be opened. When a game ball passes through the first actuation opening 31 or the second actuation opening 32, a normal symbol, which indicates the result of the opening lottery, is displayed in a variable manner on the normal symbol display unit 45. Therefore, the opening lottery is also referred to as a "normal symbol lottery." After a predetermined time has elapsed since the start of the variation, the variable display of the normal symbol stops. When the normal symbol stops at a winning symbol, the normal electric device 90 is expanded by the driving force of the normal electric device solenoid 91, increasing the possibility of the ball entering the second starting hole 12. As a modified example, the number of operating holes may be one, and it may be configured to be located on the left side of the playing area 81.

[0018] Each of the three general winning openings 33 is equipped with a general winning detection device 38 for detecting the entry of a gaming ball. The general winning detection device 38 is a sensor that detects the entry of a gaming ball into the general winning opening 33, and generates general winning information indicating the entry of the ball when the ball enters.

[0019] The large prize opening 20 includes a large prize detection device 25 for detecting the entry of a game ball and a large prize opening solenoid 92 for opening and closing the large prize opening 20. The large prize detection device 25 is a sensor that detects the entry of a game ball into the large prize opening 20 and generates large prize opening entry information indicating the entry of the ball when the ball enters the large prize opening 20. The large prize opening 20 is a horizontally rectangular opening that opens when the first special symbol 51 or the second special symbol 52 stops in a predetermined manner, indicating a "jackpot." The large prize opening 20 is located above and to the right of the outlet opening 34. Alternatively, another large prize opening may be located in the lower center of the play area 81 or above or below the large prize opening 20, resulting in multiple large prize openings. The outlet opening 34 is an outlet through which game balls that did not enter any of the other openings are discharged and is equipped with an outlet detection device 39. The out detection device 39 is a sensor that detects game balls that pass through the out port 34 and are discharged, and generates discharge information indicating the detection upon detection. The out port 34 is provided at the bottom center of the game area 81 so that all game balls that have not entered any of the winning ports can be guided through it. A plurality of out detection devices 39 may be provided side by side while ensuring a game ball passage of sufficient width to prevent balls from clogging the out port 34.

[0020] A symbol etc. display unit 120 is disposed below and outside the play area 81 on the play board 80. The symbol etc. display unit 120 is provided with display units such as a first special symbol display unit 41, a second special symbol display unit 42, a first special symbol reserve display unit 71, a second special symbol reserve display unit 72, a normal symbol display unit 45, a normal symbol reserve display unit 75, a play status display unit 76, and an abnormality notification unit 77. Specifically, the first special symbol display unit 41 corresponding to the first game and the second special symbol display unit 42 corresponding to the second game are arranged side by side at the lower left position, and the fluctuations of the first special symbol 51 and the second special symbol 52 are displayed.

[0021] The first special symbol 51 corresponds to the result of the first lottery triggered by the entry of a gaming ball into the first starting hole 11. When the first special symbol 51 stops in a predetermined winning pattern, a jackpot is generated as a special game. The second special symbol 52 corresponds to the result of the second lottery triggered by the entry of a gaming ball into the second starting hole 12. When the second special symbol 52 stops in a predetermined winning pattern, a jackpot is generated as a special game. The first special symbol display unit 41 and the second special symbol display unit 42 are 8-segment LED displays consisting of eight segments, for example, seven segments forming a "figure eight" and one segment representing a "dot." An 8-segment LED can represent 8-bit numerical values ​​by combining eight segments. The first special symbol 51 and the second special symbol 52, represented by a combination of segments, do not necessarily take the form of letters or numbers; they may be meaningless symbols formed by the combination of each segment. These symbols are displayed in rapid succession on first special symbol display section 41 and second special symbol display section 42, or a predetermined display (for example, "-") and non-display (for example, all lights off) are repeated for a predetermined time, and then a symbol corresponding to the judgment result is displayed, thereby realizing a variable display of first special symbol 51 and second special symbol 52. Note that first special symbol display section 41 and second special symbol display section 42 may use an LED dot array other than an 8-segment LED, and a plurality of types of first special symbol 51 and second special symbol 52 may be expressed by a combination of lighting patterns and lighting colors.

[0022] Furthermore, since the first special symbol 51 and the second special symbol 52 do not necessarily have to have a dramatic effect, in this embodiment they are displayed in an inconspicuous size on the first special symbol display section 41 and the second special symbol display section 42 at the lower left of the gaming area 81. However, if a method is adopted in which the special symbol itself has a dramatic effect and is expressed without using decorative symbols, the special symbol may be displayed on another display device such as a liquid crystal display instead of an 8-segment LED.

[0023] A first special symbol reserve display section 71 is provided above the first special symbol display section 41 as a reserve lamp for the special symbol variation corresponding to the first game, and a second special symbol reserve display section 72 is provided above the second special symbol display section 42 as a reserve lamp for the special symbol variation corresponding to the second game. The first special symbol reserve display section 71 consists of two lamps, the number of which is lit or flashing, indicating the number of reserved win / lose lottery values ​​for the first game (hereinafter, the number of reserved win / lose lottery values ​​will also be referred to simply as the "reserved number"). The reserved number in the first special symbol reserve display section 71 is the number of times (number) a lottery value has been obtained based on winning the first starting hole 11 during the variation of the first special symbol 51 or the execution of the special game, and indicates the number of winning balls for which the pattern variation has not yet been performed. The second special symbol reserve display section 72 also consists of two lamps, the number of which is lit or flashing, indicating the number of reserved balls for the second game. The number of reserved balls in the second special symbol reserved display section 72 is the number of times (number) that a lottery value has been obtained based on winning the second starting hole 12 while the second special symbol 52 is changing or while a special game is being played, and indicates the number of winning balls for which the symbol change has not yet been performed. The number of reserved winning / losing lottery values ​​is also displayed at the bottom of the screen of the performance display device 60 as the number of lit reserved lamp images.

[0024] A normal symbol display section 45 is provided on the right side of the symbol etc. display unit 120. For convenience, the normal symbol display section 45 is composed of two lamps, and the display state of the normal symbol is expressed by the combination of their lighting. First, the fluctuation of the normal symbol is expressed by simultaneously flashing the first lamp and the second lamp, and finally, the stopping symbol of the normal symbol is expressed by the combination of the lighting states of the first lamp and the second lamp. For example, a missing stopping symbol is expressed by the lighting of the first lamp and the extinguishing of the second lamp, a first winning mode is expressed by the extinguishing of the first lamp and the lighting of the second lamp, and a second winning mode is expressed by the lighting of both the first lamp and the second lamp.

[0025] In addition, a normal symbol pending display section 75 is provided to the right of the normal symbol display section 45 as a pending lamp for normal symbol variations. The normal symbol pending display section 75 also consists of two lamps, and the number of lamps that are lit or flashing indicates the number of pending normal symbol variations. The number of pending normal symbol variations is the number of game balls that have passed through the first actuation port 31 or the second actuation port 32 during the normal symbol variation, and indicates the number of normal symbol lotteries for which the normal symbol variation has not yet been executed.

[0026] The symbol display unit 120 is equipped with a game status display unit 76 and an abnormality notification unit 77. The game status display unit 76 is a display unit that displays game statuses, such as specific game statuses (described later), and is composed of, for example, one lamp and one 7-segment LED. For example, the lamp lights up when the probability is changing, flashes when the ball is likely to be scored, and is off when the status is normal, thereby indicating each game status. During a special game, the 7-segment LED displays the number of unit games (number of rounds) to be executed in that special game. The abnormality notification unit 77 is a display unit that notifies of abnormalities in the gaming machine, and is composed of, for example, multiple lamps that notify of abnormalities using lighting patterns corresponding to the type of abnormality. These display units may not be centrally located on the symbol display unit 120, but may be configured as individual units, or may be configured as separate display devices appropriately grouped together. Furthermore, notification of game statuses, such as specific game statuses, may be configured to be limited to a predetermined period, such as a certain period after power is restored from a power outage.

[0027] An effect display device 60 is provided in approximately the center of the play area 81 so that the screen is exposed from the screen frame formed by the center decoration 64, and displays changes in effect images including decorative patterns 61 linked to the first special pattern 51 or the second special pattern 52. Hereinafter, such displays will be referred to as "pattern changes" or "change displays," etc.

[0028] The effect display device 60 is a display device consisting of a liquid crystal display that displays decorative symbols 61 in a variable manner in conjunction with the variable display of the first special symbol 51 or the second special symbol 52. The decorative symbols 61 are symbols that visually display the lottery results indicated by the first special symbol 51 and the second special symbol 52. The effect display device 60 displays, in the central area of ​​the screen, moving images of multiple rows of symbols that vary, for example, imitating a slot machine game, as decorative symbols 61. In this embodiment, symbols consisting of the numbers "0" to "9" are displayed and varied in three rows, and a winning or losing combination is indicated by the final three-symbol combination that stops and is displayed. Each of the multiple symbols that make up the decorative symbols 61 is composed of numbers, letters, or symbols decorated with colors and patterns. However, these numbers, letters, and symbols may be integrated by adding a common pattern to all the symbols or a different pattern for each symbol. This picture is a picture depicting a motif related to the decoration or presentation theme set for the pachinko gaming machine 100, and may be a picture depicting a human or animal character, for example. The decorative pattern 61 may be configured to switch between a case where a pattern including the pattern is displayed variably as an integrated unit, and a case where the pattern is separated and only the numbers, letters, and symbols are displayed variably as the presentation progresses. In the background of the display of the decorative pattern 61 variably, a moving image having a presentation effect related to the decoration or presentation theme set for the pachinko gaming machine 100 is displayed in conjunction with the pattern variation.

[0029] The effect display device 60 is composed of a high-resolution liquid crystal display (LCD), a dot-matrix display device. The width of the display area may be approximately half the width of the game area, or even larger, exceeding half. In the case of a large size, the game ball passage on the right side of the effect display device is formed with a passage width sufficient for one game ball to pass through. A player can almost certainly send the game ball through the right-hand passage by hitting it with maximum force as a so-called "right-handed hit," allowing for the game ball to pass through the right-hand passage, thus enabling the player to distinguish between so-called "left-handed hits." The effect display device 60 may be composed of not only a single display device but also a combination of multiple display devices. In the case of multiple display devices, displays of different sizes, such as a main LCD and a sub-LCD, may be combined. The sub-LCD may be located adjacent to the main LCD or may be installed in a location other than the game board, such as near the launch handle (e.g., the upper ball tray, the right-side decorative lamp, etc.). If installed near the launch handle, it may be configured as a touch panel that allows the player to input operations. The effect display device 60 is not limited to an LCD display, but may also be composed of a display device such as an organic light-emitting diode (OLED) display, a mechanical display such as a drum rotation type, or an LED matrix type.

[0030] The effect button 109 is an operation input device that a player presses to input a specific command to the gaming machine depending on the effect content, and the effect content, etc., changes depending on the manner in which the button is pressed. The effect button 109 is provided on the front frame 102. The effect button 109 is normally stored within the front frame 102, but a rod-shaped member is attached to the back of the effect button 109 so that the rod-shaped member and the effect button 109 can be protruded in a direction approximately perpendicular to the board surface. When protruding, the rod-shaped member and the effect button 109 function as an effect lever 112, and the player can grasp the effect button 109 and pull the effect lever 112 downward. This also allows the player to input specific commands to the gaming machine. The cross key 110 is an operation input device that a player uses to input directional commands to the gaming machine and is provided on the outer wall surface to the left of the upper ball tray 105.

[0031] The game method and control flow used in the gaming machine configured as described above are outlined below. When a player manually rotates the launch handle 107, game balls stored in the upper ball tray 105 are guided one by one along the rail 82 and launched into the play area 81 with a force corresponding to the rotation angle. When the player manually fixes the rotation position of the launch handle 107, game balls are repeatedly launched at regular intervals. Game balls launched toward the top of the play area 81 hit multiple game pegs, windmills, center decorations 64, etc., and fall in a direction corresponding to the impact. When a game ball falls into one of the general prize slots 33, first start slot 11, second start slot 12, or large prize slot 20, a prize ball corresponding to the type of prize slot is paid out to the upper ball tray 105 or lower ball tray 106. A gaming ball that falls into each winning port such as general winning port 33 is treated as a safe ball, and a gaming ball that falls into out port 34 is treated as an out ball. The specifications may be such that the discharged safe balls are not subject to detection by out detection device 39, or the specifications may be such that safe balls are also guided to an area where out detection device 39 is provided and all discharged safe balls are detected by out detection device 39. Alternatively, the specifications may be such that safe balls are not guided and safe balls are not detected by out detection device 39, and the number of detected safe balls is added to the number of detected out balls to determine the total number of discharged balls.

[0032] Furthermore, when a gaming ball passes through the first operating port 31 or the second operating port 32, a normal symbol is displayed in the normal symbol display section 45 in a variable manner and then displayed in a static manner after a variable display time determined prior to the display has elapsed. When a normal symbol is displayed in a static manner in the first winning mode or the second winning mode, the normal electric device 90 is expanded based on the winning mode of the displayed symbol and the game state at the time of the static display. That is, when the game state when the symbol is stopped is the normal game state and the normal symbol is displayed in the first winning mode, a short opening of 0.1 seconds is executed to open the normal electric device 90. Furthermore, when a normal symbol is displayed in the first winning mode during a specific game state (e.g., a state where it is easy to score a ball), and when the normal symbol is displayed in the second winning mode during normal and specific game states (e.g., a state where it is easy to score a ball), a long opening of 6 seconds is executed to open the normal electric device 90. Here, the winning probability of the normal symbol and the execution probability of the long release are set to differ depending on the gaming state. Specifically, in the release lottery in the normal state, the normal symbol wins with a probability of 1 / 100, and in that case the execution probability of the short release (the probability of selecting the winning symbol of the first winning mode) is set to 1 / 3, and the execution probability of the long release (the probability of selecting the winning symbol of the second winning mode) is set to 2 / 3. Also, in the release lottery in a specific gaming state (for example, a state where it is easy to score a ball), the normal symbol wins with a probability of 99 / 100, and although the selection probability of the first winning mode and the second winning mode is the same as in the normal gaming state, the long release is set to be executed regardless of the mode in which it is won. In this way, in the easy-to-score state, the function of varying the winning probability of the normal symbol (varies the probability from 1 / 100 to 99 / 100) and the function of extending the opening time (extending the opening time when stopped and displayed in the first winning mode from 0.1 seconds to 6.0 seconds) increase the ease of scoring a ball into the second starting hole 12. The function of extending the operating period of the normal electric device 90 (long opening) is sometimes called "opening extension."

[0033] As described above, by configuring the system so that the probability of a long release is higher than the probability of a short release in the normal state, long release is performed at a certain rate even in the normal state when a normal symbol is selected. Alternatively, the system may be configured so that the probability of a short release is higher than the probability of a long release in the normal state, or so that the probabilities of both are the same, or so that a short release is always performed. Furthermore, in the easy-to-score state, a configuration may be used to further increase the ease of scoring a ball into the second starting hole 12 by using three additional functions, including a function to shorten the normal symbol fluctuation time. In this case, the normal symbol fluctuation time is, for example, 10 seconds in the normal state and 2 seconds in the easy-to-score state. The winning probability of the opening lottery in the normal state may be set to zero (0 / 100), and the normal electric device 90 may be expanded only when the opening lottery is performed in the easy-to-score state. Furthermore, when the normal electric device 90 expands, the fact may be notified in advance, or the pending normal symbol change may be predicted and the notification may be given before the normal symbol starts to change, or the notification may be given while the normal symbol is changing.

[0034] As a variation of the opening mode when the normal electric device 90 of the second starting hole 12 is opened for a long time, a 2-second opening, longer than the short opening, may be repeated three times to extend the total opening time to approximately 6 seconds. Alternatively, multiple combinations of opening time and number of openings may be provided, and one of these may be selected. For example, three 2-second openings will have the same total opening time as one 6-second opening, but the former is longer than the latter when including the interval period. Therefore, particularly in a variation in which the second starting hole 12 is positioned in the right-hand direction, it can be said that the former offers a longer chance of scoring if the player notices the opening and then aims the ball toward the second starting hole 12 from that point on. Furthermore, a configuration may be adopted in which there are multiple winning types for normal symbols, and the opening mode of the expansion mechanism may be varied depending on the winning type. For example, if a normal symbol results in the first hit, the reel may be opened once for 0.1 seconds in the normal state, and three times for 1 second in the easy-to-score state; if a second hit results in the second hit, the reel may be opened once for 6 seconds in the normal state, and two times for 2 seconds in the easy-to-score state.

[0035] On the other hand, when a ball lands in the first starting hole 11 or the second starting hole 12, the first special symbol 51, the second special symbol 52, and the decorative symbol 61 are displayed in a variable manner on the first special symbol display section 41, the second special symbol display section 42, and the effect display device 60. The display of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stops after the variable display time determined prior to display has elapsed. The first special symbol 51 and the second special symbol 52 are displayed in a variable manner according to a predetermined variable pattern from the start of their change to the end of their change. The decorative symbol 61 is displayed in a variable manner according to a variable effect pattern from the start of their change to the end of their change. Multiple variable patterns and variable effect patterns are provided, each with a variable change time of various lengths. While the first special symbol 51 and the second special symbol 52 are displayed in a variable manner according to the variable effect pattern, the decorative symbol 61 is displayed in a variable manner according to a variable effect pattern having the same variable time. For each variation pattern, a variation display time is set as the end condition for the pattern variation, and when the variation display time has elapsed, the variation of the first special pattern 51, the second special pattern 52, and the decorative pattern 61 will stop. Below, we will show an example of the variation display of the decorative pattern 61 displayed according to the variation performance pattern, and will briefly explain the variation performance pattern. Details of the variation pattern and the method of determining the variation performance pattern will be explained separately.

[0036] As an example of the display of the decorative pattern 61 variations, first, when the variation starts, all three columns of symbols vary like the reels of a slot machine, and as the variation ends, the symbols are stopped one by one to display the final pattern combination. Note that, as the operation when the variation of the decorative pattern 190 stops, control may be made to stop multiple columns simultaneously rather than one by one, so that the display of effects other than the decorative pattern is focused on during the variation display, or the variation of the symbols may be displayed in a shorter variation time. Furthermore, as the operation when the variation of the decorative pattern 190 starts, control may be made to delay the start of variation of some columns depending on the subsequent development of the variation (such as the type of presentation pattern), to create a sense of anticipation.

[0037] Next, a brief explanation of the variable presentation patterns will be given. The variable presentation patterns include a normal miss presentation pattern, a reach miss presentation pattern, and a reach jackpot presentation pattern. The normal miss presentation pattern is a presentation pattern when a normal miss symbol combination is displayed. The reach miss presentation pattern is a presentation pattern when a miss symbol combination is displayed after passing through a reach state, in which one more symbol is needed to achieve a jackpot. The reach jackpot presentation pattern is a presentation pattern when a jackpot symbol combination is displayed after passing through a reach state. In particular, patterns when passing through a reach state include patterns with various lengths of fluctuation time, with a reach pattern with a relatively short fluctuation time being called a "normal reach" and a reach pattern with a long fluctuation time being called a "super reach." The normal miss presentation pattern, reach miss presentation pattern, and reach jackpot presentation pattern each include a normal pattern displayed in the normal state and a time-saving pattern displayed in the time-saving state. However, even in the normal state, if there is a second pattern variation corresponding to a ball entering the second starting hole 12, the probability of a jackpot involving a probability variation or the probability of a large number of unit plays in a special game can be considered a higher chance state than the first variation corresponding to a ball entering the first starting hole 11, so a chance presentation pattern indicating a relatively advantageous chance of a jackpot occurring may be used. Note that in the embodiment, a time-saving pattern is used in the time-saving state, but since the time-saving pattern is also used in the probability variation state, a time-saving pattern is also used in the probability variation state. However, in a modified example, a specification may be adopted in which a probability variation pattern different from the time-saving pattern is used in the probability variation state. Alternatively, a specification may be adopted in which a common pattern is used for both the time-saving and probability variation states, or a specification may be adopted in which a time-saving pattern is not specifically used and a probability variation pattern is used in the probability variation state.

[0038] When the number of reserved symbols for the win / lose lottery reaches a predetermined number (for example, three), the symbol change time in the event of a loss is shortened from normal to improve gaming efficiency (hereinafter also referred to as "shortened change"). Similarly, when the number of reserved symbols for the win / lose lottery reaches four, the symbol change time in the event of a loss is further shortened than in the case of three symbols (hereinafter also referred to as "ultra-shortened change"). After the symbol change described above, if the first special symbol 51, second special symbol 52, and decorative symbol 61 stop in a manner indicating a jackpot, the game transitions to special play, which is a game state more advantageous to the player than normal play, and the opening and closing operation of the big prize opening 20 begins. The stopping manner of the decorative symbol 61 indicating a jackpot is, for example, a combination of three matching symbols.

[0039] There are two types of special games: normal special games and shortened special games, and the profits from winning balls vary greatly between them. A normal special game begins with the display of a special screen called the "start demo time." After the "start demo time" screen appears, the large prize entry slot 20 opens and closes after approximately 30 seconds of opening or closing, or after nine or more game balls have fallen into the slot. This period from opening to closing the large prize entry slot 20 is basically called a unit game, but it may open for multiple short periods during a single unit game. After the large prize entry slot 20 has been opened and closed a predetermined number of times, for example, four or ten times, the normal special game ends with the display of a special screen called the "end demo time." In a normal special game, nine or more balls can be expected to enter the slot per unit game, and a sufficient number of prize balls (also called "out balls") can be won over ten unit games, resulting in significant profits. A special game in which 10 unit games are repeated is also referred to as a "10R jackpot" as appropriate, and a special game in which 4 unit games are repeated is also referred to as a "4R jackpot" as appropriate. Note that although the unit games are repeated 10 times, by opening the large prize opening 20 for a shorter time (for example, 1.6 seconds) than usual in some unit games, it is possible to realize a normal special game (sometimes referred to as an "effective nR jackpot") that is essentially the same as a small number of unit games being repeated.

[0040] On the other hand, in the shortened special game, the start and end demo times are short or almost nonexistent (e.g., 0.1 seconds), and the large prize slot 20 is opened for only 1.6 seconds in one unit game. This unit game is repeated twice to end the shortened special game. In the shortened special game, the large prize slot 20 is only opened twice for a very short time, so almost no balls enter the large prize slot 20, and the payout is essentially zero or a small number of balls (for example, the payout number corresponding to the number of balls entering, such as a few to several dozen balls per round, up to 1-2 balls per round). A special game in which two unit games are repeated is also referred to as a "2R jackpot" as appropriate. Note that although the number of unit games is the same as that of the regular special game, the shortened special game can also be realized by opening the large prize slot 20 for a shorter time than usual in all unit games.

[0041] Furthermore, after the above-mentioned pattern variation, if the first special pattern 51 or second special pattern 52 and decorative pattern 61 at the time of stopping are in a predetermined small win mode, the game shifts to a small win game consisting of one unit game, and the opening and closing operation of the large prize opening 20 is executed. In one unit game that constitutes the small win game, the large prize opening 20 is opened for only about 1.6 seconds, and the appearance is an operation mode that is similar to a 2R big win.

[0042] When a special game occurs and the winning stop symbol at that time is a specific pattern (for example, "777"), a special game, called a probability change, will begin after the special game ends. During the probability change, a win / loss lottery with a higher probability of winning than in a normal probability state is held, and a new special game may occur relatively quickly. Note that the result of the win / loss lottery is a specific jackpot, i.e., a jackpot with a probability change, may not be clearly indicated externally, and a latent probability change state may be set in which no decorative symbols or presentation content are explicitly indicated. In this case, even during the probability change, the presentation display device 60 does not clearly indicate whether the game is in a probability change or not. Note that the presentation display device 60 may clearly indicate whether the game is in a probability change or not when a predetermined condition is met.

[0043] After the special game ends, an easy-to-enter state, one of the specific game states, begins during normal play. In the easy-to-enter state, the winning probability of the opening lottery is increased compared to normal, and the opening time of the normal electric device 90 is extended. This increases the number of normal symbol wins per certain period of time, and also increases the ease of balls entering the second starting hole 12, which increases the likelihood of the number of balls entering the second starting hole 12. Therefore, as the opportunity to win a prize ball by entering the second starting hole 12 increases, it becomes possible to continue playing with almost no balls lost, or to gradually increase the number of balls in possession.

[0044] In the easy-to-win state, a special game state is implemented in which the time it takes for the first special symbol 51, the second special symbol 52, and the decorative symbol 61 to change is shortened compared to the normal state. The time it takes for the first special symbol 51, the second special symbol 52, and the decorative symbol 61 to change is returned to its original time after a predetermined number of changes, e.g., 100, but if a jackpot occurs before that number of changes is reached, the time it takes to change is temporarily terminated. Because the time it takes for the first special symbol 51, the second special symbol 52, and the decorative symbol 61 to change is shortened during the time it takes to change, the time it takes to achieve a jackpot can be shortened compared to the normal state in which the symbols change at the normal time, thereby increasing the relative ease of winning a jackpot. In a variant, the time it takes for the special symbol to change during the easy-to-win state may not be shortened.

