Gaming machine

The gaming machine uses a firing mechanism and detection systems to create varied game outcomes, enhancing player engagement and enjoyment through dynamic displays and adjusted game states.

JP7835327B2Active Publication Date: 2026-03-25SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-04
Publication Date
2026-03-25

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Abstract

To provide a game machine capable of enhancing an interest in a game.SOLUTION: There is provided displacement means displaceable to a first position in which game balls can enter second ball entry means and a second position in which game balls cannot easily enter the second ball entry means. The displacement means is displaced from the second position to the first position on the basis of satisfaction of a predetermined condition in a specific game state occurring on the basis that a result of determination by determination means is a specific determination result, and the displacement means is displaced from the first position to the second position on the basis of satisfaction of a second condition in a situation in which the displacement means is positioned in the first position by first displacement control. When game balls enter first ball entry means, a predetermined game value is granted to a player. A first mode based on execution of determination, a second mode based on occurrence of a specific game state, and a third mode based on predetermined entry of game balls into the second ball entry means may at least occur. Accordingly, an interest in a game can be enhanced.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko machine.

Background Art

[0002] In gaming machines such as pachinko machines, there are some that aim to enhance the player's interest in the game by suggesting to the player that the lottery result is a winning one according to the content of the dynamic display execution.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machines as described above, further enhancement of the interest in the game is desired.

[0005] An object of the present invention is to provide a gaming machine capable of enhancing the interest in the game.

Means for Solving the Problems

[0006] To achieve this object, the gaming machine of the present invention includes a firing means capable of firing a game ball, and a position provided at a position where the game ball fired at a predetermined firing intensity by the firing means can reach, the first position from , a displacement means displaceable to a second position different from the first position Towards , and a predetermined portion that becomes passable when the displacement means is displaced from the first position to the second position Towards is configured such that the game ball fired at the predetermined firing intensity passes through and can enter a predetermined area in the game area, and the game ball that has entered the predetermined area but, first section 、 second section It is possible to pass through any of the multiple sections that include [this]. It is composed of, The length of the first section is longer than the length of the second section, The first section Only game balls passing through this section are adjacent to the first section. 1st area The system is configured to allow entry into the second area, and only game balls passing through the second section are configured to be able to enter the second area adjacent to the second section. A first detection means capable of detecting game balls in the first region, The aforementioned The gaming machine comprises a second detection means capable of detecting a game ball in a second area, and is configured such that a dynamic display in a first mode can be started when a game ball is detected by the first detection means, and the dynamic display in the first mode is being executed. 1st dynamic display period The result of the dynamic display in the first embodiment is then reported. The system is configured such that a dynamic display in a second mode, different from the first mode, can be initiated when a game ball is detected by the second detection means, and after a second dynamic display period in which the dynamic display in the second mode is performed, the result of the dynamic display in the second mode is reported. If the first specific result is reported as a result of the dynamic display in the first embodiment, the first benefit is granted. , a second benefit is granted when a second specific result is reported as a result of the dynamic display in the second embodiment, and the system has at least a first game state and a second game state in which it is easier to pass the game balls into the second area than in the first game state, and is configured so that in at least the first game state and the second game state, game balls fired with a predetermined firing intensity can enter the predetermined area, and is configured so that a predetermined dynamic display in which the first dynamic display period is a predetermined period and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period can be performed, the specific dynamic display is configured so that the first specific result is more easily reported than in the predetermined dynamic display, and a predetermined mode that allows the player to understand that the result of the specific dynamic display is the first specific result can be reported in the corresponding specific period, and of the specific period, the second after the first predetermined period has elapsed is longer than the first predetermined period 2. The system is configured such that the result of the corresponding specific dynamic display is the first specific result, and that the result of the specific dynamic display being executed is the same whether a new game ball is detected by the first detection means or not, while the specific dynamic display is being executed, and that it is possible to notify the player that the result of the specific dynamic display may be the first specific result at least before the specific dynamic display is executed, and that a specific performance corresponding to the dynamic display in the first mode can be executed, and that for a certain period after the start of the specific performance, the same mode of the specific performance can be executed whether the dynamic display in the first mode corresponding to the started specific performance is the predetermined dynamic display or the specific dynamic display. . [Effects of the Invention]

[0010] According to the present invention, a launching means capable of launching game balls, and a first position provided at a position to which the game balls launched by the launching means with a predetermined launching intensity can reach. from , a second position different from the first position Towards It has a displaceable displacement means, and the displacement means moves from the first position to the second position Towards The game ball, launched with a predetermined launch strength, passes through a predetermined section that becomes passable when displaced, and enters a predetermined area within the game area. but, Section 1 、 Section 2 It is possible to pass through any of the multiple sections that include [this]. It is composed of, The length of the first section is longer than the length of the second section, The first section Only game balls passing through this section are adjacent to the first section. 1st area The system is configured to allow entry into the second area, and only game balls passing through the second section are configured to be able to enter the second area adjacent to the second section. A first detection means capable of detecting game balls in the first region, The aforementioned The gaming machine comprises a second detection means capable of detecting a game ball in a second area, and is configured such that a dynamic display in a first mode can be started when a game ball is detected by the first detection means, and the dynamic display in the first mode is being executed. 1st dynamic display period The result of the dynamic display in the first embodiment is then reported. The system is configured such that a dynamic display in a second mode, different from the first mode, can be initiated when a game ball is detected by the second detection means, and after a second dynamic display period in which the dynamic display in the second mode is performed, the result of the dynamic display in the second mode is reported. If the first specific result is reported as a result of the dynamic display in the first embodiment, the first benefit is granted. , a second benefit is granted when a second specific result is reported as a result of the dynamic display in the second embodiment, and the system has at least a first game state and a second game state in which it is easier to pass the game balls into the second area than in the first game state, and is configured so that in at least the first game state and the second game state, game balls fired with a predetermined firing intensity can enter the predetermined area, and is configured so that a predetermined dynamic display in which the first dynamic display period is a predetermined period and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period can be performed, the specific dynamic display is configured so that the first specific result is more easily reported than in the predetermined dynamic display, and a predetermined mode that allows the player to understand that the result of the specific dynamic display is the first specific result can be reported in the corresponding specific period, and of the specific period, the second after the first predetermined period has elapsed is longer than the first predetermined period 2. The system is configured such that the result of the corresponding specific dynamic display is the first specific result, and that the result of the specific dynamic display being executed is the same whether a new game ball is detected by the first detection means or not, while the specific dynamic display is being executed, and that it is possible to notify the player that the result of the specific dynamic display may be the first specific result at least before the specific dynamic display is executed, and that a specific performance corresponding to the dynamic display in the first mode can be executed, and that for a certain period after the start of the specific performance, the same mode of the specific performance can be executed whether the dynamic display in the first mode corresponding to the started specific performance is the predetermined dynamic display or the specific dynamic display. .