[0045] Figure 2 shows the basic structure of the rear side of the pachinko gaming machine. The power switch 150 turns the power of the pachinko gaming machine 100 on and off. The main board 200 controls the overall operation of the pachinko gaming machine 100, particularly processing the overall gaming operation, such as the lottery when a prize is won at the first starting slot 11 or the second starting slot 12. The sub-board 300 is equipped with a liquid crystal unit 151 and controls the display content of the performance display device 60, particularly changing the performance display content according to the judgment results of the main board 200. The back set mechanism 152 includes a prize ball tank 153, a prize ball flow path, and a payout device 154 that pays out prize balls. The payout device 154 pays out game balls supplied from the prize ball tank 153 to the upper ball tray 105 in response to a win at each winning slot. The payout control board 155 controls the payout operation of the payout device 154. The launching device 156 launches the stored balls in the upper ball tray 105 one by one into the play area 81. The launching control board 157 controls the launching operation of the launching device 156. The power supply board 158 supplies power to each part of the pachinko gaming machine 100. A performance display unit 159 is provided on the main board 200. The performance display unit 159 is composed of four 7-segment LEDs that display, for example, a four-digit number, the ratio of the total number of winning balls to the total number of launched balls, which is the sum of safe balls and out balls.

[0046] A setting change device 170 is provided on the main board 200. The setting change device 170 is a device for changing the setting to one of multiple settings (also referred to as game settings) corresponding to multiple game specifications. For example, six game settings (Setting 1 to Setting 6) are prepared as game settings, and the probability of winning a jackpot can be varied depending on the game setting. Specifically, the larger the numerical value among Settings 1 to 6, the more advantageous the game specification becomes for the player. If the jackpot probabilities for Settings 1 to 6 are M1 to M6, respectively, the jackpot probabilities for each setting can be determined so that M1≦M2≦M3≦M4≦M5≦M6. It is not necessary to assign different jackpot probabilities to different game settings; the jackpot probabilities may be the same across different game settings. For example, the same jackpot probability may be assigned to all game settings from Setting 1 to Setting 6.

[0047] The setting change device 170 includes a setting key cylinder 171 into which a setting key held by an employee of the gaming establishment is inserted, a setting change button 172 for changing the setting to one of multiple game settings, a setting display unit 173 that lights up and displays the set setting value, and a setting memory for storing the set setting value. The setting key cylinder 171 is a turnkey switch for transitioning to a state in which the setting can be changed (hereinafter referred to as the "setting change state") or a state in which the setting can be confirmed (hereinafter referred to as the "setting confirmation state"). First, the power switch 150 is turned off, a setting key is inserted into the setting key cylinder 171, and the setting key is turned on by turning the setting key on. Then, the power switch 150 is turned on to transition to the setting change state or the setting confirmation state. To transition to the setting change state, the power switch 150 is turned on while pressing the RAM clear switch (sometimes referred to as the "RWM clear switch"). On the other hand, to transition to the setting confirmation state, the power switch 150 is turned on without pressing the RAM clear switch.

[0048] When the setting change state is entered, the setting display unit 173 displays the number "1," indicating setting 1, as the initial game setting. The setting can be changed by pressing the setting change button 172. The setting display unit 173 is configured with a 7-segment LED displaying single-digit numbers. Each time the setting change button 172 is pressed, the setting value displayed on the setting display unit 173 changes in the following order: 1 → 2 → 3 → 4 → 5 → 6 → 1 → .... After changing the setting, if the setting key inserted into the setting key cylinder 171 is returned to its original position to turn it off, the setting value displayed on the setting display unit 173 is stored in the setting memory, the setting change is confirmed, and the game becomes playable. On the other hand, when the setting confirmation state is entered, the setting value stored in the setting memory is displayed on the setting display unit 173. In the setting confirmation state, pressing the setting change button 172 does not change the setting value displayed on the setting display unit 173, and the setting cannot be changed. After that, if the setting key inserted into the setting key cylinder 171 is returned to its original position to turn it off, the game becomes playable. When the setting key is turned off to enable play, the setting display unit 173 goes out, and the current setting value cannot be seen.

[0049] The setting change button 172 may also serve as a RAM clear switch. In this case, if the power is turned on with the RAM clear switch pressed while the setting key is not turned (setting key off state), RAM clearing is executed. On the other hand, if the power is turned on with the RAM clear switch pressed while the setting key is turned (setting key on state), RAM clearing is executed and the system transitions to the setting change state. Also, if the power is turned on with the RAM clear switch not pressed while the setting key is off, power is restored without RAM clearing. On the other hand, if the power is turned on with the RAM clear switch not pressed while the setting key is on, the system transitions to the setting confirmation state. Also, the setting display unit 173 may also serve as the performance display unit 159. In this case, the combined display unit may function as the performance display unit 159 in the playable state and as the setting display unit 173 in the setting change state or setting confirmation state. Alternatively, the setting change device 170 may not be provided, and changing of game settings may be disabled.

[0050] <Function block> 3 shows the functional blocks of the pachinko gaming machine 100. Below, we will explain the functions realized using each component, but in this specification, in order to align the physical component with the functional component, for example, the main board 200, payout control board 155, launch control board 157, etc., the terms already explained as physical components may be used as is for convenience.

[0051] The pachinko gaming machine 100 is configured in a form in which functions are divided among a power supply board 158 that generates power used within the gaming machine based on an AC power source (AC 24V, etc.) supplied from outside the gaming machine, a main board 200 that serves as the main control device that controls the basic operations of the game and the progress of the game, a payout control board 155 that serves as a frame control device that controls the payout of prize balls, a launch control board 157 that controls the launch of game balls into the gaming area, and a sub-board 300 that serves as a sub-control device that controls the performance operations and processing.

[0052] The main circuit board 200 is electrically connected to the first start opening 11, the second start opening 12, the special prize opening 20, the first actuation opening 31, the second actuation opening 32, the group of general prize openings (first general prize opening 33a, second general prize opening 33b), the outlet opening 34, the symbol display unit 120, and the external information output terminal 160, and transmits and receives various control signals to and from each of them. The payout control board 155 is electrically connected to the main circuit board 200, the launch control board 157, and the payout device 154. The payout control board 155 indirectly controls the launch control board 157 by transmitting a launch permission signal to the launch control board 157 based on signals indicating the prize ball payout and the control status of the main circuit board 200 transmitted from the main circuit board 200, and also controls the payout of prize balls by the payout device 154. The payout device 154 includes a payout motor 166 and a ball counting sensor 167. The launch control board 157 is electrically connected to the payout control board 155, the launch device 156, and the ball sending device 164, and controls the ball sending device 164 and the launch device 156 to launch game balls based on a launch permission signal or the like sent from the payout control board 155. The sub-board 300 is electrically connected to the performance display device 60, the movable accessory 66 (drive motor 67, position detection sensor 68), speaker 108, the performance input operation device 115 (performance button 109, cross key 110), and the decorative lamp 111, and transmits and receives various control signals to and from each of them.

[0053] The main board 200 and the sub-board 300 are provided with components for realizing overall operation through unidirectional data transmission and reception, with data being transmitted and received unidirectionally from the main board 200 to the sub-board 300. Because data transmission from the main board 200 to the sub-board 300 is unidirectional, data cannot be transmitted from the components included in the sub-board 300 to the components included in the main board 200, and data transmission requests cannot be made. Therefore, the sub-board 300 cannot access information generated by the main board 200 unless that information is transmitted. Furthermore, data is transmitted and received bidirectionally between the main board 200 and the dispensing control board 155, and between the dispensing control board 155 and the launching control board 157. However, similar to the case between the main board 200 and the sub-board 300, data may be transmitted and received unidirectionally from the main board 200 to the dispensing control board 155, or from the dispensing control board 155 to the launching control board 157.

[0054] Note that the functional blocks included in the main board 200, dispensing control board 155, launch control board 157, and sub-board 300 described below are merely examples, and as a modified example, some of the functional blocks may be mounted on other boards. For example, the functional blocks included in the main board 200 may be configured to be mounted on the sub-board 300, or the functional blocks included in the launch control board 157 may be configured to be mounted on the dispensing control board 155. Also, for example, some of the functional blocks included in the main board 200 may be configured to be mounted on the main board 200, and the remaining parts may be mounted on the dispensing control board 155, or some of the functional blocks may be divided and provided on multiple boards, and a single functional block may be configured as a whole.

[0055] <Main board 200> 4 is a block diagram showing the functional configuration of the main board 200. The main board 200 includes a ball entry determination means 201, a performance display unit 159, a random number generation means 202, a first lottery means 211, a second lottery means 212, a preliminary determination means 235, a normal game lottery means 213, a hold control means 240, a main display control means 250, a special game control means 260, a small win game control means 265, a specific game control means 270, an opening / closing control means 275, a special game adjustment means 276, a main initial processing execution means 280, a main power cut processing execution means 282, a main error detection means 284, a setting change means 286, a setting confirmation means 287, and a command communication means 205.

[0056] <Ball entrance determination means 201> The ball entry determination means 201 determines whether a gaming ball has entered each winning port. When the ball entry determination means 201 receives first start winning information, it determines that the gaming ball has entered the first start winning port 11, and when it receives second start winning information, it determines that the gaming ball has entered the second start winning port 12. When the ball entry determination means 201 receives special prize winning port information, it determines that the gaming ball has entered the special prize winning port 20, and when it receives general prize winning information, it determines that the gaming ball has entered the general prize winning port 33. When the ball entry determination means 201 receives passing information, it determines that the gaming ball has passed through the first actuation port 31 or the second actuation port 32. When it receives discharge information, it determines that the gaming ball has passed through the outlet port 34. The ball entry determination means 201 calculates the ratio of the total number of winning balls to the total number of fired balls, which is the sum of safe balls and out balls, and displays this on the performance display unit 159. The ball entry determination means 201 displays the value of "number of paid out balls" ÷ "number of out balls" × 100 on the performance display unit 159 when the probability of a jackpot is in a normal probability state and a normal ball entry state (a so-called low-low state where the probability is low and the balls are entered low). Therefore, the performance display unit 159 displays the base in a low base state.

[0057] <Random number generation means 202> The random number generation means 202 generates random numbers to be used for various determinations in the first lottery means 211, the second lottery means 212, and the regular lottery means 213. Specifically, the random number generation means 202 generates random numbers in the range of "0" to "65535" by a predetermined means as random numbers (also called "win / lose lottery values") to be used in the win / lose lottery by the first win / lose determination means 221 and the second win / lose determination means 222. In addition, the random number generation means 202 generates random numbers in the range of "0" to "255" by a predetermined means as random numbers (also called "pattern determination lottery values") to be used in pattern determination (pattern lottery) by the first pattern determination means 226 and the second pattern determination means 227. The random number generation means 202 generates random numbers in the range of "0" to "255" by a predetermined means as random numbers (also referred to as "variation pattern determination lottery values") used in determining the variation pattern by the first variation pattern determination means 231 and the second variation pattern determination means 232. The random number generation means 202 generates random numbers in the range of "0" to "99" by a predetermined means as random numbers used in the winning / losing lottery by the normal symbol lottery means 213. The random number generation means 202 generates random numbers in the range of "0" to "2" by a predetermined means as random numbers used in determining the normal symbol. The "random numbers" referred to here may be physical random numbers generated by a random number generation circuit or true random numbers in the mathematical sense, as well as pseudo-random numbers such as random numbers using a 16-bit counter or software random numbers using a random number generation algorithm. Alternatively, they may be random numbers generated by combining hardware random numbers and software random numbers. Furthermore, the random numbers acquired by the first lottery means 211 and the second lottery means 212 may be generated by the same generating means, or may be generated by different generating means.

[0058] <General lottery method 213> When a gaming ball passes through the first operating port 31 or the second operating port 32, the normal symbol lottery means 213 acquires from the random number generation means 202 a random number used to determine whether a normal symbol has been won or lost and a random number used to determine the normal symbol's stopping pattern, and executes a lottery. The normal symbol lottery means 213 holds a normal symbol win / lose determination table (not shown) that is referenced to determine whether a normal symbol has been won or lost, and a normal symbol determination table that is referenced to determine the normal symbol's stopping pattern to be displayed on the normal symbol display unit 45. The normal symbol win / lose determination table defines the correspondence between the lottery value for the win / lose lottery and a win, and the normal symbol determination table defines the correspondence between the lottery value for determining the stopping pattern and the normal symbol, and the win / lose of the normal symbol and the stopping pattern are determined based on the above-mentioned winning probability and symbol selection probability. When the lottery value for the normal symbol lottery corresponds to a win, the normal symbol lottery means 213 refers to the normal symbol determination table to determine the stopping symbol for the normal symbol. When the lottery value for the normal symbol lottery corresponds to a miss, the normal symbol lottery means 213 always determines the pattern of the missing symbol (1). When the result of the normal symbol win / loss determination corresponds to a win and the normal symbol stops in a predetermined pattern (first winning pattern or second winning pattern), the opening / closing control means 275 (described later) expands the normal electric device 90 in the second starting opening 12 according to the pattern of the stopped symbol and the game status. The expansion time is 0.1 seconds for short opening and 6 seconds for long opening. The lottery value for the normal symbol is temporarily reserved by the reservation control means 240 (described later). However, the lottery value is reserved only if it does not exceed the predetermined maximum number of reserved symbols reserved by the reservation control means 240.

[0059] <First lottery means 211 and second lottery means 212> The first lottery means 211 includes a first lottery value acquisition means 216, a first win / loss determination means 221, a first symbol determination means 226, and a first variation pattern determination means 231 as a function of executing a first lottery related to a first game, and executes a first win / loss lottery as a win / loss lottery corresponding to a ball entering the first starting hole 11. Based on various lottery results by the first lottery means 211, the main display control means 250 displays a variation of the first special symbol 51 in the first special symbol display unit 41. Also, based on information transmitted from the command communication means 205, the display area of ​​the effect display device 60 displays a variation of the decorative symbol 61. The second lottery means 212 includes a second lottery value acquisition means 217, a second win / loss determination means 222, a second symbol determination means 227, and a second variation pattern determination means 232, and executes a second win / loss lottery as a win / loss lottery corresponding to a ball entering the second starting hole 12. Based on the results of various lotteries by the second lottery means 212, the main display control means 250 causes the second special symbol 52 to be displayed variably in the second special symbol display section 42. Also, based on the information transmitted from the command communication means 205, the decorative symbol 61 is displayed variably in the display area of ​​the performance display device 60.

[0060] <First lottery value acquisition means 216 and second lottery value acquisition means 217> The first lottery value acquisition means 216 acquires, from the random number generation means 202, random numbers for various lotteries and determinations by the first lottery means 211, triggered by the ball entering the first starting hole 11. Specifically, the first win / loss lottery value for determining whether or not the first win / loss determination means 221 wins / losses, the first pattern lottery value for determining the stop mode of the first special pattern 51 by the first pattern determination means 226, and the first pattern lottery value for determining the variation pattern (variation time) of the first special pattern 51 by the first variation pattern determination means 231 are acquired from the corresponding random number generation means. The second lottery value acquisition means 217 acquires, from the random number generation means 202, random numbers for various lotteries and determinations by the second lottery means 212, triggered by the ball entering the second starting hole 12. Specifically, the second win / loss lottery value for determining win / loss by the second win / loss determination means 222, the second pattern lottery value for determining the stopping mode of the second special pattern 52 by the second pattern determination means 227, and the second pattern lottery value for determining the fluctuation pattern (fluctuation time) of the second special pattern 52 by the second fluctuation pattern determination means 232 are obtained from the corresponding random number generation means.

[0061] The first win / loss determination means 221 executes a win / loss determination to determine whether or not to transition to a special game based on the first win / loss lottery value. The second win / loss determination means 222 executes a win / loss determination to determine whether or not to transition to a special game based on the second win / loss lottery value. More specifically, the win / loss determination determines whether or not the result is a "big win" indicating a transition to a special game, a "small win" indicating a transition to a small win game, or a "miss" indicating no transition to a special game or a small win game. The first win / loss determination means 221 and the second win / loss determination means 222 hold a win / loss determination table to be referenced in the win / loss determination. Note that the win / loss determination executed when starting the pattern variation is also referred to as the "win / loss determination as the main determination" as appropriate to distinguish it from the preliminary win / loss determination described below. In this specification, the terms "table" and "selection criteria" do not strictly refer to data in a table structure that defines a correspondence between a first parameter, such as a lottery value, and a second parameter, such as a value indicating an option, but also broadly include cases where such a correspondence is realized using a program structure that derives the second parameter from the first parameter. These are all referred to as "selection criteria" as appropriate, as a concept that is essentially synonymous with "table." Furthermore, when a table structure is used, a selection criterion that is essentially one type may be configured as a combination of multiple structurally subdivided tables. However, when "multiple types of selection criteria" are used, the term refers to the actual number of types of tables, not the number of subdivided tables.

[0062] The first win / loss determination means 221 and the second win / loss determination means 222 each hold a table corresponding to their respective win / loss determinations as a win / loss determination table to be referenced in the win / loss determination. Specifically, a win / loss determination table for the win / loss determination by the first win / loss determination means 221 (also referred to as the "first win / loss determination table") and a win / loss determination table for the win / loss determination by the second win / loss determination means 222 (also referred to as the "second win / loss determination table") are held, and the table to be referenced is selected depending on the win / loss determination to be performed. The multiple win / loss determination tables correspond to the determination results of a big win, a small win, and a miss and a win / loss lottery value, and the win / loss probability is determined according to the corresponding range setting of the big win. In addition, multiple types of win / loss determination tables corresponding to multiple game settings are prepared; for example, for each of game settings 1 to 6, a win / loss determination table with a different correspondence between the win / loss lottery value and the win / loss determination result is prepared. In addition, if the probabilities of a big win, a small win, and a miss are the same across multiple game settings, a win / loss determination table that is common to multiple game settings may be prepared.

[0063] FIG. 5 is a diagram showing a schematic diagram of a hit / miss determination table. This diagram shows a hit / miss determination table corresponding to a specific game setting, specifically, a hit / miss determination table corresponding to setting 6. The hit / miss determination table in this diagram associates the determination results of jackpot, minor hit, and miss with a hit / miss lottery value, and the hit / miss probability of a jackpot or a minor hit is determined according to each associated range setting. The first hit / miss determination means 221 and the second hit / miss determination means 222 refer to the hit / miss determination table in this diagram when making the actual hit / miss determination. In both the first hit / miss lottery performed by the first hit / miss determination means 221 and the second hit / miss lottery performed by the second hit / miss determination means 222, a jackpot is determined under normal circumstances only when the hit / miss lottery value falls within the range of 0 to 299. During a probability variation, the range of a jackpot is expanded, and a jackpot is determined not only when the hit / miss lottery value falls within the range of 0 to 299, but also when the hit / miss lottery value falls within the range of 300 to 2999. In this way, the range that corresponds to the jackpot changes depending on the game state. In this figure, a single hit / miss judgment table is used to show the jackpot ranges for both normal and special modes, but separate hit / miss judgment tables may be prepared for normal mode and special mode, or for the first hit / miss lottery and the second hit / miss lottery.

[0064] In this embodiment, even if the hit / miss lottery value does not fall within the jackpot range, it will be a small hit if it falls within a predetermined range. In the example of this figure, a small hit occurs when the hit / miss lottery value acquired by the first hit / miss determination means 221 falls within the range of 56,500 to 65,535, and a small hit occurs when the hit / miss lottery value acquired by the second hit / miss determination means 222 falls within the range of 64,000 to 65,535. In other words, the range of small hits is wider in the first hit / miss lottery than in the second hit / miss lottery, making small hits more likely to occur. In this way, if a result does not fall within the jackpot range, it is essentially a "miss," but in the example of this figure, the hit / miss lottery value range for cases that do not fall within the jackpot range but do not also fall within the small hit range is specifically expressed as a "miss." In other words, when considering "hit / miss" from the perspective of "whether it is a jackpot or not," a "small hit" can be considered to be included in the broad sense of "miss," meaning "not a jackpot." Furthermore, when considering "hit or miss" from the perspective of "hit or miss," "small hit" can be considered to be included in the broader definition of "hit" along with "big hit." In this diagram, an example is shown in which the judgment table for whether or not there is a big hit and the judgment table for whether or not there is a small hit are realized in the form of a single hit or miss judgment table, but they can also be realized as separate tables. Furthermore, "small hit" may be provided in only one of the first game and the second game, or may not be provided in either game. In that case, a value corresponding to a small hit is not set in the corresponding hit or miss judgment table.

[0065] FIG. 6 shows a schematic diagram of the range setting of the hit / fail lottery value for each setting value. (a) in this figure shows the correspondence between the first hit / fail lottery value acquired by the first hit / fail determination means 221 and the hit / fail determination result. (b) in this figure shows the correspondence between the second hit / fail lottery value acquired by the second hit / fail determination means 222 and the hit / fail determination result. The range of the first hit / fail lottery value and the second hit / fail lottery value that will result in a jackpot during normal play and during a special probability mode is 0 to 294 for the setting value "1," 0 to 295 for the setting value "2," 0 to 296 for the setting value "3," 0 to 297 for the setting value "4," 0 to 298 for the setting value "5," and 0 to 299 for the setting value "6." Therefore, the larger the setting value, the wider the range of hit / fail lottery values ​​that will result in a jackpot during normal play, increasing the probability of winning during normal play. In addition, the range of the first and second winning / losing lottery values ​​that result in a jackpot only during a special mode (i.e., a loss during normal mode) is 295 to 2949 for the setting value "1," 296 to 2959 for the setting value "2," 297 to 2969 for the setting value "3," 298 to 2979 for the setting value "4," 299 to 2989 for the setting value "5," and 300 to 2999 for the setting value "6." Therefore, the larger the setting value, the wider the range of winning / losing lottery values ​​that result in a jackpot during a special mode, and the higher the probability of winning during a special mode. The range of winning / losing lottery values ​​is determined so that the ratio between the normal jackpot probability that results in a jackpot during a special mode and the special mode jackpot probability that results in a jackpot during a special mode is constant regardless of the setting value. In this diagram, the range of the winning / losing lottery value is set so that the probability of a jackpot during a special mode is 10 times the normal jackpot probability, and this range is common to all setting values ​​"1" through "6." The range of the winning / losing lottery value is also set so that the probability of a small jackpot is constant regardless of the setting value. For all setting values ​​"1" through "6," a small jackpot occurs when the first winning / losing lottery value ranges from 56,500 to 65,535, and a small jackpot occurs when the second winning / losing lottery value ranges from 64,000 to 65,535. A winning / losing lottery value range outside the range of a jackpot or small jackpot is a "miss." While this diagram shows different jackpot probabilities for each setting value, the correspondence between the winning / losing lottery value and the winning / losing determination result may be set so that the jackpot probability is the same across different setting values.

[0066] <First symbol determination means 226 and second symbol determination means 227> Returning to Fig. 4, the first symbol determination means 226 and the second symbol determination means 227 determine the stop symbol when the symbol variation starts based on the symbol lottery value obtained from the random number generation means 202 and the result of the hit / miss determination. The first symbol determination means 226 and the second symbol determination means 227 hold a plurality of symbol determination tables to be referenced in order to determine the stop symbol of the special symbol. Specifically, the first symbol determination means 226 holds a plurality of symbol determination tables according to the result of the hit / miss determination by the first hit / miss determination means 221, and the second symbol determination means 227 holds a plurality of symbol determination tables according to the result of the hit / miss determination by the second hit / miss determination means 222. The first hit / miss determination means 221 holds a jackpot first symbol determination table to be referenced in the event of a jackpot, a small hit first symbol determination table to be referenced in the event of a small hit, and a miss first symbol determination table to be referenced in the event of a miss. The second hit / miss determination means 222 holds a second symbol determination table at the time of a big hit to be referenced when a big hit occurs, a second symbol determination table at the time of a small hit to be referenced when a small hit occurs, and a second symbol determination table at the time of a miss to be referenced when a miss occurs. The first symbol determination means 226 and the second symbol determination means 227 select the symbol determination table to be referenced depending on the result of the hit / miss determination. Note that the symbol determination performed when starting the symbol variation is also referred to as "symbol determination as main determination" as appropriate to distinguish it from the preliminary symbol determination described below.

[0067] FIG. 7 is a diagram showing a schematic diagram of a symbol determination table. FIG. 7(a) is a table to be referenced when the hit / miss determination result is a big hit, FIG. 7(b) is a table to be referenced when the hit / miss determination result is a miss, and FIG. 7(c) is a table to be referenced when the hit / miss determination result is a small hit. The first symbol determination means 226 and the second symbol determination means 227 refer to the symbol determination table shown in this figure for the main symbol determination. Each symbol determination table defines a correspondence between the numbers "0" through "10" indicating the type of special symbol and the first symbol lottery value or the second symbol lottery value. The types of special symbols are associated with the hit / miss determination results of big hit, small hit, and miss, respectively, with "0" through "4" corresponding to big hit, "5" through "9" corresponding to small hit, and "10" corresponding to miss. Each type is assigned multiple special symbols, i.e., multiple meaningless symbols formed by combinations of segments.

[0068] As shown in Figure 7(a), the types of special symbols "0" to "4" are associated with the presence or absence of a jackpot and a probability change after the jackpot. Specifically, type "0" indicates a 10R jackpot with a probability change as a specific jackpot, and is associated with "0 to 99" for the first symbol lottery value and "0 to 144" for the second symbol lottery value. Type "1" indicates a 4R jackpot with a probability change as a specific jackpot (or "effective 4R win"), and is associated with "100 to 149" for the first symbol lottery value and "145 to 149" for the second symbol lottery value. Type "2" indicates a 2R jackpot with a probability change, and is associated with "150 to 189" for both the first symbol lottery value and the second symbol lottery value. Type "3" indicates a 10R jackpot without a probability change as a normal jackpot, and type "3" corresponds to a first symbol lottery value and a second symbol lottery value of "150-189". Type "4" indicates a 4R jackpot without a probability change as a normal jackpot, and type "4" corresponds to a first symbol lottery value and a second symbol lottery value of "230-255". In this way, the selection probability for each jackpot type (i.e., the content of the jackpot and whether or not there is a subsequent probability change) is determined by the size of the range of the symbol lottery value.

[0069] It is also possible to provide more types of special symbols, and in that case, by configuring one jackpot type to correspond to multiple types of special symbols, it is possible to increase the number of symbol types while reducing the number of jackpot types. Alternatively, it is possible to subdivide the jackpot types into more types in response to the increased number of symbol types. Furthermore, it is also possible to provide different symbol types for the first and second lotteries. In this case, one jackpot type is configured to correspond to each of the type of special symbol selected in the first lottery and the type of special symbol selected in the second lottery. However, it is desirable to set the probability fluctuation rate to be the same for the first and second lotteries.

[0070] As shown in Figure 7(b), the type "10" corresponds to the entire range of symbol lottery values ​​when the winning / losing judgment result is a miss. Therefore, it is determined that the same special symbol will always be displayed when the result is a miss. It is also possible to provide multiple special symbols to be displayed when the result is a miss.

[0071] As shown in Figure 7(c), special symbol types "5" to "9" are associated with small wins. Type "5" is associated with the symbol lottery value range "0 to 49," and type "6" is associated with the symbol lottery value range "50 to 99." Type "7" is associated with the symbol lottery value range "100 to 149," type "8" is associated with the symbol lottery value range "150 to 199," and type "9" is associated with the symbol lottery value range "200 to 255."

[0072] In this embodiment, in order to conserve storage space on the main board 200, the table in FIG. 7 is also referenced as a pre-pattern determination table during pre-pattern determination. The first and second pattern determination means 226 and 227 transmit a value between "0" and "10" indicating the type of special pattern as a result of the pre-pattern determination to the effect determination means 303, along with a value indicating whether the first or second win / loss lottery is being held and the number of reserved symbols. The pre-pattern determination table may be one that allows for more detailed and complex determinations, or one that simplifies the range of jackpot pattern determinations for similar special games. Furthermore, when a pattern is uniformly determined upon a loss, as in this embodiment, a specific pattern may be determined without referencing the acquired pattern lottery value or without preparing a pattern determination table for losses.

[0073] <First variation pattern determination means 231 and second variation pattern determination means 232> Returning to Fig. 4, the first variation pattern determination means 231 determines a variation pattern, which determines the display process of the pattern variation to be displayed on the first special symbol display unit 41 and the performance display device 60, from a plurality of variation patterns based on a first pattern lottery value obtained from the random number generation means 202. The second variation pattern determination means 232 determines a variation pattern, which determines the display process of the pattern variation to be displayed on the second special symbol display unit 42 and the performance display device 60, from a plurality of variation patterns based on a second pattern lottery value obtained from the random number generation means 202. The first variation pattern determination means 231 and the second variation pattern determination means 232 each determine the variation pattern of the pattern variation by referring to a variation pattern table when starting the pattern variation. In addition, the first variation pattern determination means 231 and the second variation pattern determination means 232 perform a preliminary pattern determination of which variation pattern range the pattern lottery value falls into. The first variation pattern determination means 231, the second variation pattern determination means 232, and the control means of the main board 200 each retain or share a variation pattern table referenced to determine the variation pattern when the variation start condition is met, and a preliminary pattern determination table used to generate information for determining whether to execute the pre-reading process when the ball enters the starting slot. Each variation pattern has a predetermined variation time from the start to the end of the special symbol variation, and the variation time varies depending on the type. In other words, each variation pattern with a predetermined pattern variation display process essentially has a variation display time set for each pattern as the end condition for that symbol variation, and the variation of the special symbol stops when that variation display time has elapsed. The variation pattern determination performed to start the symbol variation is also referred to as the "variation pattern determination as the actual determination" to distinguish it from the preliminary pattern determination. Furthermore, to aid in the selection of the decorative symbol variation display pattern described below, different types of variation patterns may be defined despite having the same variation time.

[0074] 8 is a diagram showing a variation pattern table. The first variation pattern determination means 231 and the second variation pattern determination means 232 refer to the table in this figure (a) in the normal state, and refer to the table in this figure (b) in the time-saving state.

[0075] As shown in Figure 8(a), if the result of the hit / miss judgment under normal conditions is a miss, if the pattern lottery value is 0 to 4, the super reach "Super 1" with pattern range number "0" is selected, and if the pattern lottery value is 5 to 9, the super reach "Super 2" with pattern range number "1" is selected. If the pattern lottery value is 10 to 19, the normal reach "Normal 1" with pattern range number "2" is selected, and if the pattern lottery value is 20 to 29, the normal reach "Normal 2" with pattern range number "3" is selected. If the pattern lottery value is 30 to 255, the "no reach miss" with pattern range number "4" is selected. For the "no reach miss", a different variation pattern is selected depending on the number of reserved balls. When the number of reserved balls is 0 to 2, a 10-second variation pattern is selected, when the number of reserved balls is 3, a 7-second variation pattern is selected, and when the number of reserved balls is 4, a 4-second variation pattern is selected.

[0076] This figure explains an example where the numbers are mainly classified into five types based on the change time, but the sub-board 300 has multiple change presentation patterns prepared for each of these change patterns, which means that a total of several dozen change presentation patterns are associated with the lottery value ranges for each category.

[0077] The range of pattern selection values ​​assigned to "Normal 1," "Normal 2," and "No-Reach Miss" also differs depending on the number of reserved balls. When the number of reserved balls is 0 or 1, it is as shown in Figure (a), but as the number of reserved balls increases, the selection value range for "Normal 1" and "Normal 2" narrows, and the selection value range for "No-Reach Miss" widens. The fewer the number of reserved balls, the wider the selection value range for fluctuation patterns with relatively long fluctuation times, increasing the probability that a fluctuation pattern with a long fluctuation time will be selected. Therefore, the fewer the number of reserved balls, the longer the average fluctuation time, and the more the number of reserved balls, the shorter the average fluctuation time. By using a fluctuation pattern table in which the correspondence between the pattern selection value range and fluctuation pattern differs for each number of reserved balls, it is possible to achieve control that makes it more likely that a fluctuation pattern with a long fluctuation time will be selected when the number of reserved balls is small.

[0078] In normal mode, if the result of the hit / miss judgment is a 4R jackpot or a 10R jackpot, if the pattern lottery value is 0 to 123, "Super 1" which is a super reach with pattern range number "5" is selected, and if the pattern lottery value is 124 to 248, "Super 2" which is a super reach with pattern range number "6" is selected. If the pattern lottery value is 249 to 252, "Normal 1" which is a normal reach with pattern range number "7" is selected, and if the pattern lottery value is 253 to 255, "Normal 2" which is a normal reach with pattern range number "8" is selected.

[0079] Under normal circumstances, if the result of the hit / miss judgment is a 2R big hit or small hit, if the pattern lottery value is 0 to 122, "Super 3", which is a super reach with pattern range number "9", is selected, and if the pattern lottery value is 123 to 255, "Normal 3", which is a normal reach with pattern range number "10", is selected.

[0080] When the first variation pattern determination means 231 and the second variation pattern determination means 232 transmit the preliminary determination result to the performance determination means 303 as a so-called pre-read result, they transmit the value of the pattern range number (0 to 10) together with a value indicating whether it is the first win / lose lottery or the second win / lose lottery and the number of reserved items. Note that in the example shown in Figure 8, an example is shown in which a table is provided for each win / lose determination result in the preliminary pattern determination, but it is also possible to use one preliminary pattern determination table regardless of the win / lose lottery result to derive only information regarding approximately which range the random number value is located in, and to control the control means side of the sub-board 300 to determine what variation will be executed together with the preliminary win / lose determination result.

[0081] In the variation pattern table of Figure 8(b) referenced in the time-saving mode, pattern lottery values ​​are assigned to all variation patterns for time-saving. However, the correspondence between the pattern lottery value range and variation time is the same as in Figure 8(a) except for "No-reach Miss Shortening," which is selected when a miss occurs. "No-reach Miss Shortening" is a variation pattern with a relatively short variation time that corresponds to the same lottery value range and pattern range number as "No-reach Miss Shortening" in Figure 8(a). For "No-reach Miss Shortening," a different variation pattern is selected depending on the number of reserved balls. When the number of reserved balls is 0 or 1, a 10-second variation pattern is selected, and when the number of reserved balls is 2 to 4, a 1-second variation pattern is selected. Note that the first variation pattern determination means 231 and the second variation pattern determination means 232 may be configured to reference different variation pattern tables, or different variation pattern tables may be referenced depending on the game state. For example, in a gaming machine in which the second lottery is set to be more advantageous than the first lottery and the second lottery is processed with priority over the first lottery, it is undesirable for the player if the reserved balls for the second lottery are depleted and the first lottery is executed continuously even when the ball is in an easy-to-score state due to time reduction. Therefore, for a losing variation in the first lottery in an easy-to-score state, a variation pattern table may be referenced in which a long-term variation pattern (for example, 10 seconds) that does not shorten the variation time is uniformly selected regardless of the number of reserved balls.

[0082] <Holding control means 240> Returning to FIG. 4, the reserve control means 240 includes a special symbol reserve means 241 and a regular symbol reserve means 242. When a new first or second symbol lottery value is acquired, if a symbol change corresponding to the previously acquired first or second symbol lottery value is being displayed, the special symbol reserve means 241 reserves the start of the symbol change corresponding to the newly acquired first or second symbol lottery value and stores the symbol lottery value until the corresponding symbol change display begins. Here, for the first special symbol, the first symbol lottery value, first symbol lottery value, and first pattern lottery value are stored, each up to a maximum of four. For the second special symbol, the second symbol lottery value, second symbol lottery value, and second pattern lottery value are stored, each up to a maximum of four. The regular symbol reserve means 242 stores the regular symbol lottery value acquired by the regular symbol lottery means 213 as a reserved ball. These reserved numbers are respectively represented by the number of lights or the number of flashes of the first special chart reserved display unit 71, the second special chart reserved display unit 72, and the normal chart reserved display unit 75. The number of reserved by the special chart reserved means 241 is also displayed on the performance display device 60.

[0083] The lottery value of the second win / loss lottery reserved in the special pattern reservation means 241 is consumed preferentially over the lottery value of the first win / loss lottery, and the pattern variation is displayed. Therefore, even if the lottery value of the jackpot is reserved as the first win / loss lottery, the pattern variation corresponding to the jackpot lottery value of the first win / loss lottery will not be displayed as long as the lottery value is reserved as the second win / loss lottery. Therefore, even if a jackpot is reserved as the first win / loss lottery, it is possible to win multiple consecutive jackpots by continuing to play until a jackpot is reserved as the second win / loss lottery.

[0084] <Main display control means 250> The main display control means 250 includes a first special symbol control means 251, a second special symbol control means 252, and a normal symbol control means 254. The first special symbol control means 251 causes the first special symbol display unit 41 to display the variation of the first special symbol 51 according to a variation pattern determined in response to the result of the first win / lose lottery by the first lottery means 211. The first special symbol control means 251 sets the start condition for a new symbol variation as the completion of the variation display of the symbol corresponding to the previous first win / lose lottery or second win / lose lottery. The second special symbol control means 252 causes the second special symbol display unit 42 to display the variation of the second special symbol 52 according to a variation pattern determined in response to the result of the second win / lose lottery by the second lottery means 212. The second special symbol control means 252 also sets the condition for starting a new symbol change as the completion of the display of the symbol change corresponding to the previously performed first or second winning or losing lottery.

[0085] The first special symbol control means 251 reserves the start of the pattern change display corresponding to the first win / loss lottery when the win / loss lottery value for the second win / loss lottery is stored by the special symbol holding means 241. On the other hand, the second special symbol control means 252 starts the pattern change display corresponding to the second win / loss lottery regardless of whether the win / loss lottery value for the first win / loss lottery is stored by the special symbol holding means 241. As a result, when lottery values ​​are held for both the first win / loss lottery and the second win / loss lottery, the lottery value held in the second win / loss lottery is read out preferentially and the pattern change is displayed. In such a case, the lottery value held in the first win / loss lottery is not read out and the pattern change does not start until the number of reserved values ​​for the second win / loss lottery becomes 0.

[0086] The first special symbol control means 251 and the second special symbol control means 252 transmit a variation start command and a variation stop command to the effect determination means 303 (sub-main) via the command communication means 205, which will be described later, at the timings when the varying display of the first special symbol 51 and the second special symbol 52 starts and stops. When transmitting the variation start command, values ​​indicating the pass / fail judgment result, the stopped symbol, and the variation pattern determined as the main judgment, as well as a value indicating whether the first pass / fail lottery or the second pass / fail lottery is being performed, are transmitted to the effect determination means 303 together with the variation start command. When transmitting the variation stop command, a value indicating the stopped symbol is transmitted again to the effect determination means 303 together with the variation stop command. Furthermore, the effect determination means 303 (sub-main) transmits the variation start command, variation stop command, etc. to the effect control means 304 in order to control the varying display of the decorative symbols by the effect control means 304 (sub-sub). As a result, the variable display by the main display control means 250 and the performance control means 304 (sub-sub) is synchronized and linked. The normal symbol control means 254 displays the result of the lottery by the normal symbol lottery means 213 on the normal symbol display unit 45 as a variable display of the normal symbol.

[0087] <Special figure adjustment means 276> The special symbol adjustment means 276 causes the start of the variable display of one of the first special symbol 51 and the second special symbol 52 to wait while the other is being displayed in a variable manner. The special symbol adjustment means 276 prioritizes the variable display of the second special symbol 52 based on a ball entering the second starting hole 12 over the variable display of the first special symbol 51 based on a ball entering the first starting hole 11, regardless of the order in which the gaming balls enter the first starting hole 11 and the second starting hole 12. For example, when both the first winning / losing lottery value and the second winning / losing lottery value are reserved, the second winning / losing lottery value is always consumed preferentially, and the second special symbol 52 is continuously displayed in a variable manner.

[0088] In addition, the special symbol adjustment means 276 in the modified example may selectively change the display of the first special symbol 51 and the display of the second special symbol 52 according to the order in which the balls enter the first starting hole 11 and the second starting hole 12. For example, when the balls enter the first starting hole 11, the first starting hole 11, and the second starting hole 12 in that order, the display of the first special symbol 51, the first special symbol 51, and the second special symbol 52 is changed in that order. In this case, the special symbol adjustment means 276 monitors the reservation control means 240 and stores the reservation order of the win / lose lottery values. Which special symbol should be changed is determined according to the order in which the game balls enter, i.e., the reservation order of the win / lose lottery values ​​in the reservation control means 240, so the player can easily visually grasp the order of the changes.

[0089] In another modified example, the special symbol adjustment means 276 may display the variable display of the first special symbol 51 and the variable display of the second special symbol 52 in a predetermined order regardless of the order in which the balls land. For example, priority may be given to alternately displaying the variable display of the first special symbol 51 and the variable display of the second special symbol 52. For example, when both the first win / lose lottery value and the second win / lose lottery value are reserved, the first special symbol 51 and the second special symbol 52 are alternately displayed. Since which special symbol should be changed is simply alternated regardless of the order in which the game balls land, the player can easily intuitively grasp the order of change.

[0090] The special symbol adjustment means 276 also waits for the start of variable display of the first special symbol 51 or the second special symbol 52 when one of them is stopped in a winning state. In this case, the variable display of the special symbol is not started while the special game is being played, so the player can concentrate on the special game.

[0091] <Preliminary determination means 235> The advance judgment means 235 includes a first lottery advance judgment means 236 and a second lottery advance judgment means 237. The first lottery advance judgment means 236 uses various random numbers acquired by the first lottery value acquisition means 216 to judge in advance information regarding the variation of the first special symbol before the first special symbol control means 251 starts varying the first special symbol, before various judgments are made by the first win / loss judgment means 221, the first symbol determination means 226, and the first variation pattern determination means 231. The second lottery advance judgment means 237 uses various random numbers acquired by the second lottery value acquisition means 217 to judge in advance information regarding the variation of the second special symbol before the second special symbol control means 252 starts varying the second special symbol, before various judgments are made by the second win / loss judgment means 222, the second symbol determination means 227, and the second variation pattern determination means 232.

[0092] The first lottery advance determination means 236 holds a first advance win / lose lottery value determination table, a first advance symbol lottery value determination table, and a first advance variable pattern random number value determination table as determination tables for advance determination related to the first lottery means 211. The first lottery advance determination means 236 determines a random number group to which the first win / lose lottery value stored in the special symbol holding means 241 belongs using the first advance win / lose lottery value determination table. The first lottery advance determination means 236 determines a random number group to which the first symbol lottery value stored in the special symbol holding means 241 belongs using the first advance symbol lottery value determination table. The first lottery advance determination means 236 determines a random number group to which the first variable pattern lottery value stored in the special symbol holding means 241 belongs using the first advance variable pattern determination table. The first lottery advance determination means 236 then temporarily stores these determination results as advance determination results, and transmits information regarding the advance determination results to the sub-board 300 by the command communication means 205 (sub-control command transmission means 207) described later.

[0093] FIG. 9 is a diagram showing a schematic diagram of a preliminary win / loss determination table referenced in the preliminary win / loss determination. The first lottery preliminary determination means 236 (preliminary win / loss determination for the first game) refers to the first preliminary win / loss lottery value determination table in FIG. 9(a) when the ball enters the first starting hole 11, and if the win / loss lottery value is "0 to 299", a value of "1" indicating this is set as the preliminary win / loss determination result. If the win / loss lottery value is "300 to 2999", a value of "2" indicating this is set as the preliminary win / loss determination result. If the win / loss lottery value is "3000 to 56499", a value of "3" indicating this is set as the preliminary win / loss determination result. If the win / loss lottery value is "56500 to 65535", a value of "4" indicating this is set as the preliminary win / loss determination result. Next, the first pre-pattern lottery value determination table (not shown) is referenced, and if the first pattern lottery value is "0 to 99", a value of "0" indicating this is set as the pre-pattern determination result. If the first pattern lottery value is "100 to 149", a value of "1" indicating this is set as the pre-pattern determination result. If the first pattern lottery value is "150 to 189", a value of "2" indicating this is set as the pre-pattern determination result. If the first pattern lottery value is "190 to 229", a value of "3" indicating this is set as the pre-pattern determination result. If the first pattern lottery value is "230 to 255", a value of "4" indicating this is set as the pre-pattern determination result. Furthermore, the first pre-variable pattern random number value determination table (not shown) is referenced, and if the first pattern lottery value is "0 to 9", a value of "A" indicating this is set as the pre-pattern determination result. If the first pattern lottery value is "10 to 29", the value "B" indicating this is set as the preliminary pattern determination result. If the first pattern lottery value is "30 to 255", the value "C" indicating this is set as the preliminary pattern determination result. As described above, the preliminary determination information set by the first lottery preliminary determination means 236 (preliminary win / loss determination for the first game) is transmitted to the performance determination means 303 by the command communication means 205 (sub-control command transmission means 207) described later in accordance with the transmission timing of information indicating a ball entering the first starting hole 11 (indicating that this is the first win / loss lottery), information indicating the number of reserved balls, etc.

[0094] The second lottery advance determination means 237 (advance win / loss determination for the second game) refers to the second advance win / loss lottery value determination table in FIG. 9(b) when the ball enters the second starting hole 12, and if the win / loss lottery value is "0 to 299", it sets the value "1" indicating that as the advance win / loss determination result. If the win / loss lottery value is "300 to 2999", it sets the value "2" indicating that as the advance win / loss determination result. If the win / loss lottery value is "3000 to 63999", it sets the value "3" indicating that as the advance win / loss determination result. If the win / loss lottery value is "64000 to 65535", it sets the value "4" indicating that as the advance win / loss determination result. Next, it refers to the second advance symbol lottery value determination table (not shown), and if the second symbol lottery value is "0 to 144", it sets the value "0" indicating that as the advance symbol determination result. If the second pattern lottery value is "145 to 149", a value of "1" indicating this is set as the preliminary pattern determination result. If the second pattern lottery value is "150 to 189", a value of "2" indicating this is set as the preliminary pattern determination result. If the second pattern lottery value is "190 to 229", a value of "3" indicating this is set as the preliminary pattern determination result. If the second pattern lottery value is "230 to 255", a value of "4" indicating this is set as the preliminary pattern determination result. Furthermore, by referring to the second preliminary variable pattern random number value determination table (not shown), if the second pattern lottery value is "0 to 9", a value of "A" indicating this is set as the preliminary pattern determination result. If the second pattern lottery value is "10 to 29", a value of "B" indicating this is set as the preliminary pattern determination result. If the second pattern lottery value is "30 to 255", a value of "C" indicating this is set as the preliminary pattern determination result. As described above, the pre-determination information set by the second lottery pre-determination means 237 (pre-win / lose determination for the second game) is transmitted to the performance determination means 303 by the command communication means 205 (sub-control command transmission means 207) described later in accordance with the timing of transmission of information indicating the ball entering the second starting hole 12 (indicating that it is a second win / lose lottery), information indicating the number of reserved balls, etc.

[0095] The various pieces of information temporarily stored as the preliminary determination results by the preliminary determination means 235 are stored in a predetermined preliminary determination result storage area, up to a maximum of four items per item, similar to the number of reserved storage items. The preliminary determination results may be stored in a reserved storage area stored by the reservation control means 240. The information may be deleted upon transmission of the preliminary determination results by the preliminary determination means 235 to the effect determination means 303 via the command communication means 205 (sub-control command transmission means 207), which will be described later. By sharing the information with other areas or deleting the information upon completion of transmission, efficient use of the storage area on the main board 200 can be expected. Furthermore, instead of providing a dedicated table for the preliminary determination, a judgment table for the actual determination may be used. Alternatively, a common preliminary determination table may be shared in part or entirely between the preliminary win / fail determination for the first game and the preliminary determination for the second game. By sharing the information with other judgment tables in this way, a reduction in the data volume on the main board 200 can be expected. The content to be transmitted as the determination result by the preliminary determination means 235 may be appropriately selected, for example, by transmitting only the win / fail determination result. In addition, without making a judgment using the pre-judgment means 235, the random number values ​​acquired by the first lottery value acquisition means 216 and the second lottery value acquisition means 217 may be transmitted to the sub-board 300 using the aforementioned command communication means 205, and the content of the pre-judgment may be determined by the sub-board 300.

[0096] The advance judgment means 235 may refer to an advance win / fail lottery value judgment table in which the correspondence between the win / fail lottery value and the advance win / fail judgment result differs depending on the setting value set by the setting change device 170. As with the above-mentioned win / fail judgment table, multiple types of advance win / fail lottery value judgment tables corresponding to multiple game settings may be prepared, and the advance win / fail lottery value judgment table to be referenced may be switched depending on the setting value of the game setting. Alternatively, an advance win / fail lottery value judgment table that can be shared among multiple game settings may be used. In this case, the win / fail may be judged in advance based on the combination of the setting value of the game setting and the value of the advance win / fail judgment result.