[0011] Therefore, it has the effect of improving the enjoyment of the game. 。

Brief Description of the Drawings

[0018] [Figure 1] It is a front view of the pachinko machine in the first embodiment. [Figure 2] It is a front view of the game board of the pachinko machine in the first embodiment. [Figure 3] It is a rear view of the pachinko machine in the first embodiment. [Figure 4] (a) is a front perspective view of the right variable winning device in the state where the opening / closing door is closed, and (b) is a front perspective view of the right variable winning device in the state where the opening / closing door is opened. [Figure 5] It is a top view of the right variable winning device in the first embodiment. [Figure 6] (a) is a diagram schematically showing the area division setting and the valid line setting of the display screen, and (b) is a diagram exemplifying the actual display screen. [Figure 7] (a) and (b) are diagrams showing an example of the display mode of the standby state effect executed in the big win standby state. [Figure 8] It is a block diagram showing the electrical configuration of the pachinko machine in the first embodiment. [Figure 9] (a) is a block diagram showing the configuration of the ROM of the main control device in the first embodiment, and (b) is a diagram schematically showing the specified content of the first hit random number table set in the ROM of the main control device in the first embodiment. [Figure 10] (a) is a diagram schematically showing the specified content of the first hit type selection table set in the ROM of the main control device in the first embodiment, and (b) is a diagram schematically showing the specified content of the second hit random number table set in the ROM of the main control device in the first embodiment. [Figure 11](a) is a block diagram showing the configuration of the variable pattern selection table set in the ROM of the main control device in the first embodiment, (b) is a diagram schematically showing the specified content of the jackpot variable pattern table in the first embodiment, (c) is a diagram schematically showing the specified content of the losing (normal) variable pattern table in the first embodiment, and (d) is a diagram schematically showing the specified content of the losing (probability variable) variable pattern table in the first embodiment. [Figure 12] It is a diagram schematically showing the configuration of various counters in the first embodiment. [Figure 13] It is a block diagram showing the configuration of the RAM of the main control device in the first embodiment. [Figure 14] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the first embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the first embodiment. [Figure 15] It is a block diagram showing the electrical configuration of the display control device in the first embodiment. [Figure 16] (a) to (c) are explanatory diagrams for explaining the power-on image. [Figure 17] (a) is an explanatory diagram for explaining the back surface A, and (b) is an explanatory diagram for explaining the back surface B. [Figure 18] It is a diagram schematically showing an example of the display data table in the first embodiment. [Figure 19] It is a diagram schematically showing an example of the transfer data table in the first embodiment. [Figure 20] It is a diagram schematically showing an example of the drawing list in the first embodiment. [Figure 21] It is a flowchart showing the timer interrupt processing executed by the MPU in the main control device in the first embodiment. [Figure 22] It is a flowchart showing the special symbol variation processing executed by the MPU in the main control device in the first embodiment. [Figure 23]This flowchart shows the special symbol variation start process executed by the MPU in the main control unit in the first embodiment. [Figure 24] This flowchart shows the start-up award process performed by the MPU in the main control unit in the first embodiment. [Figure 25] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the first embodiment. [Figure 26] This is a flowchart showing the normal symbol variation process performed by the MPU in the main control unit in the first embodiment. [Figure 27] This is a flowchart showing the through-gate passage process executed by the MPU in the main control unit in the first embodiment. [Figure 28] This flowchart shows the NMI interrupt processing performed by the MPU in the main control unit in the first embodiment. [Figure 29] This flowchart shows the startup process executed by the MPU in the main control unit in the first embodiment. [Figure 30] This is a flowchart showing the main processing performed by the MPU in the main control unit in the first embodiment. [Figure 31] This flowchart shows the jackpot start process executed by the MPU in the main control unit in the first embodiment. [Figure 32] This flowchart shows the jackpot control process executed by the MPU in the main control unit in the first embodiment. [Figure 33] This flowchart shows the startup process performed by the MPU in the audio lamp control device in the first embodiment. [Figure 34] This flowchart shows the main processing performed by the MPU in the audio lamp control device in the first embodiment. [Figure 35] This flowchart shows the performance update process performed by the MPU in the audio lamp control device in the first embodiment. [Figure 36]This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the first embodiment. [Figure 37] This flowchart shows the relevant processing performed by the MPU in the audio lamp control device in the first embodiment. [Figure 38] This is a flowchart showing the variable display setting process executed by the MPU in the audio lamp control device in the first embodiment. [Figure 39] This flowchart shows the main processing performed by the MPU in the display control device in the first embodiment. [Figure 40] This flowchart shows the boot process executed by the MPU in the display control device in the first embodiment. [Figure 41] (a) is a flowchart showing the command interrupt processing performed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the V interrupt processing performed by the MPU in the display control device in the first embodiment. [Figure 42] This flowchart shows the command determination process executed by the MPU in the display control device in the first embodiment. [Figure 43] (a) is a flowchart showing the variable pattern command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the stop type command processing executed by the MPU in the display control device in the first embodiment. [Figure 44] This flowchart shows the standby state command processing executed by the MPU in the display control device in the first embodiment. [Figure 45] (a) is a flowchart showing the opening command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the round number command processing executed by the MPU in the display control device in the first embodiment. [Figure 46]This flowchart shows the ending command processing performed by the MPU in the display control device in the first embodiment. [Figure 47] (a) is a flowchart showing the back image change command processing executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the first embodiment. [Figure 48] This is a flowchart illustrating the display setting process executed by the MPU in the display device in the first embodiment. [Figure 49] This flowchart shows the warning image setting process executed by the MPU in the display control device in the first embodiment. [Figure 50] This flowchart shows the pointer update process executed by the MPU in the display control device in the first embodiment. [Figure 51] (a) is a flowchart showing the transfer setting process executed by the MPU in the display control device in the first embodiment, and (b) is a flowchart showing the resident image transfer setting process executed by the MPU in the display control device in the first embodiment. [Figure 52] This flowchart shows the normal image transfer setting process executed by the MPU in the display control device in the first embodiment. [Figure 53] This is a flowchart showing the drawing process performed by the MPU in the display control device in the first embodiment. [Figure 54] This is a front view of the game board of a pachinko machine in the second embodiment. [Figure 55] This figure schematically shows the contents of the first type selection table set in the ROM of the main control unit in the second embodiment. [Figure 56] This is a block diagram showing the configuration of the RAM of the main control unit in the second embodiment. [Figure 57] This is a flowchart showing the special symbol variation process 2 executed by the MPU in the main control unit in the second embodiment. [Figure 58] This flowchart shows the startup process 2 executed by the MPU in the main control unit in the second embodiment. [Figure 59] This is a flowchart showing the jackpot start process 2 executed by the MPU in the main control unit in the second embodiment. [Figure 60] This is a flowchart showing the jackpot control process 2 executed by the MPU in the main control unit in the second embodiment. [Figure 61] This is a flowchart showing the relevant processing 2 performed by the MPU in the audio lamp control device in the second embodiment. [Figure 62] This flowchart shows the standby state command processing executed by the MPU in the audio lamp control device in the second embodiment. [Figure 63] This is a front view of the game board of a pachinko machine in the third embodiment. [Figure 64] (a) is a diagram showing an example of the display when a minor win occurs in the lottery for the second special symbol during the probability variation state in the third embodiment, and (b) is a diagram showing an example of the display during the minor win state in the third embodiment. [Figure 65] (a) is a schematic diagram showing the contents of the first random number table set in the ROM of the main control unit in the third embodiment, and (b) is a block diagram showing the configuration of the RAM of the main control unit in the third embodiment. [Figure 66] This is a flowchart showing the main process 3 executed by the MPU in the main control unit in the third embodiment. [Figure 67] This is a flowchart showing the minor hit control process executed by the MPU in the main control unit in the third embodiment. [Figure 68] This flowchart shows the relevant command processing 3 executed by the MPU in the audio lamp control device in the third embodiment. [Figure 69] This is a front view of the game board of a pachinko machine in the fourth embodiment. [Figure 70] (a) is a diagram showing an example of the display mode for the standby state while the left-operated prize slot is in a state where a ball can enter, in the fourth embodiment, and (b) is a diagram showing an example of the display mode for the standby state while the right-operated prize slot is in a state where a ball can enter, in the fourth embodiment. [Figure 71] This is a block diagram showing the configuration of the RAM of the main control unit in the fourth embodiment. [Figure 72] This is a flowchart showing the jackpot start process 4 executed by the MPU in the main control unit in the fourth embodiment. [Figure 73] This is a flowchart showing the jackpot control process 4 executed by the MPU in the main control unit in the fourth embodiment. [Figure 74] This is a flowchart showing the relevant processing 4 performed by the MPU in the audio lamp control device in the fourth embodiment. [Figure 75] This is a front view of the game board of a pachinko machine in the fifth embodiment. [Figure 76] (a) is a block diagram showing the configuration of the ROM of the main control unit in the fifth embodiment, (b) is a diagram schematically showing the contents of the first type selection table set in the ROM of the main control unit in the fifth embodiment, and (c) is a diagram schematically showing the contents of the period length selection table set in the ROM of the main control unit in the fifth embodiment. [Figure 77] This is a flowchart showing the special symbol variation process 5 executed by the MPU in the main control unit in the fifth embodiment. [Figure 78] This is a flowchart showing the jackpot control process 5 executed by the MPU in the main control unit in the fifth embodiment. [Figure 79] This flowchart shows the interval setting process executed by the MPU in the main control unit in the fifth embodiment. [Figure 80] This is a front view of the game board of a pachinko machine in a modified example of the fifth embodiment. [Figure 81]This is a top view of the right variable prize-winning device in the sixth embodiment. [Figure 82] (a) and (b) are diagrams showing an example of a display mode when a right-hand play expectation indication is set as a performance mode during a super reach in the sixth embodiment. [Figure 83] (a) and (b) are diagrams showing an example of a display mode when a right-hand play expectation indication is set as a performance mode during a super reach in the sixth embodiment. [Figure 84] (a) is a schematic diagram showing the change in the presentation mode over time when a jackpot is won in the lottery for special symbols and a right-hand play expectation indication presentation is set in the sixth embodiment, and (b) is a schematic diagram showing the change in the presentation mode over time when a loss is made in the lottery for special symbols and a right-hand play expectation indication presentation is set in the sixth embodiment. [Figure 85] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the sixth embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the sixth embodiment. [Figure 86] This figure schematically shows the contents of the performance mode selection table set in the ROM of the sound lamp control device in the sixth embodiment. [Figure 87] This is a flowchart showing the performance update process 6 executed by the MPU in the audio lamp control device in the sixth embodiment. [Figure 88] This is a flowchart showing the notification start determination process executed by the MPU in the audio lamp control device in the sixth embodiment. [Figure 89] This is a flowchart showing the variable display setting process 6 executed by the MPU in the audio lamp control device in the sixth embodiment. [Figure 90] This is a flowchart showing the performance mode selection process executed by the MPU in the audio lamp control device in the sixth embodiment. [Figure 91] This is a front view of the game board of a pachinko machine in the seventh embodiment. [Figure 92]This figure schematically shows the change in the presentation mode over time when a left trigger jackpot occurs in the seventh embodiment. [Figure 93] (a) is a diagram showing an example of the display mode of the opening sequence for a left-triggered jackpot in the seventh embodiment, and (b) is a diagram showing an example of the display mode after the opening sequence for a left-triggered jackpot has finished. [Figure 94] This is a block diagram showing the configuration of the RAM of the audio lamp control device in the seventh embodiment. [Figure 95] This is a flowchart showing the main process 7 executed by the MPU in the audio lamp control device in the seventh embodiment. [Figure 96] This flowchart shows the pseudo-normal state presentation process executed by the MPU in the audio lamp control device in the seventh embodiment. [Figure 97] This is a flowchart showing the relevant processing 7 performed by the MPU in the audio lamp control device in the seventh embodiment. [Figure 98] This flowchart shows the standby state command processing 7 executed by the MPU in the audio lamp control device in the seventh embodiment. [Figure 99] This flowchart shows the opening command processing executed by the MPU in the audio lamp control device in the seventh embodiment. [Figure 100] This is a front view of the pachinko machine in the first control example. [Figure 101] (a) is a diagram showing an example of the display mode during the probability variation state in the first control example, and (b) is a diagram showing an example of the display mode when the song selection menu screen is displayed during the probability variation state in the first control example. [Figure 102] (a) is a diagram showing an example of the initial layout of the song selection menu screen that is displayed when the user transitions to the song selection mode in the first control example, and (b) is a diagram showing an example of the display when an operation on an operation button is detected in the song selection mode in the first control example. [Figure 103]This is a block diagram showing the electrical configuration of a pachinko machine in the first control example. [Figure 104] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the first control example, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the first control example. [Figure 105] (a) is a schematic diagram showing the specified contents of the item arrangement storage area set in the RAM of the audio lamp control device in the first control example, and (b) is a schematic diagram showing the specified contents of the song selection count storage area set in the RAM of the audio lamp control device in the first control example. [Figure 106] This is a block diagram showing the electrical configuration of the audio output device in the first control example. [Figure 107] (a) is a block diagram showing the configuration of the ROM of the audio output device in the first control example, and (b) is a block diagram showing the configuration of the RAM of the audio output device in the first control example. [Figure 108] This diagram schematically shows the specified contents of the audio file storage area set in the ROM of the audio output device in the first control example. [Figure 109] This figure shows an example of the configuration of the music data set in the first control example. [Figure 110] This flowchart shows the main process 8 executed by the MPU in the audio lamp control device in the first control example. [Figure 111] This flowchart shows the operation detection process performed by the MPU in the audio lamp control device in the first control example. [Figure 112] This flowchart shows the command determination process 8 executed by the MPU in the audio lamp control device in the first control example. [Figure 113] This flowchart shows the status command processing executed by the MPU in the audio lamp control device in the first control example. [Figure 114] This flowchart shows the relevant processing 8 performed by the MPU in the audio lamp control device in the first control example. [Figure 115] (a) is a flowchart showing the main processing performed by the MPU in the audio output device in the first control example, and (b) is a flowchart showing the command interrupt processing performed by the MPU in the audio output device in the first control example. [Figure 116] This flowchart shows the command determination process executed by the MPU in the audio output device in the first control example. [Figure 117] This flowchart shows the audio setting process performed by the MPU in the audio output device in the first control example. [Figure 118] This figure shows the correspondence between the progression of the jackpot state and the progression of the sound patterns in the second control example. [Figure 119] This figure shows an example of the correspondence between the progression of the jackpot state and the progression of the song parts when it is determined that the playback order will be rearranged at rearrangement determination timing 1, which is set as a jackpot in the second control example. [Figure 120] This figure shows an example of the correspondence between the transition of the jackpot state and the transition of the song parts when it is determined that the playback order will be rearranged at the rearrangement determination timing 2, which is set as a jackpot in the second control example. [Figure 121] This diagram schematically shows the correspondence between the progression of the jackpot state and the progression of the song parts when it is determined that the start timing of the ending sequence should be delayed during a jackpot in the second control example. [Figure 122] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the second control example, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the second control example. [Figure 123] This diagram schematically shows the contents of the reconfiguration discrimination table set in the ROM of the audio lamp control device in the second control example. [Figure 124] This diagram schematically shows the contents of the ending sequence selection table set in the ROM of the audio lamp control device in the second control example. [Figure 125] This is a block diagram showing the electrical configuration of the audio output device in the second control example. [Figure 126] This is a block diagram showing the RAM configuration of the audio output device in the second control example. [Figure 127] This flowchart shows the main process 9 executed by the MPU in the audio lamp control device in the second control example. [Figure 128] This flowchart shows the operation detection process 9 executed by the MPU in the audio lamp control device in the second control example. [Figure 129] This flowchart shows the process for determining when the ending sequence should start, which is executed by the MPU in the audio lamp control device in the second control example. [Figure 130] This flowchart shows the relevant processing 9 performed by the MPU in the audio lamp control device in the second control example. [Figure 131] This flowchart shows the round number command processing executed by the MPU in the audio lamp control device in the second control example. [Figure 132] This flowchart shows the song selection period setting process executed by the MPU in the audio lamp control device in the second control example. [Figure 133] This flowchart shows the interval command processing executed by the MPU in the audio lamp control device in the second control example. [Figure 134] This flowchart shows the ending command processing executed by the MPU in the audio lamp control device in the second control example. [Figure 135] This flowchart shows the music command processing executed by the MPU in the audio lamp control device in the second control example. [Figure 136] This flowchart shows the main process 9 executed by the MPU in the audio output device in the second control example. [Figure 137] This flowchart shows the command determination process 9 executed by the MPU in the audio output device in the second control example. [Figure 138] This flowchart shows the jackpot song-related processing performed by the MPU in the audio output device in the second control example. [Figure 139] This flowchart shows the audio setting process 9 executed by the MPU in the audio output device in the second control example. [Figure 140] (a) and (b) are diagrams showing examples of the song selection menu screen in the third control example. [Figure 141] (a) and (b) are diagrams showing examples of display patterns during the execution of a jackpot in the third control example, in which a pseudo-short round presentation is set. [Figure 142] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the third control example, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the third control example. [Figure 143] This diagram schematically shows the contents of the random song selection table set in the ROM of the audio lamp control device in the third control example. [Figure 144] This flowchart shows the operation detection process 10 executed by the MPU in the audio lamp control device in the third control example. [Figure 145] This flowchart shows the music selection process performed by the MPU in the audio lamp control device in the third control example. [Figure 146] This flowchart shows the relevant processing 10 performed by the MPU in the audio lamp control device in the third control example. [Figure 147] This flowchart shows the pseudo-short-round lottery process executed by the MPU in the audio lamp control device in the third control example. [Figure 148] This flowchart shows the round number command processing 10 executed by the MPU in the audio lamp control device in the third control example. [Figure 149] This flowchart shows the interval command processing 10 executed by the MPU in the audio lamp control device in the third control example. [Figure 150] This flowchart shows the variable display setting process 10 executed by the MPU in the audio lamp control device in the third control example. [Figure 151] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the fourth control example, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the fourth control example. [Figure 152] (a) is a schematic diagram showing the contents of the pseudo-short round lottery table set in the ROM of the audio lamp control device in the fourth control example, and (b) is a schematic diagram showing the contents of the priority setting table set in the ROM of the audio lamp control device in the fourth control example. [Figure 153] This diagram schematically shows the contents of the Sabi Loop discrimination table set in the ROM of the audio lamp control device in the fourth control example. [Figure 154] This is a block diagram showing the RAM configuration of the audio output device in the fourth control example. [Figure 155] This flowchart shows the main process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 156] This flowchart shows the operation detection process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 157] This flowchart shows the music selection process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 158] This flowchart shows the loop processing for the chorus portion executed by the MPU in the audio lamp control device in the fourth control example. [Figure 159] This flowchart shows the relevant processing 11 performed by the MPU in the audio lamp control device in the fourth control