[0097] FIG. 10 is a diagram showing a schematic diagram of a pre-judgment table corresponding to a game setting. (a) in this figure is the pre-judgment table referenced by the first pre-judgment means 236, and (b) in this figure is the pre-judgment table referenced by the second pre-judgment means 237. When the pre-judgment value is "0 to 294," the pre-judgment result is "11," indicating a jackpot in all settings 1 to 6. When the pre-judgment value is "295," the pre-judgment result is "12," indicating a jackpot in settings 2 or higher during normal play or in all settings during special mode. When the pre-judgment value is "296," the pre-judgment result is "13," indicating a jackpot in settings 3 or higher during normal play or in all settings during special mode. When the pre-judgment value is "297," the pre-judgment result is "14," indicating a jackpot in settings 4 or higher during normal play or in all settings during special mode. If the winning / losing lottery value is "298", the preliminary winning / losing judgment result will be "15", indicating a jackpot on settings 5 ​​and above during normal play, or on all settings during special mode. If the winning / losing lottery value is "299", the preliminary winning / losing judgment result will be "16", indicating a jackpot on setting 6 during normal play, or on all settings during special mode. Also, if the winning / losing lottery value is "300-2949", the preliminary winning / losing judgment result will be "21", indicating a jackpot on all settings during special mode. If the winning / losing lottery value is "2950-2959", the preliminary winning / losing judgment result will be "22", indicating a jackpot on settings 2 and above during special mode. If the winning / losing lottery value is "2960-2969", the preliminary winning / losing judgment result will be "23", indicating a jackpot on settings 3 and above during special mode. If the winning / losing lottery value is "2970-2979", the preliminary winning / losing judgment result will be "23", indicating that a jackpot will occur in setting 4 or higher during the special mode. If the winning / losing lottery value is "2980-2989", the preliminary winning / losing judgment result will be "25", indicating that a jackpot will occur in setting 5 or higher during the special mode. If the winning / losing lottery value is "2990-2999", the preliminary winning / losing judgment result will be "26", indicating that a jackpot will occur in setting 6 during the special mode. Furthermore, if the first winning / losing lottery value shown in (a) is "3000-56499", and if the second winning / losing lottery value shown in (b) is "3000-63999", the preliminary winning / losing judgment result will be "30", indicating that a small jackpot will occur in all settings.In addition, when the first winning / losing lottery value shown in (a) is "56500 to 65535" and when the second winning / losing lottery value shown in (b) is "64000 to 65535", the preliminary winning / losing judgment result is "40", indicating that all settings will be losing. By using such a preliminary winning / losing judgment table, it is possible to display an appropriate preliminary winning / losing judgment result for each setting value of the game setting.

[0098] <Special game control means 260> If the first win / loss lottery by the first lottery means 211 results in a transition to a special game, the special game control means 260 determines that the special game activation condition has been established when the first special symbol 51 stops in a predetermined jackpot mode, and executes the special game by opening the large prize opening 20. Similarly, if the second win / loss lottery by the second lottery means 212 results in a transition to a special game, the special game control means 260 determines that the special game activation condition has been established when the second special symbol 52 stops in a predetermined jackpot mode, and executes the special game by opening the large prize opening 20.

[0099] A special game is a game in which the opening and closing operation of the jackpot opening 20 continues multiple times in succession, and is composed of multiple unit games. Special games include a 10R jackpot, in which the unit game is repeated 10 times, a 4R jackpot, in which the unit game is repeated four times, and a 2R jackpot, in which the unit game is repeated only twice, with a shorter opening time than the 10R and 4R jackpots. A 10R jackpot is a jackpot in the second winning / losing lottery, and a 4R jackpot is a jackpot in the first winning / losing lottery. In a 10R or 4R jackpot, the jackpot opening 20 is generally opened for approximately 30 seconds in one unit game. In a 2R jackpot, the jackpot opening 20 is opened for only approximately 1.6 seconds in one unit game. The special game control means 260 ends the special game when the set number of rounds of the unit game has been exhausted. In addition, even in the case of a 2R jackpot, if a predetermined condition is met, the large prize winning port 20 may be opened in the same manner as in the case of a 10R jackpot and a 4R jackpot.

[0100] <Small hit game control means 265> If the first drawing by the first drawing means 211 results in a small win, the small win game control means 265 determines that the small win game activation condition has been established when the first special pattern 51 stops in a predetermined small win mode, and executes the small win game by having the opening / closing control means 275 open the large prize opening 20. Similarly, if the second drawing by the second drawing means 212 results in a small win, the small win game control means 265 determines that the small win game activation condition has been established when the second special pattern 52 stops in a predetermined small win mode, and executes the small win game by having the opening / closing control means 275 open the large prize opening 20.

[0101] In a small win game, one unit game is executed, and the large prize opening 20 is opened and closed twice in one unit game. The small win game control means 265 opens the large prize opening 20 for only about 0.8 seconds per opening and closing, and then closes the large prize opening 20 to end the small win game.

[0102] <Specific game control means 270> The specific game control means 270 controls normal gameplay in the probability variable state, time-saving state, and easy-to-score state. If the special symbol is a symbol for a specific jackpot that transitions to the probability variable state, the specific game control means 270 transitions the game state to the probability variable state, time-saving state, or easy-to-score state after the special game ends. The probability variable state, time-saving state, and easy-to-score state continue until the next jackpot occurs. In the time-saving state, the first variation pattern determination means 231 and the second variation pattern determination means 232 select variation patterns with short variation times so that the variation display time of the first special symbol 51 and the second special symbol 52 is generally short. However, in the normal state, the reserve control means 240 references a variation pattern table corresponding to the number of reserved win / lose lottery values, and the fewer the number of reserved values ​​reserved by the reserve control means 240, the more likely variation patterns with long variation times will appear. In the easy-to-score state, at least one of the three functions of the probability variation of normal symbols, the time reduction of normal symbols, and the extension of the opening of the second starting hole 12 is performed, thereby improving the frequency of the ball scoring into the second starting hole 12 (the ease of scoring). During the probability variation state, the probability that the results of the hit / miss determination by the first hit / miss determination means 221 and the second hit / miss determination means 222 will result in a jackpot is maintained at a high value. Furthermore, the specific game control means 270 puts the second starting hole 12 into an extended-open state when a specific jackpot is achieved, and further shifts the winning probability of the opening lottery to a probability variation state higher than the normal probability state only if the hit / miss lottery is a second hit / miss lottery.

[0103] <Opening / closing control means 275> The opening / closing control means 275 controls the opening and closing of the normal electric device 90 of the second starting hole 12 and the special winning hole 20. When the normal symbol stops in a specific manner, the opening / closing control means 275 sends an opening command to the normal electric device solenoid 91, causing the normal electric device 90 of the second starting hole 12 to open. In the normal state, the opening / closing control means 275 opens the second starting hole 12 with a short or long opening time depending on the result of the opening lottery, and in the easy-to-enter state, opens the second starting hole 12 with a long opening time. This increases the ease of ball entry into the second starting hole 12, allowing the player to continue playing without reducing their ball holdings. In the special game, the opening / closing control means 275 sends an opening command to the special winning hole solenoid 92, causing the special winning hole 20 to open.

[0104] <Main initial processing execution means 280, main power cutoff processing execution means 282, main error detection means 284> The main initial processing execution means 280 executes control start processing for the main board 200 when the pachinko gaming machine 100 is powered on or when power is restored after a power outage. The main power outage processing execution means 282 executes abnormality response processing such as power outage processing in the main board 200 when a power outage or other power abnormality occurs. The main error detection means 284 executes abnormality detection processing in the main board 200. The control start processing, abnormality response processing, and abnormality detection processing for the main board 200 will be described later.

[0105] <Settings change means 286, settings confirmation means 287> The setting change means 286 executes a "setting change process" for changing game settings. When the power switch 150 is turned on while the RAM clear switch is pressed while the setting key cylinder 171 is in the on state, the setting change means 286 transitions to the setting change state described above. When transitioning to the setting change state, the setting change means 286 causes the setting display unit 173 to display the setting values ​​stored in the setting memory. In response to pressing of the setting change button 172, the setting change means 286 changes the setting values ​​displayed on the setting display unit 173 in the order 1 → 2 → 3 → 4 → 5 → 6 → 1 → ..., and updates the setting values ​​stored in the setting memory to the same values ​​as those displayed on the setting display unit 173. When the setting key cylinder 171 is turned off, the setting change means 286 ends the setting change state and turns off the setting display unit 173.

[0106] The setting confirmation means 287 executes a "setting confirmation process" for confirming game settings. When the power switch 150 is turned on without pressing the RAM clear switch while the setting key cylinder 171 is in the on state, the setting confirmation means 287 transitions to the setting confirmation state described above. When transitioning to the setting confirmation state, the setting confirmation means 287 causes the setting display unit 173 to display the setting value stored in the setting memory. Unlike the setting change means 286 described above, the setting confirmation means 287 does not change the setting value displayed on the setting display unit 173 even when the setting change button 172 is pressed, nor does it update the setting value stored in the setting memory. When the setting key cylinder 171 is turned off, the setting confirmation means 287 ends the setting confirmation state and turns off the setting display unit 173.

[0107] The setting value data managed in the setting memory may be numerical values ​​from "0" to "5" instead of "1" to "6." In this case, the setting value "0" may correspond to setting 1, the setting value "1" may correspond to setting 2, the setting value "2" may correspond to setting 3, the setting value "3" may correspond to setting 4, the setting value "4" may correspond to setting 5, and the setting value "5" may correspond to setting 6. By using "0" as the normal value for the setting value data, the RAM clearing process in the event of a RAM abnormality can be simplified because an abnormality will not be detected when the setting value data is reset to the initial value "0" through RAM clearing. Another advantage is that when using the setting value data to perform a lottery, for example, when selecting different tables or data for each setting value in a look-ahead process, the offset process for that selection can be simplified. For example, when using "1" to "6" as the setting value data, additional processing such as subtracting 1 from the starting address is required to use these values ​​as offset data for table or data selection. On the other hand, when "0" to "5" are used as the setting value data, the numerical value of the setting value data can be used as is as the offset data. When the setting change means 286 and the setting confirmation means 287 use numerical values ​​of "0" to "5" as the setting value data, they may display the numerical value of the setting value data as is on the setting display unit 173, or may display a numerical value obtained by adding +1 to the numerical value of the setting value data on the setting display unit 173. In the latter case, the numerical data of "0" to "5" is converted into numerical values ​​of setting 1 to setting 6 in the game settings and displayed, which allows the display to be easy to understand for the manager of the gaming machine.

[0108] <Method for sending commands> The command communication means 205 includes a payout control command communication means 206 that transmits control commands required to execute payouts, etc. to the payout control board 155, and a sub-control command transmission means 207 that transmits control commands required to execute performance control, etc. to the sub-board 300. The payout control command communication means 206 transmits payout commands that instruct the payout of the number of prize balls corresponding to each winning slot based on the determination of balls entering each winning slot by the ball entry determination means 201, and transmits commands that indicate the status of any error that has occurred on the main board 200. When starting a pattern variation, the sub-control command transmission means 207 transmits the result of the lottery determination corresponding to that pattern variation together with the control command for the pattern variation to the performance determination means 303.

[0109] The sub-control command sending means 207 sends a variation start command and a variation stop command to the effect determination means 303 (sub-main) at the timing when the first special symbol control means 251 and the second special symbol control means 252 start and stop the varying display of the first special symbol 51 and the second special symbol 52. When sending the variation start command, values ​​indicating the pass / fail judgment result, the stopped symbol, and the variation pattern judged or decided as the main judgment, and a value indicating whether it is the first pass / fail lottery or the second pass / fail lottery, are sent to the effect determination means 303 together with the variation start command. When sending the variation stop command, a value indicating the stopped symbol is sent again to the effect determination means 303 together with the variation stop command. Furthermore, the effect determination means 303 (sub-main) sends the variation start command, variation stop command, etc. to the effect control means 304 in order to control the varying display of the decorative symbol by the effect control means 304 (sub-sub). This synchronizes the variable display by the main display control means 250 and the effect control means 304 (sub-sub), maintaining linkage. The sub-control command transmission means 207 also transmits the preliminary determination result by the preliminary determination means 235 to the effect determination means 303. The preliminary determination result is temporarily stored in a transmission buffer, and then transmitted to the effect determination means 303 along with information on the type of winning slot (first start slot 11, second start slot 12), the number of reserved balls, the game status, etc., corresponding to the preliminary determination result, regardless of whether the symbol variable display corresponding to the lottery will be immediately initiated or not. The information is then deleted from the transmission buffer or later overwritten. This allows the sub-board 300 to predict the winning or losing outcome before its turn to start the symbol variable display, based on the received preliminary determination result, thereby achieving a process known as "prediction." The processing performed by the sub-board 300 based on the preliminary determination information will be described later. The sub-control command transmitting means 207 transmits to the sub-board 300 information regarding special games by the special game control means 260, information regarding small win games by the small win game control means 265, information regarding the lottery results by the regular lottery means 213, and setting value information for game settings set by the setting change means 286.In addition, the sub-control command sending means 207 appropriately sends to the sub-board 300 information regarding various controls on the main board 200, or various signals sent to the main board 200, such as information regarding initial processing by the main initial processing execution means 280 and the main error detection means 284, information regarding errors, etc.

[0110] 11 is a block diagram showing the configuration of the sub-board. The sub-board 300 includes a symbol mode determination means 301, a pattern storage means 302, a performance determination means 303, a performance control means 304, a timing means 307, a performance setting means 308, a sub-initial processing execution means 360, a sub-power cutoff processing execution means 362, a sub-error detection means 364, a command receiving means 370, and a sub-side preliminary determination means 371.

[0111] The pattern storage means 302 stores a plurality of effect patterns in which the effect image content and the display process to be displayed on the effect display device 60 during the variation of the decorative pattern 61 are defined. The effect patterns include a plurality of change effect patterns in which the change process and the effect process from the start to the stop of the change in the display of the decorative pattern 61 are defined, and a plurality of advance notice effect patterns that are displayed separately from the display of the decorative pattern and that give an advance notice of the high expectation of a jackpot before the display of the change stops.

[0112] The command receiving means 370 receives various commands transmitted from the command communication means 205, and the sub-side advance judgment means 371 holds the advance judgment results transmitted from the command communication means 205. The effect determination means 303 includes a normal effect determination means 373 and a look-ahead effect determination means 374. The normal effect determination means 373 determines the effect content to be displayed on the effect display device 60 by the effect control means 304 and output to the speaker 108, decorative lamps 111, etc., in accordance with the information on the judgment result of the first win / lose lottery or the judgment result of the second win / lose lottery transmitted from the command communication means 205. The effect determination means 303 determines the effect content in accordance with the setting values ​​of the game settings transmitted from the command communication means 205. The look-ahead effect determination means 374 determines the effect content to be displayed on the effect display device 60 by the effect control means 304 and output to the speaker 108, decorative lamps 111, etc., in accordance with the advance judgment results transmitted from the command communication means 205. The normal effect determination means 373 selects one of a plurality of variable effect patterns determined by the first variable effect pattern determination means 231 or the second variable effect pattern determination means 232 and corresponding to the variable effect pattern of the special symbol transmitted from the command communication means 205, and reads it from the pattern storage means 302. The normal effect determination means 373 sends information on the read variable effect pattern to the effect control means 304. The normal effect determination means 373 holds a pattern table to be referenced in order to select a variable effect pattern. The normal effect determination means 373 may determine a variable effect pattern by referring to the preliminary determination result transmitted from the command communication means 205, or may determine a variable effect pattern in conjunction with the content of the pre-read effect determined by the pre-read effect determination means 374. The pre-read effect determination means 374 more accurately identifies the result of the main determination based on the preliminary determination result from the command communication means 205 and past preliminary determination results and game status information stored in the sub-board 300, and determines whether to execute a pre-read effect and the execution content based on the identified result before the main determination. Specifically, the predictive presentation determination means 374 determines whether the current game state is a probability-varying game state, and then determines whether to transition to a normal game state based on the pre-determination result received earlier than the pre-determination result received this time.Based on the judgment result, the result of the actual judgment related to the currently received preliminary judgment result, the variation pattern to be selected, etc. are identified, and based on the identification result, the possibility of executing the pre-reading performance and the execution content of the pre-reading performance are determined. Note that, since the performance determination means 303 has many parts in which the normal performance determination means 373 and the pre-reading performance determination means 374 cooperate with each other, it will be described as the performance determination means 303 that includes both of them, except for particularly necessary parts.

[0113] For each variation effect pattern, a variation time is set as a termination condition for the pattern variation, and the pattern variation is stopped when the variation time has elapsed. The effect determination means 303 selects a variation effect pattern of a special image having the same variation time according to the variation pattern of the special symbol.

[0114] The symbol mode determination means 301 determines the combination of symbols to be stopped of the decorative symbols 61 and their arrangement according to the result of the lottery by the first lottery means 211 or the second lottery means 212, the symbols to be stopped of the special symbols, the variation pattern of the special symbols, and the variation effect pattern of the decorative symbols. The symbol mode determination means 301 transmits information indicating the determined combination of symbols to the effect control means 304. The symbol mode determination means 301 holds a symbol range table to be referenced in order to determine the symbols to be stopped of the decorative symbols.

[0115] The decorative symbols 61 are stopped as a combination of three symbols. For example, if the result of the hit / miss determination by the first hit / miss determination means 221 and the second hit / miss determination means 222 indicates a transition to a special game of a 4R jackpot or a 10R jackpot, a specific combination, such as a combination of three symbols such as "777" or "111," is selected. If the hit / miss determination result is a 2R jackpot or a small jackpot, a specific combination, such as a predetermined combination such as "357," is also selected, but these specific combinations do not necessarily have to be combinations of three symbols. If the hit / miss determination result is neither a jackpot nor a small jackpot, a combination of three symbols not matching, such as "312" or "946," which does not fall under the specific combinations selected for a 2R jackpot or small jackpot, is selected. If the result of the hit / miss judgment is not a 4R jackpot or a 10R jackpot, and a variable pattern indicating a miss with a reach is selected, a combination in which only one symbol does not line up, such as "191" or "727", is selected.

[0116] The decorative symbol variation presentation pattern defines the variation display mode of the decorative symbol, i.e., the presentation process from the start of the decorative symbol variation to the end of the variation. The variation presentation patterns include a pattern when a normal losing symbol is displayed, a pattern when a losing symbol is displayed after passing through a reach state where one more symbol is aligned for a jackpot, and a pattern when a jackpot symbol is displayed after passing through a reach state. In particular, patterns when passing through a reach state include patterns with various lengths of variation time. Each variation presentation pattern has a variation time set for each pattern as the end condition for the symbol variation, and the symbol variation stops when that variation time has elapsed. The presentation determination means 303 selects a decorative symbol variation presentation pattern whose variation time is equal to that of the special symbol, depending on the variation pattern of the special symbol.

[0117] In the time-saving state, if the variation pattern selected by the first variation pattern determination means 231 or the second variation pattern determination means 232 is a pattern for time-saving, the effect determination means 303 selects a variation effect pattern for which the effect content for time-saving is determined. The effect content for time-saving is an effect in which background images and sounds are output to impress upon the player that the time-saving or probability variation is advantageous to the player.

[0118] The preview effect pattern is a performance pattern that temporarily displays an image, animation, video, etc. of a specific character or motif on the screen, a performance pattern that activates a role-playing device, or a performance pattern that outputs a specific sound. The performance based on the preview effect pattern is executed in parallel with the pattern change and predicts that there is a high probability that the pattern change will stop in a jackpot mode. For example, there is a normal preview effect that simply displays a single character image on the screen, and a group preview effect that displays a group of multiple characters passing from one end of the screen to the other. It also includes a step-up preview effect in which the preview effect display process is divided into multiple stages, and the number of stages displayed is variable so that the greater the number of stages, the higher the probability of a jackpot.

[0119] The preview performance patterns include a pattern in which a performance is executed after the display mode of the decorative pattern 61 has reached a reach state, thereby predicting the final stopping mode of the pattern (post-reach preview), and a pattern in which a performance is executed before any decorative pattern 61 has stopped, thereby simultaneously predicting that the reach state will be reached (pre-reach preview).

[0120] The effect determination means 303 determines whether or not to display a preview effect on the effect display device 60 according to the result of the win / loss lottery or the result of the preliminary determination, by a predetermined preview lottery, thereby setting the preliminary effect and determining the preview effect pattern to be displayed. The effect determination means 303 holds a preview determination table to be referenced in determining whether or not to display a preview effect, and a preview type table to be referenced when selecting the type of preview effect pattern. The preview determination table is set so that different columns are referenced depending on the result of the win / loss lottery or the result of the preliminary determination, and a correspondence relationship between the result of the win / loss lottery determination and whether or not to display a preview effect is determined so that a preview effect is displayed with a higher probability when the win / loss lottery is a win than when it is a loss. As a result, the display of a preview effect itself can suggest a high degree of expectation of a jackpot.

[0121] The performance control means 304 causes the performance display device 60 to variably display a performance image including the decorative pattern 61 in accordance with the selected variable performance pattern data. The performance control means 304 sets the reception of a command to start varying the decorative pattern 61 as a start condition for variable display of a new decorative pattern. When the performance determination means 303 determines that a preview performance is to be displayed, the performance control means 304 causes the performance display device 60 to display a preview performance in accordance with the selected preview performance pattern in a form superimposed on the performance of the pattern variation.

[0122] If the win / loss lottery value for the second win / loss lottery is stored, the performance control means 304 reserves the start of the pattern variation display corresponding to the first win / loss lottery, and starts the pattern variation display corresponding to the second win / loss lottery regardless of whether the win / loss lottery value for the first win / loss lottery is stored. As a result, if the lottery values ​​for both the first win / loss lottery and the second win / loss lottery are reserved, the reserved lottery value for the second win / loss lottery is read out preferentially and the variation of the decorative pattern is displayed. In such a case, the reserved lottery value for the first win / loss lottery is not read out and the variation of the decorative pattern does not begin until the number of reserved values ​​for the second win / loss lottery reaches 0. In this way, the performance control means 304 causes the performance display device 60 to display a pattern variation performance including the variation display of the decorative pattern 61.

[0123] The performance control means 304 further controls the turning on and off of the decorative lamps 111 and the operation of the movable props 66. The performance control means 304 has a performance display control means 305, an audio control means 306, and a lamp control means 309. The performance display control means 305 controls the display on the performance display device 60, and the audio control means 306 controls the audio output from the speaker 108. The lamp control means 309 controls the turning on and off of the decorative lamps 111.

[0124] While the first special symbol 51 and the second special symbol 52 are changing, the effect display device 60 must display an image indicating that the symbols are changing. Normally, a normal-sized decorative symbol 61 having a certain size is displayed in a changing manner, but a special effect in which the main effect content is something other than the changing decorative symbol 61 may be displayed in a manner that obstructs the visibility of the changing display of the normal-sized decorative symbol 61. In this case, the player is informed that the symbols are changing by displaying a changing substitute symbol, which is a decorative symbol smaller than the normal-sized decorative symbol. Hereinafter, when simply referring to a decorative symbol, it means a normal-sized decorative symbol, but when distinguishing it from the substitute symbol, the normal-sized decorative symbol will also be referred to as a "normal decorative symbol" or "main decorative symbol."

[0125] The alternative symbol is displayed while the visibility of the normal decorative symbol is impaired, for example, while the normal decorative symbol is not displayed. The alternative symbol is a form of decorative symbol intended to suggest the winning / losing result in a dramatic manner. It has a display form that is simpler (in other words, more simplified) than the normal decorative symbol, and is displayed in a more simplified variation process than the normal decorative symbol. The alternative symbol has an external display form that corresponds to the portion of the normal decorative symbol that indicates the symbol type, for example, a display form that represents numbers, letters, or symbols indicating the symbol type. The alternative symbol is displayed in a smaller area than the area in which the normal decorative symbol is displayed, and is typically displayed in a position that does not interfere with the main effect due to elements other than the symbol, such as a corner of the display screen of the effect display device 60. The alternative symbol is displayed relatively smaller than the normal decorative symbol, but has a display form that at least makes the symbol type visible. The alternative symbol may be a reduced version of the normal decorative symbol, or may be identical to the normal decorative symbol except for its size.