example. [Figure 160] This flowchart shows the pseudo-small round lottery process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 161]This flowchart shows the round number command processing 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 162] This flowchart shows the song selection period setting process 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 163] This flowchart shows the history area setting process executed by the MPU in the audio lamp control device in the fourth control example. [Figure 164] This flowchart shows the interval command processing 11 executed by the MPU in the audio lamp control device in the fourth control example. [Figure 165] This flowchart shows the selected music track setting process executed by the MPU in the audio lamp control device in the fourth control example. [Figure 166] This flowchart shows the main process 11 executed by the MPU in the audio output control device in the fourth control example. [Figure 167] This flowchart shows the command determination process 11 executed by the MPU in the audio output control device in the fourth control example. [Figure 168] This flowchart shows the provisional song selection command processing executed by the MPU in the audio output control device in the fourth control example. [Figure 169] This flowchart shows the processing performed by the MPU within the audio output control device during the provisional track selection period in the fourth control example. [Figure 170] This figure shows an example of the contents of the playback count storage area set in the RAM of the sound lamp control device in a modified example of the fourth control example. [Figure 171] This flowchart shows the history area setting process 12 executed by the MPU in the audio lamp control device in a modified example of the fourth control example. [Figure 172] This flowchart shows the variable display setting process 12 executed by the MPU in the audio lamp control device in a modified example of the fourth control example. [Figure 173]This is a front view of the game board of a pachinko machine in the eighth embodiment. [Figure 174] (a) is a diagram showing the case in the eighth embodiment where a game ball reaches the gate guide valve from above when it is closed, (b) is a diagram showing the case in the eighth embodiment where the gate guide valve is opened with a game ball stationary on the upper surface of the gate guide valve, and (c) is a diagram showing the case in the eighth embodiment where the gate guide valve is closed immediately after the gate guide valve is opened and the stationary game ball falls. [Figure 175] (a) is a diagram showing the state in which the game ball is rolling along the inner wall of the 3-hole roulette in the 8th embodiment, and (b) is a diagram showing the state in which the non-electric mechanism is opened in conjunction with the game ball entering the MAX operating prize entry hole. [Figure 176] (a) is a diagram showing an example of the display mode of the ending sequence when a jackpot ends with the special MAX activation prize entry opening open in the eighth embodiment, and (b) is a diagram showing an example of the display mode (standby state sequence) during the jackpot standby state when a jackpot is won during the MAX zone in the eighth embodiment. [Figure 177] (a) is a diagram showing an example of the display mode of the third symbol display device when the number of time-saving rounds ends during the MAX Zone in the eighth embodiment, and (b) is a diagram showing an example of the display mode of the third symbol display device when the MAX Zone ends due to a ball entering the special MAX activation prize entry slot in the MAX Zone in the eighth embodiment. [Figure 178] This figure schematically shows the contents of the first type selection table set in the ROM of the main control unit in the eighth embodiment. [Figure 179] This is a block diagram showing the RAM configuration of the audio lamp control device in the eighth embodiment. [Figure 180] This is a flowchart showing the special symbol variation process 12 executed by the MPU in the main control unit in the eighth embodiment. [Figure 181]This is a flowchart showing the startup process 12 executed by the MPU in the main control unit in the eighth embodiment. [Figure 182] This is a flowchart showing the main process 12 executed by the MPU in the main control unit in the eighth embodiment. [Figure 183] This is a flowchart showing the jackpot start process 12 executed by the MPU in the main control unit in the eighth embodiment. [Figure 184] This is a flowchart showing the relevant processing 12 performed by the MPU in the audio lamp control device in the eighth embodiment. [Figure 185] This flowchart shows the prize-winning slot type command processing executed by the MPU in the audio lamp control device in the eighth embodiment. [Figure 186] This is a front view of the game board of a pachinko machine in the ninth embodiment. [Figure 187] This is an enlarged front view of the lottery device in the ninth embodiment. [Figure 188] (a) is a diagram showing the case in the ninth embodiment where multiple game balls enter the lottery device with both the ball discharge door and the ball stopper closed, and (b) is a diagram showing the case in the ninth embodiment where the game balls that have entered the lottery device are stationary and the ball discharge door is open. [Figure 189] (a) and (b) are top views of the distribution rotating body in the ninth embodiment. [Figure 190] This diagram schematically shows the operation patterns of each part of the lottery device when a minor win occurs in the lottery for the second special symbol in the ninth embodiment. [Figure 191] (a) is a diagram showing an example of the display method for a special small win animation for low expectation levels in the ninth embodiment, and (b) is a diagram showing an example of the display method for a special small win animation for high expectation levels in the ninth embodiment. [Figure 192](a) is a block diagram showing the configuration of the ROM of the main control unit in the ninth embodiment, and (b) is a diagram schematically showing the contents of the first random number table set in the ROM of the main control unit in the ninth embodiment. [Figure 193] (a) is a schematic diagram showing the contents of the first type selection table set in the ROM of the main control unit in the ninth embodiment, and (b) is a schematic diagram showing the contents of the minor type selection table set in the ROM of the main control unit in the ninth embodiment. [Figure 194] This is a block diagram showing the configuration of the RAM of the main control unit in the ninth embodiment. [Figure 195] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the ninth embodiment, and (b) is a diagram schematically showing the contents of the expectation selection table set in the ROM of the voice lamp control device in the ninth embodiment. [Figure 196] This is a block diagram showing the configuration of the RAM of the audio lamp control device in the ninth embodiment. [Figure 197] This is a flowchart showing the special symbol variation process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 198] This is a flowchart showing the special symbol variation start process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 199] This is a flowchart showing the minor win initiation process executed by the MPU in the main control unit in the ninth embodiment. [Figure 200] This is a flowchart showing the startup process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 201] This is a flowchart showing the main process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 202] This is a flowchart showing the jackpot control process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 203]This is a flowchart showing the minor hit control process 13 executed by the MPU in the main control unit in the ninth embodiment. [Figure 204] This is a flowchart showing the V-pass detection process executed by the MPU in the main control unit in the ninth embodiment. [Figure 205] This is a flowchart showing the relevant processing 13 executed by the MPU in the audio lamp control device in the ninth embodiment. [Figure 206] This flowchart shows the expectation level suggestion setting process executed by the MPU in the audio lamp control device in the ninth embodiment. [Figure 207] This flowchart shows the V prize entry command processing executed by the MPU in the audio lamp control device in the ninth embodiment. [Figure 208] This flowchart shows the V-pass detection process performed by the MPU in the main control unit in a modified example of the ninth embodiment. [Figure 209] This is a front view of the game board of a pachinko machine in the tenth embodiment. [Figure 210] This is an enlarged front view of the area around the lottery device in the 10th embodiment. [Figure 211] (a) is an enlarged front view of the area around the guide channel in the 10th embodiment with both the upper opening / closing door and the lower opening / closing door closed; (b) is an enlarged front view of the area around the guide channel in the 10th embodiment with the upper opening / closing door open and the lower opening / closing door closed; and (c) is an enlarged front view of the area around the guide channel in the 10th embodiment with both the upper opening / closing door and the lower opening / closing door open. [Figure 212] This is a top view of the distribution rotating body in the 10th embodiment. [Figure 213] This diagram schematically shows the operating patterns of each part within the lottery device during the execution of a minor win game in the 10th embodiment. [Figure 214] Figures (a) to (d) show the opening patterns set for the small win attacker when a small win occurs in the lottery for the first special symbol in the 10th embodiment. [Figure 215] Figures (a) to (c) show the opening patterns set for the small win attacker when a small win occurs in the lottery for the second special symbol in the 10th embodiment. [Figure 216] This figure shows an example of the display mode of the selection animation that is performed when a minor win occurs in the lottery for the first special symbol in the 10th embodiment. [Figure 217] (a) is a diagram showing the change over time of the display when a V Challenge minor win is achieved in the 10th embodiment, and (b) is a diagram showing the change over time of the presentation when a normal minor win is achieved in the 10th embodiment. [Figure 218] (a) is a schematic diagram showing the contents of the first random number table set in the ROM of the main control unit in the 10th embodiment, and (b) is a block diagram showing the configuration of the minor prize type selection table set in the ROM of the main control unit in the 10th embodiment. [Figure 219] This figure schematically shows the contents of the specified table for small wins (Figure 1) set in the ROM of the main control device in the 10th embodiment. [Figure 220] This figure schematically shows the contents of the specified table for small wins (Figure 2) set in the ROM of the main control device in the 10th embodiment. [Figure 221] This is an enlarged front view of the area around the guide channel of the lottery device in the first modified example of the 10th embodiment. [Figure 222] This figure shows the special opening pattern that is set when a special minor win is achieved with the second special symbol in the first modified example of the 10th embodiment. [Figure 223] (a) and (b) are top views showing the portion to the right of the ball discharge door in the guidance channel of the lottery device in a second modified example of the tenth embodiment. [Figure 224] (a) and (b) are diagrams showing examples of display modes for the operation support effect in the 11th embodiment. [Figure 225](a) is a diagram showing an example of the display mode when a character image in a character style with low expectation is displayed during the execution of the operation support effect in the 11th embodiment, and (b) is a diagram showing an example of the display mode when a character image in a character style with high expectation of development is displayed during the execution of the operation support effect in the 11th embodiment. [Figure 226] In the 11th embodiment, it is a diagram showing the production period when an operation support effect is set for the variation pattern of the super reach. [Figure 227] (a) and (b) are diagrams showing an example of the display mode when the first action of the mini character preview effect in the 11th embodiment is executed. [Figure 228] (a) is a diagram showing an example of the display mode when the second action of the mini character preview effect in the 11th embodiment is executed, and (b) is a diagram showing an example of the display mode when the third action of the mini character preview effect in the 11th embodiment is executed. [Figure 229] It is a diagram showing the change over time of the production mode of the mini character preview effect in the 11th embodiment. [Figure 230] (a) is a diagram showing the correspondence between the variation time and the action timing of the mini character in the 11th embodiment when a mini character preview effect with low expectation is set for the variation pattern of the long miss, (b) is a diagram showing the correspondence between the variation time and the action timing of the mini character in the 11th embodiment when a mini character preview effect with low expectation is set for the variation pattern of the normal reach miss, and (c) is a diagram showing the correspondence between the variation time and the action timing of the mini character in the 11th embodiment when a mini character preview effect with low expectation is set for the variation pattern of the hit normal reach. [Figure 231](a) is a diagram showing the correspondence between the variation time and the action timing of the mini character when a medium-expectation mini character preview effect is set for the variation pattern of a normal reach miss in the 11th embodiment, (b) is a diagram showing the correspondence between the variation time and the action timing of the mini character when a medium-expectation mini character preview effect is set for the variation pattern of a normal reach win in the 11th embodiment, (c) is a diagram showing the correspondence between the variation time and the action timing of the mini character when a high-expectation mini character preview effect is set for the variation pattern of a normal reach miss in the 11th embodiment, and (d) is a diagram showing the correspondence between the variation time and the action timing of the mini character when a high-expectation mini character preview effect is set for the variation pattern of a normal reach win in the 11th embodiment. [Figure 232] (a) and (b) are diagrams showing an example of the display mode when a small hit occurs in the lottery of the second special symbol during the time reduction state of the normal symbol in the 11th embodiment. [Figure 233] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 11th embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the 11th embodiment. [Figure 234] (a) is a block diagram showing the configuration of the character style selection table set in the ROM of the voice lamp control device in the 11th embodiment, (b) is a diagram schematically showing the specified content of the table for a win (before the development is completed) of the character style selection table in the 11th embodiment, and (c) is a diagram schematically showing the specified content of the table for a win (after the development is completed) of the character style selection table in the 11th embodiment. [Figure 235] (a) is a diagram schematically showing the specified content of the table for a miss (before the development is completed) of the character style selection table in the 11th embodiment, and (b) is a diagram schematically showing the specified content of the table for a miss (after the development is completed) of the character style selection table in the 11th embodiment. [Figure 236](a) is a block diagram showing the configuration of the mini-character animation selection table set in the ROM of the sound lamp control device in the 11th embodiment, and (b) is a diagram schematically showing the specified contents of the V-Challenge minor win table of the mini-character animation selection table in the 11th embodiment. [Figure 237] (a) is a schematic diagram showing the contents of the normal minor win table in the mini-character animation selection table in the 11th embodiment, and (b) is a schematic diagram showing the contents of the non-minor win table in the mini-character animation selection table in the 11th embodiment. [Figure 238] (a) is a block diagram showing the configuration of the minor win performance selection table set in the ROM of the sound lamp control device in the 11th embodiment, (b) is a diagram schematically showing the specified contents of the minor win performance selection table for minor wins H14 to J14 in the 11th embodiment, and (c) is a diagram schematically showing the specified contents of the minor win performance selection table for minor wins K14 to M14 in the 11th embodiment. [Figure 239] This is a flowchart showing the small win initiation process 14 executed by the MPU in the main control unit in the 11th embodiment. [Figure 240] This is a flowchart showing the minor hit control process 14 executed by the MPU in the main control unit in the 11th embodiment. [Figure 241] This is a flowchart showing the main process 14 executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 242] This is a flowchart showing the performance update process 14 executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 243] This flowchart shows the operation support and performance processing performed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 244] This is a flowchart showing the development discrimination process performed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 245]This is a flowchart showing the character pattern setting process executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 246] This flowchart shows the mini-character setting process executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 247] This flowchart shows the various setting button input monitoring processes performed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 248] This flowchart shows the limit period setting process executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 249] This is a flowchart showing the relevant processing 14 performed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 250] This is a flowchart showing the minor win type command processing executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 251] This is a flowchart showing the operation content command processing executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 252] This is a flowchart showing the variable display setting process 14 executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 253] This flowchart shows the cheering performance setting process executed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 254] This is a flowchart showing the action timing determination process performed by the MPU in the audio lamp control device in the 11th embodiment. [Figure 255] This is a flowchart showing the command determination process 14 executed by the MPU in the display control device in the 11th embodiment. [Figure 256] This flowchart shows the action command processing executed by the MPU in the display control device in the 11th embodiment. [Figure 257]This is a top view of the guide channel of the lottery device in the 12th embodiment. [Figure 258] (a) and (b) are diagrams showing examples of display modes during the execution of the operation support performance in the 12th embodiment. [Figure 259] (a) and (b) are diagrams showing an example of the display when the volume setting item is selected during the execution of the operation support animation in the 12th embodiment. [Figure 260] This diagram schematically shows the operating patterns of each part within the lottery device during the execution of a minor prize game in the 12th embodiment. [Figure 261] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the 12th embodiment, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the 12th embodiment. [Figure 262] (a) is a schematic diagram showing the contents of the button mode selection table set in the ROM of the audio lamp control device in the 12th embodiment, (b) is a schematic diagram showing the contents of the hit (non-operation) table of the button mode selection table in the 12th embodiment, and (c) is a schematic diagram showing the contents of the hit (operation) table of the button mode selection table in the 12th embodiment. [Figure 263] (a) is a schematic diagram showing the contents of the table for deactivating (non-operating) the button mode selection table in the 12th embodiment, and (b) is a schematic diagram showing the contents of the table for deactivating (operating) the button mode selection table in the 12th embodiment. [Figure 264] This is a flowchart showing the various setting button input monitoring processes 15 executed by the MPU in the audio lamp control device in the 12th embodiment. [Figure 265] This is a flowchart showing the various setting button input monitoring processes 15 executed by the MPU in the audio lamp control device in the 12th embodiment. [Figure 266] This is a flowchart showing the processing performed by the MPU in the audio lamp control device in the 12th embodiment when the up or down button is pressed. [Figure 267] This flowchart shows the processing performed by the MPU in the audio lamp control device in the 12th embodiment when the left or right button is pressed. [Figure 268] This figure shows an example of the display mode during light intensity setting in the 12th embodiment. [Figure 269] This is a front view of the game board of a pachinko machine in the 13th embodiment. [Figure 270] This is a partially enlarged view of the vicinity of the small prize winning device in the 13th embodiment. [Figure 271] This figure shows the flow of balls inside the prize-winning device for minor wins in the 13th embodiment. [Figure 272] This diagram shows the flow of balls into the channel for the special effect route in the 13th embodiment. [Figure 273] This figure shows spherical flow into a straight V-channel in the 13th embodiment. [Figure 274] (a) is a schematic cross-sectional view showing the configuration of the rotating body in the operating state in the 13th embodiment, and (b) is a schematic cross-sectional view showing the configuration of the rotating body in the initial state in the 13th embodiment. [Figure 275] (a) is a schematic front view showing the configuration of the bonus device in the 13th embodiment, and (b) is a schematic top view showing the configuration of the bonus device in the 13th embodiment. [Figure 276] (a) is a schematic plan view showing the ball flow in the bonus device in the 13th embodiment when a ball enters the V prize, and (b) is a schematic plan view showing the ball flow in the bonus device in the 13th embodiment when a ball enters the out prize. [Figure 277] This is a partially enlarged view of the vicinity of the gate-type electric mechanism in the 13th embodiment. [Figure 278] This is a timing chart showing the operation of the minor win opening pattern A in the 13th embodiment. [Figure 279] This is a timing chart showing the operation of the minor win opening pattern B in the 13th embodiment. [Figure 280]This diagram shows the game flow of a pachinko machine in the 13th embodiment. [Figure 281] (a) is a diagram showing the period from winning minor prize A to playing the minor prize in the 13th embodiment, and (b) is a diagram showing the period from winning minor prize B to playing the minor prize in the 13th embodiment. [Figure 282] (a) is a schematic diagram showing the display screen when a minor win is achieved in the 13th embodiment, and (b) is a schematic diagram showing the display screen when a minor win game is started in the 13th embodiment. [Figure 283] (a) is a schematic diagram showing the display screen when a V-win occurs during a minor win game in the 13th embodiment, and (b) is a schematic diagram showing the display screen of a special feature challenge performance that is executed during a minor win game in the 13th embodiment. [Figure 284] (a) is a schematic diagram showing the display screen during the special feature challenge in the 13th embodiment, and (b) is a schematic diagram showing the successful screen of the special feature challenge in the 13th embodiment. [Figure 285] (a) is a schematic diagram showing the failure screen of the special feature challenge performance in the 13th embodiment, and (b) is a schematic diagram showing the display screen that is displayed when the power is started up in an error state in the 13th embodiment. [Figure 286] (a) is a block diagram showing the configuration of the ROM of the main control unit in the 13th embodiment, and (b) is a diagram schematically showing the contents of the first random number 14 table set in the ROM of the main control unit in the 13th embodiment. [Figure 287] (a) is a schematic diagram showing the contents of the first type selection 14 table set in the ROM of the main control unit in the 13th embodiment, and (b) is a schematic diagram showing the contents of the small type selection 14 table set in the ROM of the main control unit in the 13th embodiment. [Figure 288] This diagram schematically shows the contents of the minor win scenario table set in the ROM of the main control unit in the 13th embodiment. [Figure 289] (a) is a block diagram showing the configuration of the variable pattern selection 14 table set in the ROM of the main control unit in the 13th embodiment; (b) is a diagram schematically showing the specified contents of the normal variable pattern 14 table set in the ROM of the main control unit in the 13th embodiment; and (c) is a diagram schematically showing the specified contents