[0126] The multiple substitute symbols displayed in place of multiple normal decorative symbols indicate a high probability that the winning / losing lottery result will be favorable to the player, depending on the combination of stop patterns at the end of the variation. For example, the multiple substitute symbols indicate a high probability of a jackpot in the variation when two of the three substitute symbols are aligned, creating a ready-to-win state. Furthermore, the left and right symbols in the ready-to-win state may be specific types of symbols, such as "3" or "7," that indicate a relatively high probability of winning, or specific types of symbols, such as "1" or "2," that indicate a relatively low probability of winning, to indicate the high or low probability of winning. The substitute symbols do not appear to be in a definitively stopped state, but rather are in a temporary stopped state where a slight fluctuation is maintained. After the temporary stop of the substitute symbols, a normal decorative symbol may be displayed in place of the substitute symbol, and the normal decorative symbol may be displayed in a definitively stopped state. Furthermore, the normal decorative symbol and the substitute symbol do not have to be displayed exclusively, but may overlap in their display periods. Furthermore, during a predetermined effect in which the visibility of the normal decorative symbols is impaired, the display of the normal decorative symbols may continue while the display of the alternative symbols is displayed. Unlike the alternative symbols, a simplified symbol, which indicates that the special symbols are changing, may be displayed in a predetermined area of ​​the effect display device 60 as an image of the same size as or smaller than the alternative symbols while the first special symbol 51 and the second special symbol 52 are changing. The simplified symbol may be configured as a three-symbol combination display, as with the normal decorative symbol, or as a single symbol display, or as a simple symbol (such as a circle or an x) that switches sequentially. The simplified symbol is not related to the display mode of the normal decorative symbol or the alternative symbol, but displays a constant change from the start to the end of the special symbol change, and when the special symbol stops, it may be displayed in relation to the display mode of the normal decorative symbol. The simple symbols only need to indicate that a special symbol is being displayed and to notify the result of the special symbol, and can be modified as appropriate, such as by displaying a combination of two symbols. The simple symbols may also be called "simple decorative symbols," "sub-decorative symbols," "sub-decorative symbols," "mini-decorative symbols," or "mini-decorative symbols." Apart from the performance display device 60, a decorative symbol variable display called a fourth symbol may be used, which displays a display equivalent to the simple symbol by using an LED or other light-emitting device.The fourth symbol is used to indicate the progress of the game (display of the special symbol changing, display of the result) in the event of a malfunction in the performance display device 60. As an example of the display mode of the fourth symbol, the LED may sequentially light up "white", "blue", "green", "yellow", "orange", and "red" (it may also be flashing including being turned off) to indicate the change, or the LED may flash in a single color depending on the type of special symbol to indicate the change, and the color of the light emitted when the symbol stops may indicate the type of miss or jackpot.

[0127] The timekeeping means 307 is a timekeeping circuit that outputs time information used in games. The timekeeping means 307 is a timer circuit that uses a counter to measure the time since power was turned on and outputs the time information. However, it may also be a real-time clock circuit that has a built-in battery and can continue to measure the date and time using the battery even when the pachinko gaming machine 100 is turned off or during a power outage. In the case of a real-time clock circuit, there is a possibility that slight differences in the time between each gaming machine may occur due to individual differences and time lags, whereas in the case of a timer circuit, there is little possibility of time differences occurring between multiple gaming machines as long as they are powered on at the same time.

[0128] The effect determination means 303 executes a synchronized effect that starts at a predetermined timing when the time information output by the timing means 307 indicates a predetermined time. The synchronized effect is an effect displayed on the effect display device 60 during a synchronized effect period, which is a period that is substantially asynchronous with the pattern change period and the game state. The synchronized effect period lasts for several minutes, is longer than the time for one pattern change, and can include multiple pattern change periods. The synchronized effect effect pattern is stored in the pattern storage means 302, and the playback of predetermined music and video is defined for this effect pattern. Multiple synchronized effect effect patterns are provided, and different effect patterns can be selected depending on the date and time, such as the month, date, day of the week, and time of day.

[0129] Synchronization effects are executed regardless of whether normal game or special game is in progress. Here, "normal game" includes the display of a so-called standby demo screen. Specifically, "normal game" includes (1) "normal game during variable display," in which a changing symbol is displayed; (2) "normal game during non-variable display," in which a changing symbol is not displayed and a standby demo screen is not displayed; and (3) "normal game during standby demo screen display," in which a changing symbol is not displayed and a standby demo screen is not displayed. Synchronization effects can be executed during any of (1) through (3), but in (2) and (3), the output mode for controlling the synchronization effects, such as reducing the volume and brightness, may differ from that in (1). Furthermore, while the standby demo screen is displayed, the player can input information related to the mobile link system (described below) by operating the effect button 109 or the cross key 110. When this input is made, the video and audio output of the synchronization effects is suppressed, and the screen display, such as the effects customized by the mobile link system, takes priority.

[0130] A synchronized effect is, for example, an effect in which a predetermined piece of music or video is played at a predetermined time (referred to as the "synchronized effect start time"). The time that triggers the playback of the synchronized effect may be a time that arrives at a predetermined time interval after the pachinko gaming machine 100 is powered on, or it may be every hour or half past the hour based on standard time. Alternatively, a time that can vary depending on the date or day of the week may be set. Instead of a fixed interval such as "every hour," the interval may vary, such as one hour first, then three hours later, or the interval may vary depending on the date or day of the week. The time may be variable, allowing a gaming parlor's staff to specify the time. However, the same synchronized effect is pre-set so that it is executed at least at the same time on multiple machines of the same model installed in the same gaming parlor. For example, if the specification is such that the trigger is a time that arrives at a predetermined time interval after powering on, multiple machines are powered on simultaneously at the gaming parlor. As a result, the same synchronized effect is executed simultaneously on all of the multiple gaming machines when the predetermined time arrives. As a result, the effects are displayed simultaneously as if synchronized across multiple devices, and the same music and video are played simultaneously, creating a synergistic effect that feels as if a live performance or movie screening is taking place on the spot.

[0131] The synchronized effects feature is also built into other gaming machines of the same model, and multiple gaming machines in the same gaming center are turned on simultaneously by gaming parlor staff every day. All of these machines, which are turned on at the same time, reach the synchronized effects start time at roughly the same time, allowing the synchronized effects to be executed simultaneously. This is called multi-machine synchronized effects. In this case, not only are the images displayed on multiple machines synchronized, but the sound effects and background music output are also synchronized across multiple machines. The more synchronized machines there are, the greater the synergistic effect of simultaneously executing the effects.

[0132] The effect setting means 308 stores the player's gaming history. The gaming history includes the gaming result history and the effect result history. The gaming result history is the results of the game, such as the number of hits, the number of winning balls, the number of jackpots, the number of special bonuses, and the number of time-saving bonuses, that lead to the player's winnings as a result of the game. The effect result history is information such as the effect scores recorded to acquire benefits, such as the right to change the content and type of effects or the right to make certain types of effects appear more frequently, rather than the actual gaming benefits. For example, to score the number of times a specific effect appears or the results of a mini-game, coded information indicating the score and gaming history, such as a two-dimensional code, is displayed on the screen. When the player scans and decodes the two-dimensional code with the camera on their mobile device, the decoded score and gaming history information are stored on the player's mobile device. The linking system between the gaming machine and the player's mobile device via the two-dimensional code will be described later. The points mentioned here are necessary to expand the range of performance customization, which will be described later, and the number of customizable items increases when the points reach a certain cumulative value (for example, when 1000 points are reached, or every 100 points, etc.).

[0133] The effect setting means 308 stores settings for selecting from multiple effect content options as effect customization based on the player's selection instructions and game history. For example, the pattern storage means 302 may provide multiple effect patterns with different motifs, characters, and music to be displayed during special games, and the player may select which of these effects to display. Alternatively, the pattern storage means 302 may provide multiple motif or character designs as designs of pictures included in decorative symbols that change symbols, and the player may select which of these designs to display. In such cases, the player may operate the effect button 109 or cross key 110 while the standby demo screen is displayed. When an effect pattern is selected through this operation, the effect setting means 308 stores the selection. The effect determination means 303 selects the type of effect pattern to be displayed during special games according to the settings stored by the effect setting means 308.

[0134] The sub-initialization processing execution means 360 executes control start processing for the sub-board 300 when the pachinko gaming machine 100 is powered on or when power is restored after a power outage. The sub-power-off processing execution means 362 executes abnormality response processing such as power-off processing for the sub-board 300 when a power abnormality such as a power outage occurs. The sub-error detection means 364 executes abnormality detection processing for the sub-board 300. When the sub-error detection means 364 detects a power outage, the sub-power-off processing execution means 362 backs up data in RAM to a backup RAM as power-off processing.

[0135] FIG. 12 is a diagram showing a schematic overview of the mobile linkage system. As a prerequisite for the mobile linkage system, a player registers as a user by setting an account and password on a game history server 358, which has a dedicated website, using a mobile terminal 354. When the player presses the effect button 109 at the start of a game, the effect display control means 305 displays a two-dimensional code 350, which encodes the address of the dedicated website of the game history server 358, on the screen of the effect display device 60, and has the player read the code with the camera of the mobile terminal to access the dedicated website of the game history server 358. Character information (also referred to as "password information") encoding the player's identification information and effect score history is transmitted from the dedicated website to the mobile terminal and displayed on the screen of the mobile terminal. The effect display control means 305 displays an input screen for the password information on the effect display device 60, and has the player input the password by operating buttons such as the cross key 110. The effect setting means 308 decrypts the entered password information and registers it as the player's identification information and effect score history, allowing the player to continue playing the game and the effect score status up to that point. Entering this password information serves as an instruction to start recording the player's game history and an instruction to start effect customization, which selects various effect elements. As the game and effects progress in the pachinko gaming machine 100, the effect setting means 308 continually adds up the points awarded to the player as effect benefits and accumulates them as an effect score history. The player can also perform effect customization at any time to select and set their preferred effect elements. The awarding of effect points is basically calculated for each symbol change, with higher points awarded for effect types with a higher expected transition to special games, and higher points are also awarded when a special game is transitioned to.

[0136] To customize effects, players can use a portion of their accumulated points to customize the effects displayed on the effect display device 60, including colors, backgrounds, shapes, characters, and music, depending on the number of points used. The effect setting means 308 receives instructions to change effect elements via button operation by the player and changes various effect elements in response to those instructions. Multiple types of customizable effect elements are available for each element, and different points are required for each item. Therefore, when the accumulated points reach a predetermined value, the number of customizable items increases, or a chance to increase the number of customizable items is given. When the player operates a button to end the game or effect customization, the effect setting means 308 generates a two-dimensional code 350 encoding information such as effect bonuses and effect score history, which the effect display control means 305 displays on the effect display device 60. The player can then read the two-dimensional code 350 with the camera on their mobile device and decode the read two-dimensional code 352 to obtain information that can be stored on the mobile device 354. This information is then sent from the mobile terminal 354 to a game history server 358 on a dedicated website via a network 356, where it is managed in association with the player's account information. In this way, information such as special effects and the history of points scored during the game is transmitted to the mobile terminal 354 via transmission means, such as the display and reading of the two-dimensional code 350, and is managed by the game history server 358, so that the game and the details of the effects can be carried over to the next game. Furthermore, the longer the player continues playing, the more points can be earned in proportion to the increase in the number of symbol changes and effects.

[0137] FIG. 13 is a block diagram illustrating the hardware configuration of the main board 200 and the sub-board 300. The main board 200 includes electronic components such as a main CPU 290, a main RAM 291, and a main ROM 292. The main ROM 292 pre-stores a main control program and data for controlling overall game operations. The main control program or data is loaded from the main ROM 292 into the main RAM 291, and the main control program is executed by the main CPU 290. The electronic components are connected via buses, such as a system bus and a data bus (not shown). Ball entry signals from each ball entry port and payout signals from the payout control board 155 are acquired by the main CPU 290 via various interfaces (not shown). The main CPU 290 drives and controls external devices, such as the winning port solenoids, the first special symbol display unit 41, and the second special symbol display unit 42, using various drive circuits (not shown). Furthermore, commands necessary for performance control are transmitted from the main CPU 290 to the sub-board 300 along with information such as the results of the lottery, the results of the symbol determination, and the results of the variation pattern determination. Signals are transmitted from the main board 200 to the sub-board 300 via one-way communication.

[0138] The command data sent from the main board 200 to the sub-board 300 is a two-byte combination of one byte of command type data, known as MODE data, and one byte of command content data, known as EVENT data. The main board 200 can send one command by associating the command type data with the command content data and sending it to the sub-board 300. The command type data is a bit string that indicates the type of command, and a unique type code is assigned to each command type in advance during the development stage. The command content data is a bit string that indicates the content of the command. The most significant bit of the command type data and command content data is an identification bit that indicates whether it is command type data or command content data; a 1 in the most significant bit indicates command type data, and a 0 in the most significant bit indicates command content data.

[0139] Communication from the main board 200 to the sub-board 300 is specified to send one byte of data per data transmission, so to send two bytes of command data, two transmissions of one byte each are required. The first communication transmits the upper byte, MODE data, and the second communication transmits the lower byte, EVENT data. Considering the possibility of communication failure due to noise, etc., the main board 200 transmits the same data continuously, and when the same data is read by the sub-board 300 twice in a row, the main board 200 determines that the transmission and reception of that data is complete. Until the same data is read twice in a row, the main board 200 repeatedly transmits the same data, up to a maximum of five times.

[0140] The sub-board 300 includes electronic components such as a sub-CPU 310, a sub-RAM 311, a sub-ROM 312, and a performance control device 313. The sub-ROM 312 is a data storage means for storing a sub-control program including performance pattern data defining a performance process and display pattern data defining a performance display process. The sub-control program including performance pattern data, display pattern data, and audio pattern data is loaded from the sub-ROM 312 into the sub-RAM 311, and performance control based on the sub-control program is executed by the sub-CPU 310. The electronic components are connected via buses such as a system bus and a data bus (not shown). Signals from external devices such as the performance button 109 are acquired by the sub-CPU 310 via various interfaces (not shown). In accordance with the performance pattern data, the sub-CPU 310 drives external devices such as the performance display device 60, speaker 108, decorative lamp 111, and movable prop 66 via the performance control device 313 and various drive circuits and control circuits (not shown), thereby controlling display output, audio output, lamp illumination, and prop operation. Sub-CPU 310 transmits display pattern data and audio pattern data to performance control device 313. Although this embodiment describes an example in which sub-substrate 300 incorporates performance control device 313, sub-substrate 300 and performance control device 313 do not need to be integrated as a board, and may be formed as separate boards that are separated and connected to each other.

[0141] FIG. 14 is a block diagram illustrating the hardware configuration of the effect control device 313. The effect control device 313 includes a control CPU 320, a control RAM 322, a data ROM 324, a display control circuit 326, and an audio control circuit 314. The data ROM 324 is a data storage means for storing, in a compressed form, material data such as effect image data and motion data used for effect display, and audio data used for audio output. The effect image data is an image used for variable display and effect display as an effect object indicating the result of a win / lose lottery, such as a sprite image of a decorative pattern used for decorative pattern variation, a sprite image used for preview effects, and a video used for various effects. The motion data is data defining the action of adding a dramatic action to an image used for various effects at a predetermined timing. The audio data is audio data such as music, background sounds, sound effects, and character lines output during effects.

[0142] Based on the display pattern data sent from the sub-CPU 310, the effect image data and motion data specified in that display pattern data are read from the data ROM 324 to the control RAM 322, and an effect display using that effect image data and motion data is executed by the control CPU 320. As a result, commands, effect image data, and motion data related to effect display are sent from the control CPU 320 to the display control circuit 326, and display control is performed by the display control circuit 326. Similarly, commands and audio data related to audio output are sent from the control CPU 320 to the audio control circuit 314, and audio output control is performed by the audio control circuit 314.

[0143] The display control circuit 326 includes a decoder 332, a drawing memory 334, a drawing circuit 336, a frame buffer 338, and a display circuit 340, each of which is connected via a bus 330. For convenience, the bus 330 in this diagram comprehensively represents buses such as a system bus, a data bus, and an address bus.

[0144] The effect image data and motion data sent from the control CPU 320 are stored in the drawing memory 334, and compressed data from this data is decoded by the decoder 332. The drawing memory 334 is a VRAM (Video RAM) that is used as a work area when the effect image data and motion data are decoded by the decoder 332, and is used as a work area when the drawing circuit 336 executes drawing processing and image processing.

[0145] The drawing circuit 336 uses the data stored in the drawing memory 334 to sequentially execute commands sent from the control CPU 320 to generate images for display, and stores the generated images for display as frames of moving images in the frame buffer 338. The frame buffer 338 is a VRAM that serves as a buffer memory for temporarily storing frames of moving images to be output to the performance display device 60.

[0146] The display circuit 340 outputs the display images stored in the frame buffer 338 in the form of video signals in the order they were stored to the performance display device 60. The frame buffer 338 has a memory area for, for example, two frames, and while the display circuit 340 outputs a display image from the memory area for one frame, the drawing circuit 336 generates the next display image and stores it in the memory area for another frame.

[0147] The data ROM 324 stores "detailed display pattern data" that defines the display control process performed by the display control circuit 326. The display pattern data sent from the sub-CPU 310 can be called "outline display pattern data" that defines the outline of the effect display process. For example, the outline display pattern data defines the general flow of the effect display process, such as the timing at which decorative symbols start and stop changing, the playback order of multiple moving images, and the timing at which they start and stop. Meanwhile, the detailed display pattern data defines the detailed display control process, such as the display order of sprite images for realizing the changing display of decorative symbols, and the frame-by-frame display processing order for displaying moving images based on motion data.

[0148] When the performance control device 313 performs display control based on the "summary display pattern data" sent from the sub-CPU 310, it reads the "detailed display pattern data" required for that processing from the data ROM 324 and executes display processing using both display pattern data. Therefore, it can be said that the performance control device 313 executes display control processing based on display pattern data including the "summary display pattern data" and the "detailed display pattern data." Therefore, in this specification, unless explicitly stated, the "summary display pattern data" stored in the sub-ROM 312 and the "detailed display pattern data" stored in the data ROM 324 are not distinguished from each other and are simply referred to as "display pattern data." For example, when the performance control means executes a specific process based on the display pattern data stored in the data storage means, this display pattern data is deemed to include both the "summary display pattern data" and the "detailed display pattern data." Note that, in a modified example, the display pattern data may not be divided into the "summary display pattern data" and the "detailed display pattern data," and display pattern data serving both functions may be stored in the sub-ROM 312 or the data ROM 324.

[0149] In this embodiment, the hardware configuration of the performance control device 313 includes a control CPU 320, a control RAM 322, a data ROM 324, and a display control circuit 326. In a modified example, the control CPU 320, the control RAM 322, the data ROM 324, and the display control circuit 326 may be integrated rather than configured as separate electronic components. Furthermore, the processing performed by the display control circuit 326 may be performed by the control CPU 320, the control RAM 322, or the data ROM 324. For example, the control CPU 320 included in the performance control device 313 may execute the processing performed by the decoder 332, the drawing circuit 336, and the display circuit 340 included in the display control circuit 326. Furthermore, the control RAM 322 included in the performance control device 313 may also function as the drawing memory 334 and the frame buffer 338. Alternatively, the performance control device 313 may have a hardware configuration that does not include the display control circuit 326. In this case, the processing performed by the display control circuit 326 may be executed by the control CPU 320, the control RAM 322, or the data ROM 324.

[0150] In addition, in this embodiment, the hardware configuration of the sub-substrate 300 includes the sub-CPU 310, sub-RAM 311, and sub-ROM 312, as well as the performance control device 313. In a modified example, the sub-CPU 310, sub-RAM 311, ROM 312, and performance control device 313 may be integrated rather than configured as separate electronic components. Furthermore, the processing performed by the performance control device 313 may be performed by the sub-CPU 310, sub-RAM 311, or sub-ROM 312. For example, the sub-CPU 310 may perform the processing of the control CPU 320, the sub-RAM 311 may also function as the control RAM 322, or the sub-ROM 312 may also function as the data ROM 324. Alternatively, the sub-substrate 300 may have a hardware configuration that does not include the performance control device 313. In this case, the processing performed by the performance control device 313 may be performed by the sub-CPU 310, sub-RAM 311, or sub-ROM 312.

[0151] 15 is a flowchart showing the control start process of the main board 200 in a pachinko gaming machine. This control start process is executed by the main initial process execution means 280, but hereinafter it will be described as being executed by the main CPU 290 functioning as the main initial process execution means 280. When the power switch 150 is turned on, the main CPU 290 sets a stack pointer (S100), permits access to the main RAM 291 (S102), and executes initial settings related to the hardware, such as setting the built-in registers of the main CPU 290 (S104).

[0152] The main CPU 290 checks the operating state of the setting key, and if the setting key is in the ON state (Y in S105), checks the operating state of the RAM clear switch. If the RAM clear switch is ON (Y in S122), it executes setting change processing (S124). On the other hand, if the RAM clear is OFF (N in S122), it executes setting confirmation processing (S126). Note that if the setting key is OFF in S105 (N in S105), the processing of S122 to S126 is skipped.

[0153] Next, power failure recovery processing or main RAM 291 initialization processing is performed depending on the operating state of the RAM clear switch, the value of the power failure information flag, and the state of the data stored in the main RAM 291. Specifically, if the RAM clear switch is not turned on and both the value of the power failure information flag and the data stored in the main RAM 291 are normal, power failure recovery processing is performed. In other cases, that is, if the RAM clear switch is turned on or if either the power failure information flag or the data stored in the main RAM 291 is not normal even when the RAM clear switch is not turned on, main RAM 291 initialization processing is performed.

[0154] The main CPU 290 checks the operating state of the RAM clear switch, and if the RAM clear switch is turned on (Y in S106), initializes the main RAM 291 (S116). If the RAM clear switch is not turned on (N in S106), the main CPU 290 checks the value of the power-off information flag (S108). If the value of the power-off information flag does not match the normal power-off data (N in S108), initializes the main RAM 291 (S116). If the value of the power-off information flag matches the normal power-off data (Y in S108), checks the data stored in the main RAM 291 (S110). As will be described later, if processing was completed normally at the time of the previous power-off, the checksum of the data stored in the main RAM 291 is stored in the main RAM 291, and so the main CPU 290 checks the data in the main RAM 291 using the checksum. If the data stored in the main RAM 291 is not normal (N in S112), the data in the main RAM 291 is initialized (S116). If the data stored in the main RAM is normal (Y in S112), processing is executed to restore the state before the power was turned off (S114).

[0155] In the power failure recovery process (S114), normal power-on data indicating that the power was turned on normally is stored in the power failure information flag, and various error initializations and communication initialization with the payout control board 155 are performed. Next, any command requests that have not been sent before the power failure are cleared, and a request is made to send commands for various information indicating the game status. Next, a request is made for performance commands corresponding to the number of balls pending activation for the first special pattern and the second special pattern. Next, the open / closed states of the second start port 12 and the large prize port 20 are restored to the state before the power failure. Next, a process is performed to notify the activation status of the probability fluctuation function for the special pattern.

[0156] In the RAM initialization process (S116), normal power-on data is stored in the power-off information flag, the entire area of ​​the main RAM 291 is cleared to 0, and the initial setting of the main RAM 291 and the initialization of the performance display device are performed. Note that in the initialization process of S116, the setting values ​​stored in the setting memory of the setting change device 170 are not cleared, and the setting values ​​set in the setting change process of S124 are maintained as they are.

[0157] When the power-off recovery process (S114) or the RAM initialization process (S116) is completed, a count value is set to start the interrupt process described later, and the interrupt timer is started (S118). As a result, a timer interrupt occurs every predetermined time (for example, 4 milliseconds), and the interrupt process described later is executed. Next, the main CPU 290 executes the main process for managing the gaming machine (S120).

[0158] FIG. 16 is a flowchart showing in detail the setting change process of S124 in FIG. 15. The value of the setting memory where the setting value of the game setting should be stored is checked, and if the setting memory value is not normal (N in S132), the setting value is initialized to the initial value (S134). If "1" to "6" are used as setting value data, "1" is set as the initial value, and if "0" to "5" are used as setting value data, "0" is set as the initial value. If the setting memory value is normal (Y in S132), the processing of S134 is skipped. Next, the processing transitions to a setting change state (S136), and the setting value stored in the setting memory is displayed on the setting display unit 173 (S138). If a change operation is performed using the setting change button 172 (Y in S140), the setting value displayed on the setting display unit 173 is updated, and the setting value stored in the setting memory is also updated (S142). If no change operation is performed (N in S140), the processing of S142 is skipped. If the setting key remains ON (N in S144), the processes of S138 to S142 are repeated. If the setting key inserted into the setting key cylinder 171 is returned to its original position and turned OFF (Y in S144), the setting display unit 173 is made non-display so that the setting value cannot be seen (S146), and the process returns.

[0159] Figure 17 is a flowchart showing in detail the setting confirmation process of S126 in Figure 15. The value of the setting memory where the setting value of the game setting should be stored is confirmed, and if the setting memory value is not normal (N in S152), the setting value is initialized to the initial value (S154). If the setting memory value is normal (Y in S152), the process of S154 is skipped. The process moves to a setting confirmation state (S156), and the setting value stored in the setting memory is displayed on the setting display unit 173 (S158). If the setting key remains ON (N in S160), the process of S158 is repeated to continue displaying the setting value, and if the setting key is turned OFF (Y in S160), the setting display unit 173 is hidden to make the setting value invisible (S162), and the process returns.