of the time-saving variable pattern 14 table set in the ROM of the main control unit in the 13th embodiment. [Figure 290] This is a block diagram showing the configuration of the RAM of the main control unit in the 13th embodiment. [Figure 291] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the 13th embodiment, and (b) is a diagram schematically showing the contents of the display comment selection table set in the ROM of the audio lamp control device in the 13th embodiment. [Figure 292] This is a block diagram showing the RAM configuration of the audio lamp control device in the 13th embodiment. [Figure 293] This is a flowchart showing the special symbol variation process 15 executed by the MPU in the main control unit in the 13th embodiment. [Figure 294] This is a flowchart showing the small win initiation process 15 executed by the MPU in the main control unit in the 13th embodiment. [Figure 295] This is a flowchart showing the startup process 15 executed by the MPU in the main control unit in the 13th embodiment. [Figure 296] This flowchart shows the recovery process during a minor win that is executed by the MPU in the main control unit in the 13th embodiment. [Figure 297] This is a flowchart showing the small-win control process 15 executed by the MPU in the main control unit in the 13th embodiment. [Figure 298] This is a flowchart showing the V-pass detection process 15 executed by the MPU in the main control unit in the 13th embodiment. [Figure 299]This flowchart shows the game status setting process executed by the MPU in the main control unit in the 13th embodiment. [Figure 300] This flowchart shows the game status determination process performed by the MPU in the main control unit in the 13th embodiment. [Figure 301] This flowchart shows the monitoring process during a minor win that is performed by the MPU in the main control unit in the 13th embodiment. [Figure 302] This is a flowchart showing the performance update process 15 executed by the MPU in the audio lamp control device in the 13th embodiment. [Figure 303] This is a flowchart showing the relevant processing 15 performed by the MPU in the audio lamp control device in the 13th embodiment. [Figure 304] This flowchart shows the minor prize winning command processing executed by the MPU in the audio lamp control device in the 13th embodiment. [Figure 305] (a) is a schematic front view showing the configuration of the bonus device in the 14th embodiment, and (b) is a schematic top view showing the configuration of the bonus device in the 14th embodiment. [Figure 306] (a) is a schematic plan view showing the ball flow in the bonus device in the 14th embodiment when a ball enters the V prize, and (b) is a schematic plan view showing the ball flow in the bonus device in the 14th embodiment when a ball enters the out prize. [Figure 307] This is a timing chart showing the operation of the minor win opening pattern A in the 14th embodiment. [Figure 308] (a) is a schematic diagram showing the display screen during the special feature challenge in the 14th embodiment, and (b) is a schematic diagram showing the screen displayed when the special feature challenge in the 14th embodiment has elapsed for a predetermined period of time. [Figure 309](a) is a schematic front view showing the configuration of the bonus device in the first modified example of the 14th embodiment, and (b) is a schematic top view showing the configuration of the bonus device in the first modified example of the 14th embodiment. [Figure 310] (a) is a schematic plan view showing the ball flow in the bonus device in the first modified example of the 14th embodiment when a ball enters the V prize, and (b) is a schematic plan view showing the ball flow in the bonus device in the first modified example of the 14th embodiment when a ball enters the out prize. [Figure 311] This is a timing chart showing the operation of the small win opening pattern C in the first modified example of the 14th embodiment. [Figure 312] (a) is a schematic enlarged view showing the configuration of the delay device in a second modified example of the 14th embodiment, and (b) is a plan view of the delay device in a second modified example of the 14th embodiment. [Figure 313] This is a timing chart showing the operation of the small win opening pattern D in a second modified example of the 14th embodiment. [Figure 314] This is a front view of the game board of a pachinko machine in the 15th embodiment. [Figure 315] This is a partially enlarged view of the lower right region of the pachinko machine in the 15th embodiment. [Figure 316] This figure shows the case where a ball enters each of the operating ports in the 15th embodiment. [Figure 317] This timing chart shows the correspondence between the operation of the gate-type electric device during time reduction in the 15th embodiment and the switching operation of the switching valve. [Figure 318] This figure shows the game flow of a pachinko machine in the 15th embodiment. [Figure 319] This is a timing chart showing the operation of various devices during a minor win game in the 15th embodiment. [Figure 320] (a) is a diagram showing an example of the display screen during the time-saving A state in the 15th embodiment, and (b) is a diagram showing an example of the special 2 jackpot ending screen during the time-saving A state in the 15th embodiment. [Figure 321] (a) is a diagram showing an example of the display screen during the bonus rush in the 15th embodiment, and (b) is a diagram showing an example of the bonus rush ending screen in the 15th embodiment. [Figure 322] (a) is a diagram showing an example of a jackpot screen during a special feature rush in the 15th embodiment, and (b) is a diagram showing an example of a jackpot screen during a special feature rush in the 15th embodiment. [Figure 323] This figure shows an example of an error screen in the 15th embodiment. [Figure 324] (a) is a schematic diagram illustrating a portion of the contents of the ROM of the main control unit in the 15th embodiment, and (b) is a schematic diagram illustrating the first random number 16 table in the 15th embodiment. [Figure 325] (a) is a schematic diagram illustrating the first type selection 16 table in the 15th embodiment, and (b) is a schematic diagram illustrating the minor type selection 16 table in the 15th embodiment. [Figure 326] This is a schematic diagram illustrating the minor win scenario table in the 15th embodiment. [Figure 327] This is a schematic diagram illustrating a portion of the contents of the RAM of the main control unit in the 15th embodiment. [Figure 328] (a) is a schematic diagram illustrating a portion of the contents of the ROM of the voice lamp control device in the 15th embodiment, and (b) is a schematic diagram illustrating the title selection table in the 15th embodiment. [Figure 329] This is a schematic diagram illustrating a portion of the contents of the RAM of the audio lamp control device in the 15th embodiment. [Figure 330] This is a flowchart showing the normal pattern variation process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 331] This is a flowchart showing the minor win recovery process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 332] This is a flowchart showing the main process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 333] This is a flowchart showing the small hit control process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 334] This is a flowchart showing the minor win termination timing process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 335] This is a flowchart showing the V-pass detection process 16 executed by the MPU in the main control unit in the 15th embodiment. [Figure 336] This flowchart shows the power outage processing performed by the MPU in the main control unit in the 15th embodiment. [Figure 337] This is a flowchart showing the command determination process 16 executed by the MPU in the audio lamp control device in the 15th embodiment. [Figure 338] This is a flowchart showing the state command processing 16 executed by the MPU in the audio lamp control device in the 15th embodiment. [Figure 339] This is a flowchart showing the relevant processing 16 performed by the MPU in the audio lamp control device in the 15th embodiment. [Figure 340] This is a flowchart showing the variable display setting process 16 executed by the MPU in the audio lamp control device in the 15th embodiment. [Figure 341] This flowchart shows the final variation effect setting process executed by the MPU in the audio lamp control device in the 15th embodiment. [Figure 342] (a) is a diagram showing an example of a jackpot screen during a normal rush in Modification 1 of the 15th embodiment, and (b) is a diagram showing an example of a screen during a revival chance in Modification 1 of the 15th embodiment. [Figure 343] This figure shows the game flow of a pachinko machine in a modified example 1 of the 15th embodiment. [Figure 344] (a) is a schematic diagram illustrating a portion of the contents of the ROM of the main control unit in Modification 1 of the 15th embodiment, and (b) is a schematic diagram illustrating the first type selection table in Modification 1 of the 15th embodiment. [Figure 345] (a) is an enlarged front view of the rolling mechanism in Modification 2 of the 15th embodiment, and (b) is an enlarged plan view of the rolling mechanism in Modification 2 of the 15th embodiment. [Figure 346] This is a front view of the game board of a pachinko machine in modified example 3 of the 15th embodiment. [Figure 347] This is a timing chart showing the operation of various devices during a minor win game in Modification 3 of the 15th embodiment. [Figure 348] This figure shows an example of a special 2 small win screen during a normal rush in Modification 3 of the 15th embodiment. [Figure 349] (a) is a diagram showing an example of the screen for starting a normal mini-win game in the 16th embodiment, and (b) is a diagram showing an example of the display screen for the first time a normal mini-win game is opened in the 16th embodiment. [Figure 350] (a) is a diagram showing an example of the screen for the second opening of the normal mode mini-bonus game in the 16th embodiment, and (b) is a diagram showing an example of the screen for the start of the normal mode mini-bonus game in the 16th embodiment. [Figure 351] (a) is a diagram showing an example of the ball storage completion screen during a minor win game in the 16th embodiment, and (b) is a diagram showing an example of the waiting screen until stored balls are dispensed in the 16th embodiment. [Figure 352] This is a flowchart showing the performance update process 17 executed by the MPU in the audio lamp control device in the 16th embodiment. [Figure 353] This is a flowchart showing the relevant processing 17 performed by the MPU in the audio lamp control device in the 16th embodiment. [Figure 354] This flowchart shows the status command processing performed by the MPU in the audio lamp control device in the 16th embodiment. [Figure 355] This is a front view of the game board of a pachinko machine in a structurally modified example of the 15th embodiment. [Figure 356] This is a partially enlarged view of the lower right region of a pachinko machine in a structural modification of the 15th embodiment. [Figure 357] This timing chart shows the correspondence between the operation of the gate-type electric device during time reduction in a structural modification of the 15th embodiment and the switching operation of the switching valve. [Figure 358] (a) and (b) are diagrams showing the display screen in a modified version of the 15th embodiment. [Figure 359] (a) and (b) are diagrams showing the display screen when the power is turned on in a modified control configuration of the 15th embodiment. [Figure 360] (a) is a diagram showing the configuration of the RAM of the MPU in the main control unit in a modified control configuration of the 15th embodiment, and (b) is a diagram showing the configuration of the power restoration status selection table of the RAM of the MPU in the main control unit in a modified control configuration of the 15th embodiment. [Figure 361] This figure shows the configuration of the RAM in the MPU within the main control unit in a modified control example of the 15th embodiment. [Figure 362] This flowchart shows the power outage processing A performed by the MPU in the main control unit in a modified control example of the 15th embodiment. [Figure 363] This flowchart shows the recovery process A during a minor hit, which is performed by the MPU in the main control unit in a modified control example of the 15th embodiment. [Figure 364] This is a front view of a pachinko machine in the 17th embodiment. [Figure 365] This is a front view of the game board of a pachinko machine in the 17th embodiment. [Figure 366] This is a rear view of the pachinko machine in the 17th embodiment. [Figure 367] This is a block diagram showing the electrical configuration of a pachinko machine in the 17th embodiment. [Figure 368](a) is a schematic diagram showing the area division setting and effective line setting of the display screen of the third graphic display device in the 17th embodiment, and (b) is a schematic diagram showing an example of a display mode displayed by the third graphic display device in the 17th embodiment. [Figure 369] (a) and (b) are diagrams showing the internal structure of the ball-catching unit. [Figure 370] This timing chart shows the flow of the on / off control of the special symbol LEDs that is performed in accordance with each special symbol variation and the number of held balls in the 17th embodiment. [Figure 371] (a) is a diagram showing an example of the display content on the display screen of the third symbol display device in the 17th embodiment when the next prize is not at the upper limit in Special Figure 1, and (b) is a diagram showing an example of the display content on the display screen of the third symbol display device in the 17th embodiment when the hold in Special Figure 1 is at the upper limit and the hold in Special Figure 2 is not at the upper limit. [Figure 372] (a) is a diagram showing an example of the display content on the display screen of the third symbol display device in the 17th embodiment when the next prize destination is at its upper limit during a losing spin, and (b) is a diagram showing an example of the display content displayed on the display screen of the third symbol display device in the 17th embodiment 2 seconds before the losing spin stops. [Figure 373] This figure schematically shows the configuration of various counters in the 17th embodiment. [Figure 374] This is a block diagram showing the configuration of the ROM of the main control unit in the 17th embodiment. [Figure 375] (a) is a schematic diagram illustrating the contents of the first random number table set in the ROM of the main control unit in the 17th embodiment, and (b) is a schematic diagram illustrating the contents of the second random number table set in the ROM of the main control unit in the 17th embodiment. [Figure 376](a) is a schematic diagram illustrating the configuration of the jackpot type selection table set in the ROM of the main control device in the 17th embodiment, (b) is a schematic diagram illustrating the contents of the normal table set in the ROM of the main control device in the 17th embodiment, and (c) is a schematic diagram illustrating the contents of the time-saving / probability variation table set in the ROM of the main control device in the 17th embodiment. [Figure 377] This is a schematic diagram illustrating the configuration of the variation pattern selection table set in the ROM of the main control unit in the 17th embodiment. [Figure 378] This is a schematic diagram illustrating the contents of the normal use table set in the ROM of the main control unit in the 17th embodiment. [Figure 379] This is a schematic diagram illustrating the contents of the probability variation / time reduction table set in the ROM of the main control device in the 17th embodiment. [Figure 380] This is a schematic diagram illustrating the contents of the general pattern variation table set in the ROM of the main control device in the 17th embodiment. [Figure 381] This is a block diagram showing the configuration of the RAM of the main control unit in the 17th embodiment. [Figure 382] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the 17th embodiment, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the 17th embodiment. [Figure 383] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit. [Figure 384] This flowchart shows the special symbol variation process executed by the MPU in the main control unit. [Figure 385] This flowchart shows the variable execution determination process performed by the MPU in the main control unit. [Figure 386] This flowchart shows the process for initiating the first special symbol variation, which is executed by the MPU in the main control unit. [Figure 387]This flowchart shows the process for initiating the second special symbol variation, which is executed by the MPU in the main control unit. [Figure 388] This flowchart shows the start-up prize-winning process performed by the MPU in the main control unit. [Figure 389] This flowchart shows the pre-fetching process performed by the MPU in the main control unit. [Figure 390] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit. [Figure 391] This flowchart shows the through-gate pass-through process performed by the MPU in the main control unit. [Figure 392] This is a flowchart showing the NMI interrupt processing performed by the MPU in the main control unit. [Figure 393] This flowchart shows the startup process performed by the MPU in the main control unit. [Figure 394] This is a flowchart showing the main processing performed by the MPU within the main control unit. [Figure 395] This flowchart shows the jackpot control process executed by the MPU in the main control unit. [Figure 396] This flowchart shows the jackpot action setting process executed by the MPU in the main control unit. [Figure 397] This flowchart shows the jackpot termination process executed by the MPU in the main control unit. [Figure 398] This flowchart shows the startup process performed by the MPU within the audio lamp control device. [Figure 399] This flowchart shows the main processing performed by the MPU within the audio lamp control device. [Figure 400] This flowchart shows the command determination process executed by the MPU within the audio lamp control device. [Figure 401] This flowchart shows the variable start process (as shown in Figure 1) executed by the MPU within the audio lamp control device. [Figure 402]It is a flowchart showing the variation start process executed by the MPU in the voice lamp control device. [Figure 403] It is a flowchart showing the stop type command reception process executed by the MPU in the voice lamp control device. [Figure 404] It is a flowchart showing the reserved ball number process executed by the MPU in the voice lamp control device. [Figure 405] It is a flowchart showing the state command reception process executed by the MPU in the voice lamp control device. [Figure 406] It is a flowchart showing the hit related process executed by the MPU in the voice lamp control device. [Figure 407] It is a flowchart showing the jackpot related process executed by the MPU in the voice lamp control device. [Figure 408] It is a flowchart showing the lighting revival process executed by the MPU in the voice lamp control device. [Figure 409] It is a flowchart showing the ball entry setting process executed by the MPU in the voice lamp control device. [Figure 410] It is a flowchart showing the variation display setting process executed by the MPU in the voice lamp control device. [Figure 411] It is a flowchart showing the lamp setting process executed by the MPU in the voice lamp control device. [Figure 412] It is a flowchart showing the navigation effect setting process executed by the MPU in the voice lamp control device. [Figure 413] It is a front view of the game board of the pachinko machine in the 18th embodiment. [Figure 414] (a) is an enlarged view schematically showing the ball flow when the ball launched by the right-handed game flows down the left flow path, and (b) is an enlarged view schematically showing the ball flow when the ball launched by the right-handed game flows down the right flow path 702. [Figure 415]It is a flowchart showing the startup process executed by the MPU in the main control device. [Figure 416] (a) is a diagram showing an example of the display content when the special figure 2 hold is not at the upper limit value during time shortening on the display screen of the third symbol display device in the 18th embodiment, and (b) is a diagram showing an example of the display content of a special figure 1 sure change big win on the display screen of the third symbol display device in the 18th embodiment during time shortening. [Figure 417] It is a diagram showing an example of the display content during the change of the special figure 2 sure change big win on the display screen of the third symbol display device in the 18th embodiment. [Figure 418] It is a diagram showing an example of the display content when the special figure 1 hold is at the upper limit value on the display screen of the third symbol display device in the 18th embodiment. [Figure 419] (a) is a schematic diagram schematically showing the content of the special figure 1 - use 2 table set in the ROM of the main control device in the 18th embodiment, and (b) is a schematic diagram schematically showing the content of the special figure 2 - use 2 table set in the ROM of the main control device in the 18th embodiment. [Figure 420] (a) is a schematic diagram schematically showing the configuration of the variation pattern selection 2 table set in the ROM of the main control device in the 18th embodiment, and (b) is a schematic diagram schematically showing the content of the normal - use 2 table set in the ROM of the main control device in the 18th embodiment. [Figure 421] (a) is a schematic diagram schematically showing the content of the time - shortening - use 2 table set in the ROM of the main control device in the 18th embodiment, and (b) is a schematic diagram schematically showing the content of the sure - change - use 2 table set in the ROM of the main control device in the 18th embodiment. [Figure 422] It is a block diagram showing the configuration of the RAM of the main control device in the 18th embodiment. [Figure 423] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 18th embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the 18th embodiment. [Figure 424]This is a schematic diagram illustrating the contents of the notification on / off selection table set in the ROM of the audio lamp control device in the 18th embodiment. [Figure 425] This flowchart shows the special symbol variation process executed by the MPU in the main control unit. [Figure 426] This flowchart shows the process for initiating the first special symbol variation, which is executed by the MPU in the main control unit. [Figure 427] This flowchart shows the first special symbol jackpot determination process executed by the MPU in the main control unit. [Figure 428] This flowchart shows the first special symbol variation pattern selection process executed by the MPU in the main control unit. [Figure 429] This flowchart shows the processing during the execution of the first special symbol variation, which is performed by the MPU in the main control unit. [Figure 430] This flowchart shows the first special symbol variation stop process executed by the MPU in the main control unit. [Figure 431] This flowchart shows the game count update process executed by the MPU in the main control unit. [Figure 432] This flowchart shows the process for initiating the second special symbol variation, which is executed by the MPU in the main control unit. [Figure 433] This flowchart shows the second special symbol jackpot determination process executed by the MPU in the main control unit. [Figure 434] This flowchart shows the second special symbol variation pattern selection process executed by the MPU in the main control unit. [Figure 435] This flowchart shows the processing during the execution of the second special symbol variation, which is performed by the MPU in the main control unit. [Figure 436] This flowchart shows the second special symbol variation stop process executed by the MPU in the main control unit. [Figure 437] This flowchart shows the start-up prize-winning process 2, which is performed by the MPU in the main control unit. [Figure 438]It is a flowchart showing the first pre-reading process executed by the MPU in the main control device. [Figure 439] It is a flowchart showing the second pre-reading process executed by the MPU in the main control device. [Figure 440] It is a flowchart showing the command determination process 2 executed by the MPU in the voice lamp control device. [Figure 441] It is a flowchart showing the special figure 1 variation start process 2 executed by the MPU in the voice lamp control device. [Figure 442] It is a flowchart showing the special figure 2 variation start process 2 executed by the MPU in the voice lamp control device. [Figure 443] It is a flowchart showing the in-play setting process executed by the MPU in the voice lamp control device. [Figure 444] It is a flowchart showing the short-time setting process executed by the MPU in the voice lamp control device. [Figure 445] It is a flowchart showing the reserved ball count process 2 executed by the MPU in the voice lamp control device. [Figure 446] It is a flowchart showing the in-play notification process executed by the MPU in the voice lamp control device. [Figure 447] It is a flowchart showing the short-time notification process executed by the MPU in the voice lamp control device. [Figure 448] (a) is an enlarged perspective view schematically showing a part of the ball entry unit, and (b) is an enlarged perspective view schematically showing a configuration actually visible to the player among the ball entry units 6400.