[0160] 15. The main CPU 290 temporarily disables timer interrupts (S200), starts the watchdog timer (S202), and monitors for power cutoff (S204). When a power supply voltage monitoring circuit (not shown) detects a drop in the power supply voltage supplied from the power supply board 158, the power supply voltage monitoring circuit inputs an unconditional interrupt request signal to the main CPU 290, and in this power cutoff storage process, power cutoff confirmation data is stored in a power cutoff confirmation flag. Therefore, the main CPU 290 monitors the value of the power cutoff confirmation flag (S204), and if the value of the power cutoff confirmation flag matches the power cutoff confirmation data (Y in S206), the process proceeds to S212 to perform processing for power cutoff. If the value of the power-off confirmation flag does not match the power-off confirmation data (N in S206), an initial value random number update process is executed (S208) to update the initial value random number for the normal symbol, the initial value random number for the special symbol, and the soft initial value random number for the special symbol, and a timer interrupt is permitted (S210), and the process returns to S200. Thereafter, S200 to S210 are repeated. If a timer interrupt occurs while the timer interrupt is prohibited (S202 to S208), the timer interrupt is permitted in S210, and then the interrupt process described below is executed.

[0161] If a power outage is detected in S206 (Y in S206), the main CPU 290 restarts the watchdog timer (S212) and checks the contents of the power-off information flag (S214). If the contents of the power-off information flag do not match the power-on normal data (N in S214), it is determined that the data at power-on was not saved correctly, and power-off abnormal data is stored in the power-off information flag (S216), and the process proceeds to S222. If the contents of the power-off information flag match the power-on normal data (Y in S214), it is determined that the data at power-on was saved correctly, and power-off normal data is stored in the power-off information flag (S218). Next, in order to check the backed-up data in the main RAM 291 the next time the power is turned on, the checksum of the data stored in the main RAM 291 is calculated and stored in the main RAM 291 (S220). Next, access to the main RAM 291 is prohibited (S222), and the process loops until the power is turned off. The above-described processing at the time of power failure is executed by a main power failure processing execution means 282 realized by the main CPU 290.

[0162] 19 is a flowchart showing details of the interrupt process. When a timer interrupt occurs during the main process (S120), the main CPU 290 executes the interrupt process. First, the interrupt operation conditions are set (S300), and the watchdog timer is restarted (S302). Next, in order to manage the gaming machine, input processing (S304), various random number update processing (S306), initial value update type random number update processing (S308), initial value random number update processing (S310), timer subtraction processing (S312), second start port valid period setting processing (S314), winning monitoring processing (S316), prize ball control processing (S318), normal symbol activation gate monitoring processing (S320), normal symbol control processing (S322), normal symbol variation start monitoring processing (S324), start port monitoring control processing (S326), special symbol control processing (S328), special electric accessory control processing (S330) ), large prize slot validity period setting process (S332), special pattern change start monitoring control process (S334), abnormality detection process (S336), ball entry passing time abnormality detection process (S338), game status display process (S340), handle status signal inspection process (S342), LED output process (S344), launch control signal output process (S346), test signal output process (S348), solenoid output process (S350), performance control command transmission process (S352), and external information output process (S354) are executed in that order, and the next timer interrupt is permitted (S356) and the process returns.

[0163] In input processing (S304), data from the input ports of the switches attached to the game board, open / short circuit power supply abnormality detection signals, door / frame opening signals, magnetic detection signals, radio wave detection signals, and touch status signals are monitored, and data indicating the input status is created and stored in the main RAM 291. Note that this data indicating the input status is level data (data of the input port at the time of the current interruption) and rising or falling data (data indicating the switch that was found to have switched when the data of the input port at the time of the current interruption and the data of the input port at the time of the previous interruption are compared using an exclusive OR).

[0164] In the various random number update process (S306), the normal symbol variation pattern random number and the variation pattern random number are updated. The normal symbol variation pattern random number is read from the main RAM 291, and if the value is less than a predetermined maximum value, the value is incremented and stored, and if the value is equal to or greater than the predetermined maximum value, 0 is stored. Also, the variation pattern random number is read from the main RAM 291, and if the result of subtracting a predetermined value from the value is 0 or greater, the subtraction result is stored, and if it is less than 0, the predetermined maximum value is stored. In this way, the normal symbol variation pattern random number and the variation pattern random number are updated every time a timer interrupt occurs.

[0165] In the initial value update type random number update process (S308), the random number per normal symbol, the pattern random number per special symbol, and the software random number per special symbol are updated. The value, maximum value, and initial value of each random number are read from main RAM 291, and the value of the random number is incremented. If the increment result exceeds the maximum value, the value of the random number is set to 0. Also, if the increment result matches the initial value, the initial value random number is read from main RAM 291, and the initial value is updated. As a result, the random number per normal symbol, the pattern random number per special symbol, and the software random number per special symbol are updated every time a timer interrupt occurs, and when the value of the random number returns to the initial value, that is, when one cycle of the random number range has been completed, a new initial value is set and a random number is generated.

[0166] In the initial value random number update process (S310), the initial value random number per normal symbol, the initial value random number per special symbol, and the soft initial value random number per special symbol are updated. The initial value random number is read from the initial value random number update table in the main RAM 291, and the value of the initial value random number is incremented. If the increment result exceeds the upper limit value, the value of the initial value random number is set to 0. Similar processing is also performed in the initial value random number update process (S208) in the main processing (S120).

[0167] In the timer subtraction process (S312), the 2-byte timer is updated. The values ​​of the timers for various controls are read from the main RAM 291 according to the respective tables, and if the timer value is other than 0, the value is sequentially decremented and stored. If the timer value is 0, the timer is not updated.

[0168] In the second start port validity period setting process (S314), the validity period of the second start port 12 is set. The second start port 12 is set to a valid period during which prize balls are paid out and a lottery for the second special symbol is executed when a game ball enters the second start port 12, and an invalid period during which prize balls are not paid out and a lottery for the second special symbol is not executed even if a game ball enters the second start port 12. As will be described later, in the start port monitoring control process (S326), the second start port entry monitoring process is not executed during the invalid period of the second start port 12. Therefore, even if a game ball enters the second start port 12, prize balls are not paid out and a lottery for the second special symbol is not executed. The same applies when valid periods and invalid periods are set for the first start port 11, the big prize port 20, the first actuation port 31, the second actuation port 32, the general prize port 33, etc. When the normal symbol state is "normal electric device in operation," data indicating that the second start port 12 is in the valid period is stored in the second start port validity period flag. When the state of the normal pattern is not "normal electric device in operation," if the value of the second start port valid extension timer is not 0, data indicating that the second start port 12 is in a valid period is stored in the second start port valid period flag, and if the value of the second start port valid extension timer is 0, data indicating that the second start port is in an invalid period is stored in the second start port valid period flag.

[0169] In the winning monitoring process (S316), the passing of the game ball through the switch is checked, and when the game ball passes through the switch, if the switch is not in an invalid period or is currently in an valid period and a prize ball has been paid out, the winning counter is updated. Also, a security output request to be output to the external information output terminal 160 is created and a command is sent.

[0170] In the prize ball control processing (S318), the following are executed in sequence: monitoring data reception from the payout control board 155, requesting command transmission to the payout control board 155, transmitting the command to the payout control board 155, and inspecting the data received from the payout control board 155.

[0171] In the normal symbol activation gate monitoring process (S320), the passage of the game ball through the first activation port 31 and the second activation port 32 is monitored, and when it is determined that the game ball has passed through the first activation port 31 or the second activation port 32, if the number of reserved normal symbol variations is less than the upper limit of 4, the number of reserved normal symbols is updated and a random number related to the normal symbol is stored in the main RAM 291.

[0172] In the normal pattern control process (S322), the state of the normal pattern is monitored, and if it is determined that normal pattern control is in progress, processing related to the normal pattern display unit 45 or the normal electric role 90 is executed. If the normal pattern state is "normal pattern changing," normal pattern changing processing is executed; if it is "normal pattern stop pattern displaying," normal pattern stop pattern display processing is executed; if it is "normal electric role operating," normal electric role operating processing is executed; and if it is "normal electric role operation end demo in progress," normal electric role operation end demo processing is executed. In the normal pattern changing processing, after the normal pattern changes, the change time is monitored, and if it is determined that the normal pattern change time has ended, a normal pattern change stop setting is executed and the normal pattern state is set to "normal pattern stop pattern displaying." In the normal pattern stop pattern display processing, the display time of the normal pattern stop pattern is monitored, and if it is determined that the normal pattern stop pattern display time has ended, a normal pattern operation end setting corresponding to the result of the win determination is executed. In the case of a win, the state of the normal symbol is set to "normal electric device in operation", the operating state of the normal electric device opening extension function at the start of normal electric device operation is saved, and the operation setting of the normal electric device solenoid 91 corresponding to the operating state of the normal electric device opening extension function at the start of normal electric device operation is executed. In the case of a loss, the state of the normal symbol is set to "standby for normal symbol change". In the normal electric device operation processing, the entry of game balls into the winning slot related to the normal electric device 90 is monitored, and if it is determined that the number of winning balls into the winning slot related to the normal electric device 90 has reached the maximum number of winning balls, the operation end setting of the normal electric device 90 and the setting of the effective extension time of the second start slot are executed. If it is determined that the number of winnings at the winning port related to the normal electric device 90 has not reached the maximum number of winnings, the opening / closing time of the entrance to the winning port related to the normal electric device 90 is monitored, and the opening / closing of the entrance to the winning port related to the normal electric device 90 is set, and if it is determined that the opening of the entrance to the normal electric device 90 has ended, the operation end setting of the normal electric device 90 and the setting of the effective extension time of the second starting port are executed. Note that if it is determined that the opening / closing time of the entrance to the winning port related to the normal electric device 90 has not ended, the setting of the opening / closing of the entrance to the winning port related to the normal electric device 90 is not executed.In the normal electric role operation end demo processing, the operation end demo time of the normal electric role 90 is monitored, and when it is determined that the operation end demo time of the normal electric role 90 has ended, the state of the normal symbol is set to "standby for normal symbol change".

[0173] In the normal pattern change start monitoring process (S324), the state of the normal pattern is monitored, and if it is "waiting for normal pattern change" and the value of the number of balls reserved for normal pattern operation is other than 0, it is determined that the normal pattern change should start. If it is determined that the normal pattern change should start, the number of balls reserved for normal pattern operation is decremented, and a win determination is made, the stopping pattern is determined, the normal pattern change pattern number is set, and the normal pattern change time is set. After that, the state of the normal pattern is set to "normal pattern changing", and the area of ​​main RAM 291 used for setting the normal pattern state, winning determination, and change pattern determination is cleared.

[0174] The start gate monitoring control process (S326) monitors the entry of game balls into the first start gate 11 and the second start gate 12. If a game ball is confirmed to have entered when the number of activated balls reserved for the first special symbol is less than four, a built-in random number is acquired, and the value obtained by adding the value of the software random number for the special symbol to the acquired built-in random number is stored in a buffer as the special symbol random number used to determine a jackpot. Additionally, a pattern random number and a variable pattern random number are acquired and stored as random numbers related to the special symbol. If the reserved second special symbol is consumed prior to the reserved first special symbol, only the reserved number related to the winning is updated. However, if the reserved special symbol consumption order is the winning order, the reserved number related to the winning is updated, and the total number of reserved balls and the winning order are stored. Next, to request a preview effect command corresponding to the random number stored when the game ball entered the start gate, the state of the gaming machine is checked, and if it is determined to be the command transmission period, a win preview effect request, a winning symbol preview effect request, and a pattern preview effect request are executed in that order. Here, the command transmission period is determined to be in one of the following cases: (1) when a random number for the first special symbol is stored while waiting for a win and the probability fluctuation function for the normal symbol is not activated; (2) when a random number for the second special symbol is stored while waiting for a win and the probability fluctuation function for the normal symbol is not activated; or (3) when a random number for the second special symbol is stored during a big win or a small win. Next, a display command corresponding to the number of reserved balls for activation of the special symbol is requested. This notifies the sub-board 300 that the number of reserved balls for activation of the special symbol has been updated. As described above, in the pre-reading process, four pieces of information, including pre-determination information (pre-win / failure determination information, pre-pattern determination information, and pre-pattern determination information) and the number of reserved balls, are transmitted to the sub-board 300 as a set. Note that in the above example, the main CPU 290 controlled the transmission of commands for the pre-determination process. However, in another example, transmissions may be uniformly performed when a ball enters the starting hole, and various situational determinations, such as whether or not the pre-reading period is in effect, may be performed by the sub-CPU 310. Next, the value of the second start port validity period flag is checked, and if the value of the second start port validity period flag is data indicating that the second start port 12 is in its valid period, the monitoring process for the second start port winning is executed in the same way as in the case of the first start port winning.If the value of the second start port valid period flag is data indicating that the second start port 12 is in an invalid period, the monitoring process for the second start port winning is not executed. Note that if the winning of a game ball is confirmed when the number of reserved balls is 0, the number of reserved balls is temporarily changed from 0 to 1, and then the control process for the start of fluctuation, which will be described later, is executed.

[0175] In the special symbol control process (S328), the waiting state for a win is checked, and if the special electric device is operating, i.e., if a big win or small win is occurring, the special symbol control process is terminated. If the special electric device is not operating, the state of the special symbol is checked, and if it is "waiting for special symbol change," the general special symbol control process is terminated. If it is "change start," the special symbol change start process is executed. If it is "special symbol changing," the special symbol change in progress process is executed. If it is "special symbol stop pattern display," the special symbol stop pattern display in progress process is executed. In the special symbol change start process, the selection number of the special symbol change pattern is obtained based on the change pattern random number, the change time corresponding to the special symbol change pattern number is determined, and commands for change additional symbol information, change pattern, and character information are requested to start the effect display from the sub-board 300, the state of the special symbol is set to "special pattern changing," and the change pattern determination area used to determine the special symbol change pattern is cleared to 0. In the special symbol variation processing, after the special symbol varies, the variation time is monitored, and if it is determined that the variation time of the special symbol has ended, a setting to stop the variation of the special symbol is made, and the state of the special symbol is set to "special symbol stopped symbol being displayed." In the special symbol stopped symbol display processing, the display time of the special symbol stopped symbol is monitored, and if it is determined that the display time of the special symbol stopped symbol has ended, a setting to end the operation of the special symbol corresponding to the result of the win determination is executed. In the event of a jackpot, the state of the special symbol is set to "waiting for special symbol change" to terminate the operation of the special symbol, the number of times the special electric device will operate consecutively is set, the special symbol probability change function, special symbol change time reduction function, normal symbol probability change function, normal symbol change time reduction function, and normal electric device opening extension function are deactivated, the state of the gaming machine is set to preparing to open the large prize opening, and the settings for the hit start demo display time, the command request for the hit start demo performance, and the command request for the launch position designation performance (a command request to execute a performance that suggests a recommended launch position, such as "hit right") are executed.If the result of the hit determination is a small hit, the operation completion determination is made for the special symbol change time shortening function and the normal symbol probability change function, the change pattern selection state is updated, a command request is made for the game state, the special symbol state is set to "standby for special symbol change" in order to end the operation of the special symbol, the state of the gaming machine is set to a small hit start demo, and a command request is made to set the hit start demo display time, a command request for the hit start demo presentation, and a command request for the launch position designation presentation.If the result of the hit determination is a miss, the operation completion determination is made for the special symbol change time shortening function and the normal symbol probability change function, the change pattern selection state is updated, a command request is made for the game state, the special symbol state is set to "standby for special symbol change" in order to end the operation of the special symbol, and a command request is made for the launch position designation presentation.

[0176] In the special electric accessory control process (S330), in order to execute the process related to the special electric accessory, the operating status of the condition device and the special electric accessory is checked, and if it is determined that the condition device or the special electric accessory is operating, the process related to the special electric accessory is executed. Depending on the operating status of the special electric accessory, the following processes are executed: large prize opening preparation process, special electric accessory operation process, large prize opening closing process, large prize end demo process, small prize start demo process, small prize special power operation process, small prize large prize opening closing process, small prize end demo process.

[0177] In the large prize opening valid period setting process (S332), in order to save the result of the determination of the valid period of the large prize opening 20, if the value of the large prize opening valid time is 0, the large prize opening invalid period data is stored in the large prize opening valid period flag, and if it is other than 0, the large prize opening valid period data is stored in the large prize opening valid period flag.

[0178] In the special symbol change start monitoring control process (S334), the operating status of the special symbol is monitored to determine whether the special symbol is ready to change. If the order of consumption of reserved balls for the special symbol is priority consumption of the second special symbol, it is determined that the special symbol is ready to change when all of the following conditions are met: (1) not in a big win or small win, (2) the first special symbol is waiting to change, (3) the second special symbol is waiting to change, and (4) the number of reserved balls for the special symbol is other than 0. If the order of consumption of reserved balls for the special symbol is the order of winning, it is determined that the special symbol is ready to change when all of the following conditions are met: in addition to (1) to (3) above, (5) the total number of reserved balls for the special symbol is other than 0, and (6) the determination matches the consumption order, i.e., the order of winning.

[0179] When it is determined that the special symbol is ready to start changing, the number of reserved balls for the special symbol is subtracted, and a performance command corresponding to the number of reserved balls for the first special symbol and the second special symbol is requested. This notifies the sub-board 300 that the number of reserved balls for the special symbol has been updated.

[0180] Next, a hit determination for the special symbol is performed. In the hit determination, whether it is a big hit, a small hit, or a miss is determined based on the special symbol hit random number, and the determination result is stored in the special symbol determination flag. Next, the symbol is determined. In the pattern determination, if the hit determination is a big hit, a big hit symbol is determined based on the special symbol hit symbol random number, if it is a small hit, a small hit symbol is determined, and if it is a miss, a miss symbol is determined.

[0181] If the result of the hit determination is a jackpot, the operation details of the special symbol probability fluctuation function are determined based on the value of the group determination number indicating the type of winning symbol determined in the symbol determination process, and the game state after the jackpot is set, such as the operation details of the special symbol fluctuation time reduction function and the setting of the easy winning state for normal symbols. Next, settings during the jackpot are executed, such as the number of times the special electric device will operate consecutively and the details of the opening time of the large prize entrance. Next, the contents of the fluctuation pattern selection state are set by selecting the fluctuation pattern table to be referenced after the jackpot based on the result of the hit determination and the operating state of the normal symbol probability fluctuation function. Next, the start demo time and end demo time are set by referencing the table selected based on the value of the group determination number indicating the type of winning symbol and the game state. Next, the area of ​​main RAM 291 used for hit determination and symbol determination is cleared, and the state of the special symbol is set to "variation start."

[0182] If the result of the hit determination is a small hit, the content of the fluctuation pattern selection state is set by selecting the fluctuation pattern table to be referred to after the small hit ends, the start demo time and end demo time are set, the area of ​​the main RAM 291 used for the hit determination and pattern determination is cleared, and the state of the special pattern is set to "start fluctuation." If the result of the hit determination is a miss, the area of ​​the main RAM 291 used for the hit determination and pattern determination is cleared, and the state of the special pattern is set to "start fluctuation."

[0183] In the abnormality detection process (S336), the main CPU 290, functioning as the main error detection means 284, checks the magnetic detection signal, the open / short circuit power supply abnormality detection signal, the radio wave detection signal, and the door / frame open signal, and if there is a change in the error state, stores the error state and requests the sub-board 300 to display an error state effect of the gaming machine. At this time, the light emission mode of the light-emitting means such as an LED mounted on the control board may be controlled according to the error state. If there is no change in the error state, the request to store the error state and display an error state effect is not executed.

[0184] In the ball entry passage time abnormality detection process (S338), the main CPU 290, functioning as the main error detection means 284, monitors the continuous on time of each switch level to detect ball entry passage time abnormalities, and if it determines that the continuous on time (for example, the value of a counter that increments with each interrupt when the switch is on) is an abnormal value, it sequentially sets a ball entry passage time abnormality, requests the transmission of a command, and creates a security output request to be output to the external information output terminal 160. At this time, the light emission mode of a light-emitting means such as an LED mounted on the control board may be controlled according to the ball entry passage time abnormality. If it determines that the continuous on time is not abnormal, it does not create a security output request.

[0185] In the game status display process (S340), display data for the number of times the special electric device has been activated in succession, the error status, the number of activated balls for normal patterns, and the number of activated balls for special patterns is created to request display.

[0186] In the steering wheel state signal inspection process (S342), the steering wheel state is inspected to monitor the steering wheel touch state, and if the inspection determines that there has been a change in the steering wheel state, the steering wheel state monitoring timer is decremented, the steering wheel state is updated, the steering wheel state monitoring timer is set, and a steering wheel state presentation command transmission request is executed.If the inspection determines that there has been no change in the steering wheel state, the steering wheel state monitoring timer is set.If the result of decrementing the steering wheel state monitoring timer is other than 0, it is determined that the timer is being decremented, and no further processing is executed.

[0187] In the LED output process (S344), the display is initialized, and display data is acquired and output in order to display special symbols, normal symbols, the number of balls reserved for activation of special symbols, the number of balls reserved for activation of normal symbols, the game status, the number of times the special electric device will operate consecutively, the operating status of the special electric device when the device continuous operation device is not activated, the type of shot, the error, and the prize ball ratio.

[0188] In the launch control signal output process (S346), in order to output a signal prohibiting / allowing the launch of game balls, the communication status with the payout control board 155, the setting of prohibiting / allowing the launch corresponding to the disconnection / short circuit power supply abnormality, and the launch prohibiting / allowing data are obtained, and then the signal prohibiting / allowing the launch is output.

[0189] In the test signal output process (S348), a signal to be output to the test equipment is created and output to the corresponding output port.

[0190] In the solenoid output process (S350), in order to output the output data of the normal electric role solenoid 91 and the special prize opening solenoid 92, the output data of the normal electric role solenoid 91 is acquired, the output data of the special prize opening solenoid 92 is acquired, and the output data is output. The operation flag and operation timer of each solenoid are acquired, and output data corresponding to the acquired solenoid operation flag and solenoid operation timer is acquired. Next, the solenoid operation timer is updated, and the output data is output to the solenoid output port.

[0191] In the performance control command transmission process (S352), the presence or absence of a request to send a command to the sub-board 300 is checked, and if it is determined that there is a transmission request, the requested command data is acquired, the command buffer used is cleared to 0, MODE data corresponding to the acquired command data is acquired, the MODE data is output, the MODE data is retained, EVENT data corresponding to the acquired command data is acquired, and the EVENT data is output.

[0192] In the external information output process (S354), a signal to be output to the external information output terminal 160 is created, and the created signal is output to the external information output port.

[0193] The random numbers used in the operation process of the main board 200 described above will be explained in more detail. The random numbers used in the main board 200 mainly include random numbers related to normal symbols, such as normal symbol random numbers and normal symbol variation pattern random numbers, and random numbers related to special symbols, such as random numbers related to special symbols (hard random numbers), soft random numbers related to special symbols, symbol random numbers related to special symbols, and variation pattern random numbers. In addition, the random numbers used to provide initial values ​​for the initial value update type random numbers, such as normal symbol random numbers, symbol random numbers related to special symbols, and soft random numbers related to special symbols, include initial value random numbers related to normal symbols, symbol initial value random numbers related to special symbols, and soft random numbers related to special symbols.

[0194] The normal symbol hit random number is updated in the initial value update type random number update process (S308) of the interrupt process, and is stored in a predetermined location in the main RAM 291. When it is determined in the normal symbol activation gate monitoring process (S320) of the interrupt process that the gaming ball has passed through the first activation port 31 or the second activation port 32, and the number of reserved normal symbol variations is less than the upper limit of four, the normal symbol hit random number is acquired from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291. The normal symbol hit random number is used to determine a win and a stop symbol when it is determined in the normal symbol variation start monitoring process (S324) that variation of the normal symbol should be started.

[0195] The normal symbol variation pattern random number takes a value between 0 and 232, for example, and is updated in the various random number update process (S306) of the interrupt process, and is stored in a predetermined location in the main RAM 291. When it is determined in the normal symbol activation gate monitoring process (S320) of the interrupt process that the gaming ball has passed through the first activation port 31 or the second activation port 32, and the number of reserved normal symbol variations is less than the upper limit of 4, the normal symbol variation pattern random number is acquired from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291. The normal symbol variation pattern random number is used to determine the normal symbol variation pattern when it is determined in the normal symbol variation start monitoring process (S324) that the normal symbol variation should be started.

[0196] The special symbol random number is generated by acquiring the values ​​of the built-in random number and the software random number for the special symbol and adding them together when it is confirmed that a game ball has won when the number of balls in reserve for the first special symbol or the second special symbol is less than four in the start gate monitoring control process (S326) of the interrupt process, and is stored in a predetermined location in the main RAM 291. The special symbol random number is used to execute a big win determination and a small win determination in the special symbol variation start monitoring control process (S334) of the interrupt process.

[0197] The software random number for the special symbol is updated in the initial value update type random number update process (S308) of the interrupt process, and is stored in a predetermined location in the main RAM 291. The software random number for the special symbol is obtained from a predetermined location in the main RAM 291 when the winning of a game ball is confirmed in the start gate monitoring control process (S326) when the number of activated reserved balls for the first special symbol or the second special symbol is less than four, and is used to generate the random number for the special symbol, as described above.

[0198] The special symbol winning symbol random number takes a value of, for example, 0 to 999 (0 to 255 in the example of FIG. 7), is updated in the initial value update type random number update process (S308) of the interrupt process, and is stored in a predetermined location in the main RAM 291. The special symbol winning symbol random number is acquired from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291 when it is confirmed in the start gate monitoring control process (S326) that a game ball has won when the number of activation reserved balls for the first special symbol or the second special symbol is less than four. The special symbol winning symbol random number is used to determine the jackpot symbol when the hit determination is a jackpot in the special symbol variation start monitoring control process (S334) of the interrupt process.

[0199] The fluctuation pattern random number takes a value of, for example, 0 to 49999 (0 to 255 in the example of FIG. 8), is updated in the various random number update process (S306) of the interrupt process, and is stored in a predetermined location in the main RAM 291. The fluctuation pattern random number is acquired from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291 when it is confirmed in the start gate monitoring control process (S326) that a gaming ball has won when the number of activated balls for the first special symbol or the second special symbol is less than 4. The fluctuation pattern random number is used to determine the special symbol fluctuation pattern in the special symbol control process (S328) of the interrupt process.

[0200] The initial value random number per normal symbol, the initial value random number per special symbol, and the soft initial value random number per special symbol take values ​​in the same range as the random number per normal symbol, the pattern random number per special symbol, and the soft random number per special symbol, respectively, and are updated in the initial value random number update process (S208) of the main process (S120) and the initial value random number update process (S310) of the interrupt process, and are stored in a predetermined location in the main RAM 291. The initial value random number per normal symbol, the initial value random number per special symbol, and the soft initial value random number per special symbol are used as the initial values ​​of the respective random numbers when updating the random number per normal symbol, the pattern random number per special symbol, and the soft random number per special symbol in the initial value update type random number update process (S308).

[0201] The interrupt process is executed at regular intervals by a timer interrupt, and therefore the various random number update processes (S306) and the initial value update type random number update process (S308) included in the interrupt process are also executed at regular intervals. That is, the random number per normal symbol, the normal symbol variation pattern random number, the random number per special symbol, the software random number per special symbol, the pattern random number per special symbol, and the variation pattern random number are updated at regular intervals. In contrast, the main process (S120) is repeated from the end of the interrupt process until the next timer interrupt occurs, that is, for the time obtained by subtracting the time required for the interrupt process from the fixed time measured by the timer. The time required for the interrupt process varies depending on the game status, etc., so the initial value random number update process (S208) in the main process (S120) is not executed at regular intervals, unlike the various random number update processes (S306) and the initial value update type random number update process (S308). This allows the initial value random number acquired when setting the initial value in the initial value update type random number update process (S308) to be random every time.

[0202] FIG. 20 is a flowchart showing the control start process for the sub-board 300 in a pachinko gaming machine. This control start process is executed by the sub-initialization process execution means 360, but hereinafter, it will be described as being executed by the sub-CPU 310 functioning as the sub-initialization process execution means 360. When control of the sub-board 300 is started, the sub-CPU 310 sets a stack pointer (S500), prohibits all interrupts until various initial settings are completed (S502), and executes hardware-related initial settings such as register setting and port initialization (S504). A control program is read from the sub-ROM 312 and placed in the sub-RAM 311. Various variables in the control program are initialized by setting their initial values ​​to initial values ​​and setting zero-clear data to variables without initial values, thereby initializing the sub-RAM 311 (S506). The interrupt processes executed with the highest priority in the sub-board 300 include a process at power-on and a reset process when various abnormalities occur while the watchdog function is enabled. The next highest priority level, 7, is command processing received from the main board 200. The next highest priority level, 3, is reset processing when a CPU runaway is detected by the watchdog timer. The next highest priority level, 2, is processing related to commands sent to and received from the control CPU 320. The lowest priority level, 1, is communication processing with the real-time clock and various device control processing, such as lamps, solenoids, and motors. If multiple interrupts related to the above processes occur simultaneously, the highest priority level, which is preset for each type of interrupt, is executed first. The processing shown in this diagram includes the highest priority level interrupts, power-on processing and reset processing when various abnormalities occur, and the highest priority level interrupt, reset processing when a CPU runaway is detected.

[0203] Interrupts (priority level 7) other than commands received from the main board 200 are prohibited (S510), and various error information to be used for the model is set from all pre-stored error information for all models (S512). All lamps, including the decorative lamp 111, are turned off (S514), the watchdog timer starts operating (S516), and main processing is executed (S518). Normally, the main processing in S518 does not return to this flow, but when it does, the flow transitions to sleep (low power consumption mode) (S520).

[0204] Figure 21 is a flowchart showing in detail the main processing of S518 in Figure 20. In order to check within the main processing of this figure whether the control program placed in sub-RAM 311 in S506 of Figure 20 is correctly placed, the starting address for this check is obtained (S530), all interrupts are permitted in the subsequent processing (S532), and initialization operations for devices such as motors and solenoids are performed (S534).

[0205] If a watchdog timer is used, the watchdog timer is cleared (S536), the decorative symbol counter is updated so that the losing decorative symbol combinations are random (S540), and the input port of the sub-CPU 310 is monitored (S542). Note that S540 is a process for determining the losing decorative symbol using a counter; therefore, if the losing decorative symbol is determined using a lottery sheet incorporating all symbol combinations that result in a losing symbol, the process of S540 is not executed. The process for determining the losing decorative symbol using the lottery sheet is executed when a command indicating the stopping symbol of the special symbol is received from the main board 200, as described below in S552. The sub-CPU 310, functioning as the sub-error detection means 364, monitors the error status and, if an error is detected, reports the error (S544), executes processing according to the input status of the effect button 109 (S546), and executes a preview lottery (S548). In addition, in the advance notice lottery in S548, in order to send as early as possible to the effect control device 313 a command for the advance notice effect to be made to appear immediately after the start of the pattern change, the lottery process is not processed in a single loop but is divided into multiple loops, and the advance notice effect to be made to appear immediately after the start of the pattern change is drawn in the first loop. If there is an operation request for a device such as a real time clock, lamp, motor, solenoid, etc., that operation is executed (S550), the command saved in the command buffer is analyzed (S552), and if it is immediately after the command analysis, the process returns to S536 (Y in S554), but if it is not immediately after the command analysis (N in S554), the random number for the lottery software is updated (S556), which is a low-priority process that can be performed in a spare time, and the process returns to S536. In addition, in S552, if the analyzed command indicates a variation pattern of a special pattern, the variation presentation pattern of the decorative pattern is determined by the processing of S552, and if the analyzed command indicates a stopping pattern of a special pattern, and if a lottery sheet is used to determine a losing pattern of a decorative pattern, the stopping pattern of the decorative pattern is determined by the processing of S552.

[0206] FIG. 22 is a flowchart showing interrupt processing when a command is received from the main board 200. The main command received from the main board 200 is an interrupt command with a priority level of 7, which has the highest priority after reset interrupts and error interrupts. The data received from the main board 200 is read from the input port. If the same data is read twice consecutively, the data is confirmed as a new command (Y in S600). If the confirmed command is a first command (MODE data) (Y in S602), the first command is saved in a temporary storage area (S604). A hard random number is acquired for subsequent processing (S606), and the program returns to the original routine. By acquiring a hard random number each time a main command interrupt is received from the main board 200 in this way, periodicity is eliminated in the timing of random number acquisition, increasing the randomness of the value. If the data read twice consecutively in S600 do not match (a maximum of five reads is possible), S602 is skipped and the program returns to the original routine (N in S600).

[0207] In S602, if the confirmed command is the second command and not the first command (N in S602), and if it can be confirmed that the first command has already been properly received (Y in S608), a command write pointer, which is the read position in the command buffer (a ring buffer for command data), is acquired (S610), and the first command and the second command are saved in the command buffer (S612). The command data saved in the command buffer is analyzed in S552 of FIG. 21. The command write pointer is updated (S614), and the first command saved in the temporary storage area is cleared (S616), and the original routine is returned to. In S608, if the first command has not already been received, steps S610 and after are skipped (N in S608), and the original routine is returned to.

[0208] 23 is a flowchart showing interrupt processing when a timer interrupt for effect display control occurs. This timer interrupt is a priority level 2 interrupt for sending commands related to effect display from the sub CPU 310 to the control CPU 320, and occurs every 500 μs. This interrupt checks the buffer (S620), and if command data to be sent is present in the buffer (Y in S622), the command data is read (S624) and sent to the control CPU 320 (S626). Note that the command data transmission to the control CPU 320 is attempted up to three times at predetermined time intervals until the sub CPU 310 receives a command from the control CPU 320 indicating that the data was successfully received by the control CPU 320. After transmission, the setting of the buffer read address is updated (S628), and the original routine is resumed. If there is no data to be sent in the buffer (N in S622), S624 and subsequent steps are skipped and the original routine is resumed.

[0209] 24 is a flowchart showing the interrupt processing when the sub CPU 310 receives a command from the control CPU 320. This interrupt is also an interrupt with priority level 2. The command that the sub CPU 310 receives from the control CPU 320 is mainly a command indicating that the command sent from the sub CPU 310 to the control CPU 320 has been received successfully. When a command is received from the control CPU 320, the received command data is read (S630), the command is analyzed (S632), and the command is saved in the command buffer (S634), and the process returns to the original routine.

[0210] 25 is a flowchart showing the interrupt processing when a timer interrupt for controlling various devices occurs. This timer interrupt is an interrupt for controlling lamps such as the decorative lamp 111, controlling the solenoids and motors that drive the movable props 66, and managing and controlling various timers, and occurs at a 1 ms cycle. Because this is an interrupt with priority level 1, which has the lowest priority, interrupts with priority levels 2 and higher are permitted (S640), and input / output of ports that input / output signals such as signals indicating input from the effect button 109, signals indicating error detection, signals indicating power interruption, and drive signals for controlled devices such as motors and solenoids is processed (S642). At this time, if a signal indicating power interruption is input, the system immediately transitions to backup processing. Data related to device control is updated (S644), such as counting processing based on the control patterns of devices such as motors and solenoids, and on / off control of the buffer for writing data to the port in S642, a timer for timing the performance is updated (S646), a timer for managing the effective input time of the performance button 109 is updated (S648), and task control counters for controlling the lighting of the decorative lamp 111 and for monitoring runaway control of the control CPU 320 are updated to create a 16 ms cycle (S650).

[0211] The minimum unit for controlling the illumination switching of the decorative lamp 111 is 16 ms. One frame of image display control is 16 ms or 32 ms, and by setting an integer multiple of this as the minimum unit for controlling the illumination switching of the decorative lamp 111, it becomes easier to synchronize the lamp control and the image display control. Furthermore, when counting a relatively long period, such as a 30-second error notification, if a count at a 1-interrupt (1 ms) cycle is used, the count value will be longer than necessary, but by using a 16 ms cycle, the count value can be shortened.

[0212] There are 16 types of tasks in the task control, numbered processes 0 to 15, of which one task is the lighting switching control of the decorative lamp 111, and two tasks are runaway monitoring control of the control CPU 320. The lighting switching control of the decorative lamp 111 is performed once every 16 interrupts according to the count value of the task control counter, thereby realizing switching in a 16 ms cycle. The runaway monitoring control of the control CPU 320 is assigned to processes 0 and 8, for example, and when the count value of the task control counter is 0 and 8, i.e., once every 8 interrupts, the toggle signal from the control CPU 320 is monitored (S652), thereby realizing monitoring in an 8 ms cycle.

[0213] Note that the control CPU 320 outputs a toggle signal that alternates between on and off every frame, and if this toggle signal remains unchanged for 1600 ms consecutively, it is determined that the control CPU 320 is running out of control, and a reset signal is sent from the sub CPU 310 to the control CPU 320, and upon receiving the reset signal, the control CPU 320 executes a reset. Because the control CPU 320 receives a toggle signal at a cycle of one frame (16 ms or 32 ms), monitoring is performed at a shorter cycle of 8 ms. Finally, a timer that manages a relatively long error notification period, such as the 30-second error notification described above, is decremented (S654), and the error notification ends when the timer times out.

[0214] 26 is a flowchart showing the process of displaying the variation of the special symbol. When the second winning / losing lottery value is reserved (Y in S700), the second winning / losing determination means 222 reads out the second winning / losing lottery value and determines whether the second special symbol 52 is a winning / losing symbol (S702), the second winning / losing determination means 222 determines the stopping symbol of the second special symbol 52 (S704), the second variation pattern determination means 232 determines the variation pattern of the second special symbol 52 (S706), and transmits a variation start command together with the determined result to the sub-board 300 to start the variation of the second special symbol 52 (S716).

[0215] If the second winning / losing lottery value is not reserved (N in S700) and the first winning / losing lottery value is reserved (Y in S708), the first winning / losing determination means 221 reads the first winning / losing lottery value and determines whether the first special symbol 51 is a winning or losing symbol (S710), the first winning / losing determination means 221 determines the stopping symbol of the first special symbol 51 (S712), the first variation pattern determination means 231 determines the variation pattern of the first special symbol 51 (S714), and sends a variation start command together with the determined result to the sub-board 300 to start the variation of the first special symbol 51 (S716). If the first winning / losing lottery value is not reserved, the processing from S710 to S722 is skipped (N in S708).

[0216] The display of the special pattern change is processed (S718), and S718 is repeated until a predetermined change time has elapsed and the timing to stop the pattern display is reached (N in S720). When the predetermined change time has elapsed and the timing to stop the pattern display is reached (Y in S720), a change stop command is sent to the sub-board 300, the pattern change being displayed is stopped at a predetermined stop pattern (S722), and the display of the special pattern change is ended.

[0217] 27 is a flowchart showing the process of displaying a decorative symbol variation. The effect determination means 303 of the sub-board 300 receives a command from the main board 200 indicating the start of variation and the content of the variation display (S750). The effect determination means 303 determines the stopping mode of the decorative symbol based on the received special symbol stop pattern, variation pattern, and hit / miss determination result (S752). The effect determination means 303 then determines the variation pattern corresponding to the variation pattern (S754). If the premonition setting is enabled by prior determination (Y in S756), and the previously determined variation pattern does not include specific effects that should be avoided from being superimposed on the preview effect (N in S758), and the pattern variation is not the one that triggered the premonition setting to be enabled (N in S760), the premonition setting is set to display the predetermined preview effect (S764). If the pattern variation is the one that triggered the premonition setting to be enabled (Y in S760), the premonition setting is disabled (S762). If the premonition setting is not on (N in S756) or if the variable presentation pattern includes specific presentation content (Y in S758), the processing from S760 to S764 is skipped.

[0218] Thereafter, the display of the decorative pattern variation effect is started (S766), and processing for displaying the decorative pattern variation effect (S768) and processing for displaying the preview effect are executed (S770). S768 and S770 are repeated until a command to stop variation is received from the main board 200 (N in S772). When the command to stop variation is received (Y in S772), the decorative pattern variation display is stopped by stopping the display of the decorative pattern in the stopping mode determined in S752 (S774), and the decorative pattern variation effect is ended (S776).

[0219] 28 is a flowchart showing the process of a special game. First, the effect display control means 305 starts the effect processing of the special game (S800), and the opening / closing control means 275 opens the special prize opening 20 (S802). If the predetermined opening time has not elapsed (N in S804) and the number of balls that have entered the special prize opening 20 has not reached nine or more, the process returns to S804 (N in S806). If the predetermined opening time has elapsed (Y in S804) or if the opening time has not elapsed (N in S804) but the number of balls that have entered the special prize opening 20 has reached nine or more (Y in S806), the opening / closing control means 275 closes the special prize opening 20 (S810).

[0220] If the unit game has not reached the final round (N in S810), the number of rounds is incremented by 1 and the process returns to S802 (S812); if the unit game has reached the final round (Y in S810), the effect display control means 305 ends the effect processing of the special game (S814), the special game control means 260 ends the special game (S816), and starts the execution of the specific game, i.e., the probability change, time reduction, or easy ball scoring state (S818).

[0221] 29 is a flowchart showing the process of a small win game. In a small win game, a unit game that is executed only once is started (S819), the large prize opening 20 is opened (S820), and the opening continues until a predetermined opening time has elapsed (N in S822), and when the opening time has elapsed (Y in S822), the large prize opening 20 is closed (S824), and if the opening and closing has not been completed the set number of times (N in S826), 1 is added to the number of openings and closings, and the process returns to S820 (S828), and if the opening and closing has been completed the set number of times (Y in S826), the small win game is ended.

[0222] In the base technology, the payout balls for a jackpot in the second game are generally greater than the payout balls for a jackpot in the first game, i.e., the expected value of winning prize balls per jackpot in the second game is greater than that in the first game. However, in another example, the first game may be designed to have a greater expected value of winning prize balls than the second game, or the expected value of winning prize balls in the first game and the second game may be designed to be approximately equal. In the latter case, the special game executed in the first game and the special game executed in the second game may be designed to have the same average number of unit games. For example, in the first game, a special game in which seven unit games are executed with a 100% probability may be executed, and in the second game, a special game in which four unit games are executed with a 50% probability and a special game in which ten unit games are executed with a 50% probability may be executed. In either case, a specific area may be provided in the jackpot opening, and if a game ball that has entered the jackpot opening enters or passes through the specific area, a specific game such as a probability variable state may be implemented in the normal game after the special game ends. In this case, the special game implemented in the case of a jackpot in the second game may be configured so that the ball is more likely to enter the specific area than the special game implemented in the case of a jackpot in the first game, and the probability of the normal game in the probability variable state being implemented after the special game ends may be higher. For example, a first jackpot may be provided in which a special game is implemented in which it is relatively difficult to land the ball in the specific area, and a second jackpot may be provided in which a special game is implemented in which it is relatively easy to land the ball in the specific area, and the probability of the second jackpot may be higher in the second game than in the first game. Alternatively, the probability of the second jackpot in the first game may be less than 100%, but the probability of the second jackpot in the second game may be 100%.

[0223] (Example) In this embodiment, we propose suitable control and effects for a pachinko gaming machine equipped with a screen deformation effect as a special effect. Below, elements that are the same as or correspond to elements that make up the pachinko gaming machine 100 of the base technology will be described using the same symbols. In addition, content that has already been explained in the base technology will be omitted as appropriate, and the differences from the pachinko gaming machine 100 of the base technology will mainly be explained.

[0224] <Special effects, normal / simple decorative patterns, normal / simple reserved images, pre-reading effects> As a special effect in this embodiment, a screen deformation effect will be described. The screen deformation effect here refers to an effect in which a frame image included in the currently displayed video is subjected to deformations such as enlargement, reduction, movement, distortion, shaking, color inversion, and color conversion, along with a frame image arranged around the frame image. The frame image deformations include a case in which a deformation is sequentially applied to a single frame image included in the original video (also referred to as a "still-in-frame effect"), and a case in which a deformation is sequentially applied to each of multiple frame images included in the original video (also referred to as a "video-in-frame effect"). The still-in-frame effect is an effect in which the original video being displayed is frozen and a deformation is applied to the frame image at the time of freezing, thereby fitting a so-called screen capture image as a still image into the frame image and deforming it. The video-in-frame effect is an effect in which a deformation is applied to each frame image of the currently displayed video, thereby fitting the original video as a moving image into the frame image and deforming it. The frame images of the original video are temporarily stored in a frame buffer, and new frame images are sequentially generated by adding deformations such as enlarging, reducing, moving, distorting, shaking, tilting, cracking, color inversion, and color conversion to the frame images, and the new frame images are stored in the frame buffer to display a new video as a screen deformation effect. In this way, by dynamically generating a post-deformation image for an image of one scene in a video, it is not necessary to prepare post-deformation frame images corresponding to many scenes in multiple videos in advance, and it is possible to diversify the effects while suppressing increases in data volume and processing load.

[0225] First, the screen before the screen transformation effect is executed will be described. Figure 30 shows an example of a screen of the performance display device 60. Figure 30(a) shows the state when the variation is stopped. On the performance screen 500 of the performance display device 60, a normal decorative pattern 502 is displayed as a decorative pattern 61 in a vertically varying manner using most of the area in the approximate center, and a simple decorative pattern 504 is displayed as a decorative pattern 61 in a vertically varying manner in the upper right corner. In this way, the decorative pattern 61 in this embodiment is composed of a normal decorative pattern 502 and a simple decorative pattern 504. The normal decorative pattern 502 is composed of a first normal decorative pattern 502a, which is the left pattern, a second normal decorative pattern 502b, which is the middle pattern, and a third normal decorative pattern 502c, which is the right pattern.

[0226] A normal reserve image 506 and a simple reserve image 507 are displayed as reserved images. At the bottom of the presentation screen 500, a normal reserve image 506 showing the number of reserved lottery values, up to a maximum of four, is displayed. In the figure, a first normal reserve image 506a, a second normal reserve image 506b, a third normal reserve image 506c, and a fourth normal reserve image 506d are displayed horizontally in the order of ball entry (i.e., the order in which the fluctuations start) from left to right. The first normal reserve image 506a, the second normal reserve image 506b, the third normal reserve image 506c, and the fourth normal reserve image 506d are usually displayed as images imitating balls lit in a predetermined color (e.g., blue). When it is determined that the likelihood of a jackpot is high based on so-called pre-reading at the time of entry, that is, based on advance determination information of the lottery value corresponding to each reserve, each reserved image displays an image imitating a ball lit in a color corresponding to the likelihood of a jackpot. In the example of FIG. 30(a), only the third normal reserved image 506c is displayed as an image imitating a ball lit in a color different from blue (e.g., red). This effect of lighting in a color different from blue due to pre-reading is the pre-reading notice effect in this embodiment. For example, the effect determination means 303 determines the color of the normal reserved image 506 so that the normal color "blue" suggests the lowest jackpot expectation, followed by "green," "red," and "rainbow" in order. The number and color (or pattern) of these reserved images suggest the number of reserved balls and the expected jackpot expectation to the player. The pattern change corresponding to the third normal reserved image 506c, which is scheduled to start the pattern change third, is the pattern change that is the target of pre-reading (the trigger for the pre-reading notice effect), and is hereinafter also referred to as the "target change."

[0227] In the right corner of the performance screen 500, a simple hold image 507 is displayed, which is a hold image that is smaller and simplified than the normal hold image 506. The simple hold image 507 is an image that indicates the number of normal hold images 506 being displayed by a number, and in Figure 30(a), the number "4" is displayed.

[0228] FIG. 30(b) shows the state during the display of the changing pattern. FIG. 30(b) shows the state during the display of the changing pattern after the start of the pattern change, following the state of FIG. 30(a). The four normal hold images 506, the first normal hold image 506a to the fourth normal hold image 506d in FIG. 30(a), are moved one hold image to the left from their respective positions. The first normal hold image 506a in FIG. 30(a) is moved to the left and displayed as the changing image 508. The changing image 508 is an image showing the lottery value currently changing, has a larger diameter than the normal hold image 506, and a background pattern is displayed around it, emphasizing that it is distinguished from the normal hold image 506 and that the pattern is changing. Note that the changing image 508 and the normal hold image 506 are not separate image data, but common image data. Specifically, the image data only includes the image data of the changing image 508, and the normal hold image 506 is displayed by reducing the image data of the changing image 508. The second normal hold image 506b, the third normal hold image 506c, and the fourth normal hold image 506d in FIG. 30(a) move one by one to the left to become the first normal hold image 506a, the second normal hold image 506b, and the third normal hold image 506c. The first normal decorative pattern 502a has already finished its variable display and is displayed in a temporary stop state, i.e., it is essentially stopped but is fluctuating slightly and has not yet been confirmed as stopped. The second normal decorative pattern 502b is fluctuating at high speed. The third normal decorative pattern 502c has rotated at high speed and is now fluctuating at a slow speed, about to stop. The simple decorative pattern 504 is rotating at high speed, and when the first normal decorative pattern 502a, the second normal decorative pattern 502b, and the third normal decorative pattern 502c all stop (confirmed stop), the simple decorative pattern 504 also stops (confirmed stop). Note that a fixed stop refers to a stop mode in which there is no fine oscillation and no slight movement, unlike a provisional stop. However, if the normal decorative pattern 502 is composed of numbers (or letters or symbols) and pictures of human or animal characters, and the simple decorative pattern 504 is composed only of numbers (or letters or symbols), the numbers (or letters or symbols) that are the simple decorative pattern 504 will not be a temporary stop but will only be a fixed stop, and will not undergo fine oscillation or slight movement when the fixed stop occurs.On the other hand, the normal decorative pattern 502 can be temporarily stopped, and when it is temporarily stopped, both the numbers (or letters or symbols) and the pattern undergo small swings, and when it is fixedly stopped, neither the numbers (or letters or symbols) nor the pattern undergo small swings or move at all, but after a predetermined time (for example, 5 seconds) has elapsed since the fixed stop, at least one of the numbers (or letters or symbols) or the pattern undergoes small swings even when it is fixedly stopped.

[0229] The simple reserve image 507 displayed in the right corner of the effect screen 500 is an image that indicates the number of displayed normal reserve images 506 with a number, and in FIG. 30(b) the number "3" is displayed. The movable accessory 520 is a movable decorative lamp embossed with the logo of the model title of this gaming machine, and by operating at a predetermined timing, it indicates in a dramatic way that the likelihood of a jackpot is high. In addition to the movable accessory 520, which will be described in detail later, there are multiple movable accessories in this embodiment.

[0230] Fig. 31 schematically shows an example of contraction of a frame image in a screen transformation effect. Fig. 31(a) shows a state in which an enemy character 512 appears at a predetermined timing in a predetermined symbol change effect such as a super reach effect based on a story of fighting an enemy character 512. During the execution of such a predetermined symbol change effect (super reach effect), it is preferable to hide the normal reserved image 506 and the changing image 508 as shown in Fig. 31, but the changing image 508 may continue to be displayed even while the normal reserved image 506 is not displayed. For example, when the effect develops into a super reach effect, the normal reserved image 506 is hidden, but the changing image 508 may be configured to be displayed during at least a part of the execution period of the super reach effect (for example, the first half period). Also, during the execution of such a predetermined symbol variation effect (such as a super reach effect), as shown in FIG. 31, the normal decorative pattern 502 is not displayed, but may be displayed in a smaller size (or, in the case of the normal decorative pattern 502 consisting of numbers and pictures, only the numbers). For example, when the effect develops into a super reach effect, the normal decorative pattern 502 may be configured to be displayed in a smaller size and / or only the numbers in a reach mode for at least a part of the execution period of the super reach effect (for example, the first half period). Here, when a still-in-frame effect is executed as a screen transformation effect, as shown in FIG. 31(b), the image of the enemy character 512 that has been displayed on the screen as in FIG. 31(a) is frozen, and the still frame image is reduced to a slightly smaller size, and a frame image 510 like a picture frame that has not been displayed until then is displayed around the reduced frame image. Although not specifically shown in the drawing, when a moving image within a frame is executed as a screen transformation effect, a transformation process such as sequential reduction is applied to each of the multiple frame images included in the original video, similar to the still image within a frame effect, and such multiple frame images are also considered to be included in the transformation targets hereinafter unless otherwise stated. Note that at least a portion of this frame image 510 may be displayed in advance (for example, a portion of the area toward the inside of frame image 510 may be displayed). The inside of frame image 510 will hereinafter be referred to as frame image 514.Here, frame image 510, which was not displayed on performance screen 500 in the state of Fig. 31(a), is displayed around framed image 514 in the state of Fig. 31(b). Although the display control process itself is actually being executed by performance display control means 305 at the time of Fig. 31(a), this frame image 510 is an image portion that is not displayed within performance screen 500 and has not been visualized because it is located at a position corresponding to the outside of the frame of performance screen 500. Note that, as shown in the figure, in this embodiment, the entire frame image 510 is visualized, but it is also possible to visualize only the upper portion of frame image 510 (i.e., the other portion is invisible), or to visualize only the left and right portions of frame image 510 (i.e., the upper and lower portions are invisible).

[0231] Here, the framed image 514, which is a reduced version of the frame image in Figure 31(a), does not include the simple decorative pattern 504 and the simple reserved image 507. In other words, the simple decorative pattern 504 and the simple reserved image 507 are not subject to the screen transformation effect and are displayed on a layer in front of the layer on which the screen transformation effect is displayed. The normal decorative pattern 502, the normal reserved image 506, and the changing image 508, which were displayed at the stage in Figure 30, are switched to a hidden state, are not included in the transformation effect, and are not included in the framed image 514. In other words, the display of the decorative pattern is ensured by hiding the normal decorative pattern 502 while continuing to display the simple decorative pattern 504 (making it possible to recognize whether or not the pattern is changing), and the display of the reserved image is ensured by hiding the normal reserved image 506 and the changing image 508 while continuing to display the simple reserved image 507 (making it possible to recognize whether or not there is a reserve and how many reserves there are). In a modified example, the normal decorative pattern 502 and the changing image 508 may also be included in the framed image 514 and be subject to transformation. That is, as described above, if the normal decorative pattern 502 and the changing image 508 are configured to continue displaying even during a predetermined pattern change effect (such as a super reach effect), the normal decorative pattern 502 and the changing image 508 may be included in the framed image 514 and be subject to a screen transformation effect. Furthermore, the normal reserved image 506 may also be configured to continue displaying during a predetermined pattern change effect (such as a super reach effect), and, like the normal decorative pattern 502 and the changing image 508, may be included in the framed image 514 and be subject to a screen transformation effect. The framed image 514 is an image obtained by reducing the frame image in FIG. 31(a) as described above and, in addition, inverting the color (also known as "negative-positive inversion"). The framed image 514 and the framed image 510 are objects that are subject to subsequent transformation processing, and are therefore referred to as target objects 516.

[0232] FIG. 32 shows a schematic example of the shaking of a frame image in a screen transformation effect. After further reducing the size of the target object 516 from the state shown in FIG. 31(b), the previously two-dimensional transformation is further transformed in the depth direction to create a three-dimensional transformation. As a result, the target object 516 becomes an image in which a frame image of the moving image that was displayed just before (in the case of a still-framed effect, this is an image like a captured image that freezes the moving image of the effect, and in the case of a moving-framed effect, the frame images change one after another) is pasted or projected onto one surface of the three-dimensional object. As shown in the figure, the target object 516 has a shape in which a framed image 514 is placed inside a curved frame image 510. Although it is not strictly rectangular, for convenience of explanation, we will assume that it is rectangular hereinafter, and will refer to the left end as the left side, the right end as the right side, the top end as the top side, and the bottom end as the bottom side. In FIG. 32(a), a four-vertex transformation is performed to make it appear as if the left side of the target object 516 is moving toward the front and the right side is moving toward the back. That is, the left side is lengthened, the right side is shortened, and the top and bottom interior angles of the left side are smaller than right angles, and the top and bottom interior angles of the right side are larger than right angles, forming a trapezoid. In FIG. 32(b), a four-vertex transformation is performed to make it appear as if the right side of the target object 516 is moving toward the front and the left side is moving toward the back. That is, the right side is lengthened, the left side is shortened, and the top and bottom interior angles of the right side are smaller than right angles, and the top and bottom interior angles of the left side are larger than right angles, forming a trapezoid. By alternately repeating the states of FIG. 32(a) and FIG. 32(b) at high speed, the left and right sides are alternately rotated back and forth in the forward and backward directions, making it appear as if the target object 516 is swaying.

[0233] The effect determination means 303 determines whether or not to execute a screen deformation effect as the effect content to be displayed on the effect screen 500 of the effect display device 60, depending on the variation pattern. The screen deformation effect is displayed as a moving image by sequentially generating new frame images by combining at least an image of the target object 516 obtained by deforming a frame image stored in the frame buffer 338 at a predetermined timing, a background image 518, and an image showing the game status, and storing the new frame images in the frame buffer 338. Here, the background image 518 is solid black (filled black), but the display mode is not limited to this, and for example, a display mode in which a moving image in which the word "CHANCE" flows like a ticker can be played in a loop may be used.

[0234] 33 is a schematic diagram showing the layer structure of the presentation screen 500 in the screen transformation presentation. The layer structure of the presentation screen 500 is composed of, from the foreground to the background, an error display layer 521, a volume and light intensity display layer 522, a game status layer 523, a presentation layer 524, and a background layer 525, in that order. The foreground error display layer 521 displays an error warning image 536 indicating that an error has occurred and indicating the type of error, etc. The next layer, the volume and light intensity display layer 522, displays a volume setting image 532 showing an interface for the player to adjust the volume, and a light intensity setting image 534 showing an interface for the player to adjust the light intensity.

[0235] The next layer, the game status layer 523, displays images such as a simple decorative symbol 504, a simple reserved image 507, a changing image 508, and a guide display 530 for right-hand hits, and the display content is constantly updated. As a variant, the changing image 508 may be displayed on the effect layer 524 instead of the game status layer 523. The next layer, the effect layer 524, is a layer that mainly displays the changes in the normal decorative symbol 502, the normal reserved image 506, and the target object 516. While the shape, color, and display position of the target object 516 are constantly updated, the content of the framed image 514 included in the target object 516 remains fixed unless a change such as deformation or movement is made in a still effect such as a screen capture. In an effect in which a video is embedded in the framed image 514, frame images included in the original video are sequentially embedded. The normal decorative symbol 502 and the normal reserved image 506 may be subject to transformation as part of the target object 516 in a screen transformation effect. Furthermore, as described above, if the changing image 508 is displayed on the effect layer 524 instead of the game status layer 523, the changing image 508 may also be subject to transformation as part of the target object 516 in the screen transformation effect. The background layer 525 at the rear is a solid black background image 518. By displaying the background image 518 on the background layer 525, it is possible to create the illusion of a three-dimensional space with a sense of depth, and the target object 516 displayed on the effect layer 524 can also be made to appear three-dimensional. The effect images that can be displayed on the effect display device 60 include at least one or more first images belonging to a first image group and one or more second images belonging to a second image group, and in the screen transformation effect, a special first image obtained by transforming the first image in a predetermined manner and a second image that is not transformed in the predetermined manner are displayed. The first image group refers to a collection of images that constitute the transformation target performance described below, that is, images that are categorized as images that are the target of transformation processing, and the second image group refers to a collection of images other than the images that constitute the transformation target performance described below, that is, images that are categorized as images that are not the target of transformation processing. The first image is an image that can be the target of transformation in the screen transformation performance, and is an image that can be displayed on the performance layer 524.The first image group includes, for example, target object 516 as the first image, and may further include normal decorative pattern 502 and normal reserved image 506. The second image is an image that is not subject to transformation in the screen transformation performance, and is an image that is displayed on a layer other than performance layer 524. The second image group includes, for example, simple decorative pattern 504, simple reserved image 507, varying image 508, and guidance display 530 as the second image. The special first image is, for example, target object 516 after transformation, and may further include normal decorative pattern 502 after transformation and normal reserved image 506 after transformation when normal decorative pattern 502 and normal reserved image 506 are subject to transformation in the screen transformation performance.

[0236] The effect determination means 303 selects one of multiple types of variation effect patterns as the variation effect pattern. The multiple types of variation effect patterns include variation effect patterns that are the target of screen transformation effect execution during the effect process and variation effect patterns that are not the target of screen transformation effect execution. The variation effect pattern that is the target of screen transformation effect execution may be defined so that the screen transformation effect may or may not be executed depending on the results of a separate lottery, or may be defined so that the screen transformation effect is always executed. This allows the same variation effect pattern, or even if the effect progresses in the same way up to a certain point, to be displayed differently depending on whether or not the screen transformation effect is executed halfway through. For example, in the case of an effect flow that develops into a super reach effect, the flow can be either "variation start → reach state formation → super reach effect development → no screen transformation effect during the super reach effect → super reach effect end → variation end" or "variation start → reach state formation → super reach effect development → screen transformation effect occurs during the super reach effect → super reach effect end → variation end."

[0237] The effect determination means 303 selects one of a plurality of types of preview effect patterns as the preview effect pattern. The plurality of types of preview effect patterns include preview effects that are the target of a screen transformation effect during the effect process (for example, in addition to the effect of stopping the enemy character during the super reach effect described above, a step-up preview effect that is part of the preview effect before the reach state is reached, etc.), and preview effects that are not the target of a screen transformation effect (for example, a preview effect pattern in which a special normal decorative symbol 502 (for example, a normal decorative symbol 502 with the letter "NEXT") is displayed, which is part of the preview effect before the reach state is reached, and is displayed during a pseudo-consecutive effect in which the normal decorative symbol 502 temporarily stops and then changes again, and a preview effect pattern in which the movable role object 520 is activated after the effect of stopping the enemy character during the super reach effect described above is completed, and the screen is displayed in a rainbow colored manner). The preview effect that is the target of a screen transformation effect may or may not be executed depending on the result of a separate lottery, or may be defined so that the screen transformation effect is always executed. This allows the same preview effect pattern to be displayed differently depending on whether or not the screen transformation effect is executed. Note that the effect that is the target of the screen transformation effect, that is, the pattern change effect and preview effect that can be executed with the screen transformation effect during the effect process, will be referred to as the "transformation target effect" below.

[0238] The effect determination means 303 determines whether or not to execute a so-called pre-read preview effect, which indicates in advance the likelihood that the result of the hit / miss lottery will be a win when a hold corresponding to a new ball is generated in the starting hole, according to the pre-determination information (pre-determination information transmitted from the main board 200 as the main control device when a new ball is generated). Also, the likelihood of a screen deformation effect being executed differs depending on the state of the pre-read preview effect (pre-read preview). In other words, when the hold related to the target change is a hold related to a change scheduled to be executed as a screen deformation effect, or a hold related to a change with a high probability of the screen deformation effect being executed (furthermore, when the hold related to the change is a hold related to a change that will be executed as a preview effect that is the target of the screen deformation effect being executed), a pre-read preview with a higher expectation is executed than when there is no such hold (in the case of the hold change effect described below, a red normal hold image 506 has a higher expectation of a pre-read preview than a blue normal hold image 506). In this configuration, even if the same presentation pattern is used, it is preferable to configure the display so that the likelihood of a jackpot is higher when a screen transformation presentation is executed than when the screen transformation presentation is not executed. For example, it is preferable to configure the display so that the likelihood of a jackpot is higher when a presentation in which an enemy character is made to stand still during the aforementioned super reach presentation is executed (a screen transformation presentation is executed) than when a presentation in which an enemy character is made to stand still during the super reach presentation is not executed (a screen transformation presentation is not executed, and the enemy character does not stand still). The preview presentation by pre-reading is, for example, a presentation (hold change presentation) that suggests the likelihood of a jackpot or the likelihood of execution of a screen transformation presentation by the lighting color of the normal hold image 506 corresponding to the target variation that is the subject of pre-reading, as shown in FIG. 30. This makes it possible to vary the likelihood of execution of a screen transformation presentation depending on the type of preview presentation, i.e., the lighting color of the normal hold image 506. For example, the screen transformation presentation is more likely to be executed in the target variation that is the subject of pre-reading when a red normal hold image 506 (e.g., a jackpot expectation of 50%) is displayed than when a blue normal hold image 506 (e.g., a jackpot expectation of 10%) is displayed.Such a hold change effect may be performed not only for normal hold image 506 but also for changing image 508. For example, when first normal hold image 506a moves to become changing image 508, (1) first normal hold image 506a displays blue normal hold image 506, and changing image 508 also displays blue normal hold image 506 (more precisely, blue changing image 508), making it possible to understand that the expected probability of a jackpot for the current change is 10%, and (2) first normal hold image 506a displays blue normal hold image 506, and changing image 508 displays red normal hold image 506 (more precisely, red changing image 508), making it possible to understand that the expected probability of a jackpot for the current change has increased from 10% to 50%. In addition, when a variation effect pattern that is the target for the execution of the screen transformation effect is selected, whether or not to execute the screen transformation effect is decided at the start of the pattern change due to that variation effect pattern, and the execution probability of the screen transformation effect differs depending on the type of pre-reading notice that has been executed up until the start of that change. As a modified example, whether or not to execute the screen transformation effect may be decided at the time when the pre-reading notice is executed (at the time when the execution of the pre-reading notice is decided) based on the change (target change) that triggered the execution of the pre-reading notice.

[0239] The likelihood of a screen transformation effect being executed varies depending on the mode of the preview effect of the relevant change. Note that the "change" referred to here refers to the current change. In the case where a pre-reading preview is being executed, it refers to the change (target change) that triggered the execution of the pre-reading preview, not the change that is executing the pre-reading preview (the change before the target). Furthermore, the mode of the preview effect of the relevant change referred to here refers to the mode of the preview effect (excluding the screen transformation effect) executed in the change in which the preview effect that is the target of the screen transformation effect is executed, and not the mode of the pre-reading preview. In other words, it should be noted that it is not the mode of the preview effect in a change prior to the change in which the preview effect that is the target of the screen transformation effect is executed. Note that whether or not the preview effect of the relevant change is executed and its mode, and whether or not the preview effect that is the target of the screen transformation effect is executed and whether or not the screen transformation effect is executed are all determined by separate lotteries at the start of the relevant change. In this way, even if a variation effect pattern that is the target of the screen transformation effect is selected, the screen transformation effect is not necessarily executed. For example, as a mode of the preview performance of the change, in a dialogue preview performance in which the dialogue of an appearing character is displayed in the form of a speech bubble (this dialogue preview performance is executed in the change at a timing earlier than the preview performance that is the target of the screen transformation performance is executed), it may be configured so that the expectation of the execution of the screen transformation performance is higher when the color of the speech bubble is a giraffe pattern (a display mode that has a higher expectation of a jackpot than blue) than when it is blue.As a modified example, whether or not to execute the preview performance of the change and the mode thereof, whether or not to execute the preview performance that is the target of the screen transformation performance, and whether or not to execute the screen transformation performance may be determined all at once by the same lottery at the start of the change.

[0240] Even if the progress of the effect is the same, the appearance can be different depending on whether or not the screen transformation effect is executed. Furthermore, the combination of the effect content of the pre-reading notice executed in advance and the effect content of the target change can gradually increase the sense of expectation regarding the difference in the appearance of the effect. The aforementioned hold change effect and dialogue preview effect can be executed in both target change and pre-target change. For example, by displaying a red normal hold image 506 in the pre-reading notice, it is possible to make the expectation of the execution of the screen transformation effect appear high, and then by displaying a blue dialogue bubble in the target change effect, it is possible to make the expectation of the execution of the screen transformation effect appear low. Furthermore, for example, by displaying a blue normal hold image 506 in the pre-reading notice, it is possible to make the expectation of the execution of the screen transformation effect appear low, and then by displaying a giraffe-patterned dialogue bubble in the target change effect, it is possible to make the expectation of the execution of the screen transformation effect appear high. In a modified example, if the series of processes from the start of execution of the pre-reading notice (change before the target) to the target change, or the series of processes from the pre-reading notice to the timing of execution of the screen deformation effect during the target change, are determined all at once, it is possible to prevent the expected degree of execution of the screen deformation effect from being hindered midway.

[0241] FIG. 34 shows a schematic diagram of the process of the movable accessory effect, which is executed simultaneously with the screen transformation effect. FIG. 34(a) shows the initial stage of the operation of the movable accessory 520, and FIG. 34(b) shows the movable accessory 520 in operation. The movable accessory 520 in this embodiment includes a first movable accessory 520a, a second movable accessory 520b, a third movable accessory 520c, and a fourth movable accessory 520d. The first movable accessory 520a is a movable decorative lamp embossed with the logo of the model title of this gaming machine, and by moving significantly downward as shown in FIG. 34(b) at a predetermined timing during a predetermined effect, it suggests a high probability of winning. The second movable part 520b and the third movable part 520c are scissor arm-type decorative members, and as shown in Fig. 34(b), the second movable part 520b extends from the left side of the presentation screen 500 to the center of the presentation screen 500, and the third movable part 520c extends from the right side of the presentation screen 500 to the center of the presentation screen 500, thereby suggesting in a dramatic way that the likelihood of a jackpot is high. The fourth movable part 520d is a mountain-shaped decorative lamp like a saw blade, and at a predetermined timing during a predetermined presentation, it moves significantly so that it protrudes upward as shown in Fig. 34(b), thereby suggesting in a dramatic way that the likelihood of a jackpot is high. As shown in FIG. 34(b), the simple decorative pattern 504 and the simple reserved image 507 are displayed in a position that does not obstruct visibility even when the first movable role 520a, the second movable role 520b, the third movable role 520c, and the fourth movable role 520d are all in operation. By configuring the movable roles to remain in their initial positions during and after the stop of the fluctuation and for a predetermined period of time until the stop of the fluctuation (for example, the period from 2 seconds before the stop of the fluctuation to the stop of the fluctuation), it is possible to ensure more reliable visibility at least at the boundary of the game (i.e., a situation where the game progress is temporarily stopped). As a variant, the simple decorative pattern 504 and the simple reserved image 507 may be configured to be displayed in a position that does not obstruct visibility during the operation of at least one of the first movable role 520a, the second movable role 520b, the third movable role 520c, and the fourth movable role 520d.For example, the simple decorative pattern 504 and the simple reserved image 507 may be displayed in a position where their visibility is hindered when the third movable part 520c is in operation, but is not hindered when the other movable parts are in operation. In such a configuration, it is preferable that the frequency at which the third movable part 520c operates is lower than the frequency at which any of the first movable part 520a, the second movable part 520b, and the fourth movable part 520d operates. It is also preferable that the time during which the third movable part 520c operates within one variation is shorter than the time during which the third movable part 520c does not operate. In such a configuration, it is more preferable that the time during which the third movable part 520c operates within one variation is shorter than the time during which the third movable part 520c does not operate, in all variation patterns (variation times).

[0242] The movable role object 520 is provided near the performance display device 60, and operates in a performance-related manner in conjunction with the performance displayed on the performance display device 60. The presence or absence of movement of the movable role object 520 and the presence or absence of execution of the screen transformation performance are associated so that the display of the screen transformation performance and the movement of the movable role object 520 are relatively often executed simultaneously in parallel. For example, the screen transformation performance is more likely to be executed simultaneously in parallel with the movable role object 520 than other types of performances that do not involve the screen transformation performance (for example, capture performances, reversal performances, step-up notices, dialogue notices, hold change performances, group notices, and other notice performance...

Claims

[Claim 1] a game board on which a game area is formed; A start winning hole is provided at a predetermined position in the game area, and the entry of a game ball triggers a lottery; A large winning hole that allows or makes it easy for game balls to enter when opened; A winning / loose determination means for determining whether or not to transition to a special game, which is more advantageous to the player than a normal game, is triggered by the ball entering the starting winning hole; A pattern display device that displays a variable pattern to indicate the result of the pass / fail judgment; A variation pattern determination means for selecting one of a plurality of variation patterns in which the variation display process of the pattern is determined; a reserve control means for storing lottery values ​​corresponding to new balls entering the start winning slot as reserves up to a predetermined number when a pattern variation corresponding to a previous ball entering the start winning slot is displayed when a new ball enters the start winning slot; a special game control means for enabling a special game accompanied by opening of a big prize opening to be executed when the result of the win / loss determination by the win / loss determination means is a predetermined result; a performance display device that displays performance content; A performance determination means for determining performance content to be displayed on the performance display device; a performance display control means for displaying the performance content determined by the performance determination means on the performance display device; The effect display control means causes the effect display device to variably display decorative patterns in response to the variably displayed patterns on the pattern display device, The decorative patterns include normal decorative patterns and simplified decorative patterns that are displayed in a smaller size than the normal decorative patterns, The variable display of the simple decorative pattern includes a periodic display of a unit display pattern in which the pattern combination changes according to a predetermined rule, The effect image display device includes at least one or more first images belonging to a first image group and one or more second images belonging to a second image group, A special effect is executed in which a special first image obtained by deforming the first image in a predetermined manner is displayed, and the special effect has a stationary display period in which the predetermined special first image is displayed in a stationary state for a time longer than the time during which the simple decorative pattern displays one cycle of the unit display pattern, A stage background image set according to the production stage can be displayed, When the performance develops into a predetermined high expectation performance, the stage background image is hidden during the developed predetermined high expectation performance, A symbol change is executed when the result of the hit / miss judgment is a specific result different from a predetermined result, and in the specific symbol change which is a symbol change accompanied by the execution of the predetermined high expectation effect, the special effect can be executed while the stage background image is displayed before the development into the predetermined high expectation effect, but the special effect is not executed while the stage background image which is re-displayed after the end of the predetermined high expectation effect in the specific symbol change is displayed, When specific information, which is information regarding the difference between the number of awarded prize balls and the number of used balls, reaches a predetermined specified value, a suppression notification effect can be executed to notify the end of the game. When the specific information reaches a specific specified value different from the predetermined specified value, a pre-notification effect is executed to suggest or notify that the specific specified value has been reached or the difference number required to reach the predetermined specified value; When the specific information reaches the predetermined value during the execution of the special effect and the suppression notification effect is executed, the special effect is ended, The suppression notification effect is not subject to transformation in the special effect, and the special effect is not newly executed during the execution of the suppression notification effect, The advance notification effect is not subject to transformation in the special effect, but the special effect can be newly executed during the execution of the advance notification effect, The advance notification effect and the special effect can be executed simultaneously, but the advance notification effect is displayed in front of the special effect, The number of reserved items stored by the reservation control means can be displayed at a predetermined position as a reservation number display, A pinball game machine characterized in that if the specific information reaches the specific specified value while the hold number display is being executed, the advance notification effect can be executed simultaneously with the hold number display, but the advance notification effect is displayed in a position that does not overlap with the hold number display.

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