Embodiments for Carrying Out the Invention

[0019] <First Embodiment> Hereinafter, the first embodiment of the present invention will be described with reference to the accompanying drawings. FIG. 1 is a front view of the pachinko machine 10 in the first embodiment, FIG. 2 is a front view of the game board 13 of the pachinko machine 10, and FIG. 3 is a rear view of the pachinko machine 10.

[0020] As shown in Figure 1, the pachinko machine 10 comprises an outer frame 11 formed by a roughly rectangular wooden frame, and an inner frame 12 formed to be approximately the same external shape as the outer frame 11 and supported by the outer frame 11 so as to be openable and closable. Metal hinges 18 are attached to the outer frame 11 at two locations, upper and lower, on the left side in a front view (see Figure 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable towards the front, with the side on which the hinges 18 are provided as the axis of opening and closing.

[0021] A game board 13 (see Figure 2), which has numerous nails and ball entry points 64, 640, 67, etc., is detachably attached to the inner frame 12 from the back side. The pinball game is played as game balls flow down the front of this game board 13. The inner frame 12 is also fitted with a ball launching unit 112a (see Figure 8) that launches game balls into the front area of ​​the game board 13, and a launching rail (not shown) that guides the game balls launched from the ball launching unit 112a to the front area of ​​the game board 13.

[0022] The front side of the inner frame 12 is provided with a front frame 14 that covers the upper front side and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached to two locations, upper and lower, on the left side in a front view (see Figure 1). The side on which the hinges 19 are provided is used as the axis of opening and closing, allowing the front frame 14 and the lower tray unit 15 to open and close towards the front. The locking of the inner frame 12 and the locking of the front frame 14 are released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.

[0023] The front frame 14 is assembled with decorative resin parts and electrical components, and has a roughly oval-shaped window 14c in its approximate center. A glass unit 16 having two glass plates is arranged on the back side of the front frame 14, and the front of the game board 13 is visible from the front side of the pachinko machine 10 through the glass unit 16.

[0024] The front frame 14 is formed in a roughly box-like shape with an upper tray 17 for storing game balls that protrudes forward and has an open top surface. Prize balls and loan balls are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed to slope downward to the right when viewed from the front (see Figure 1), and this slope guides the game balls placed in the upper tray 17 to the ball launching unit 112a. A frame button 22 is also provided on the top surface of the upper tray 17. This frame button 22 is operated by the player, for example, to change the effects and background displayed on the third symbol display device 81, which will be described later.

[0025] The front frame 14 is equipped with various light-emitting means such as lamps around its periphery (for example, the corners). These light-emitting means are controlled to change their illumination pattern by lighting up or flashing in response to changes in the game state, such as during a jackpot or a predetermined reach, thereby enhancing the visual effects during gameplay. The periphery of the window section 14c is provided with illuminated sections 29-33, each containing a light-emitting means such as an LED. In the pachinko machine 10, these illuminated sections 29-33 function as display lamps such as jackpot lamps, and during jackpots or reach sequences, the built-in LEDs light up or flash, indicating that a jackpot is in progress or that the player is one step away from a jackpot. In addition, the upper left of the front frame 14 (see Figure 1) is equipped with an indicator lamp 34 that contains a light-emitting means such as an LED and can display whether a prize ball is being dispensed or an error has occurred.

[0026] Furthermore, a small window 35 is formed on the lower side of the right-side illuminated section 32 by attaching transparent resin from the back side so that the back side of the front frame 14 can be seen, and the stickers etc. that are attached to the attachment space K1 (see Figure 2) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, plated members 36 made of ABS resin with chrome plating are attached to the area around the illuminated sections 29 to 33 in order to create a more dazzling appearance.

[0027] Below the window section 14c, a ball dispensing operation unit 40 is provided. The ball dispensing operation unit 40 is equipped with a balance display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with banknotes or cards inserted into the card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10, game balls are dispensed according to the operation. Specifically, the balance display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED lights up to display the remaining balance as a number. The ball dispensing button 42 is operated to obtain dispensed balls based on the information recorded on the card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a balance on the card, etc. The return button 43 is operated when requesting the return of the card, etc. inserted into the card unit. In pachinko machines where game balls are dispensed directly to the upper tray 17 from a ball dispensing device without the use of a card unit, so-called cash machines, the ball dispensing operation unit 40 is unnecessary. In this case, the component configuration can be made common by adding decorative stickers or the like to the installation area of ​​the ball dispensing operation unit 40. This allows for the commonality of pachinko machines using card units and cash machines.

[0028] The lower tray unit 15, located below the upper tray 17, has a roughly box-shaped lower tray 50 in its center, which is used to store game balls that could not be stored in the upper tray 17. To the right of the lower tray 50 is an operating handle 51, which is operated by the player to launch game balls onto the front of the game board 13. Inside the operating handle 51 are a touch sensor 51a for allowing the ball launching unit 112a to be driven, a push-button type stop switch 51b that stops the launching of game balls while the handle is being pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by a change in electrical resistance. When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation. The game ball is then launched with a force corresponding to the resistance value of the variable resistor, which changes according to the amount of rotation of the operating handle 51, and the game ball is launched onto the front of the game board 13 with a distance corresponding to the player's operation. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0029] In this embodiment, the configuration is as described above, but it is not limited to this. The main control device 110 or other control devices may be configured to detect game balls launched by the ball launching unit 112a, or the solenoid of the ball launching unit 112a may be configured to detect that a game ball has been launched. In addition, the number of detected game balls may be counted and stored until a process such as RAM clearing is performed.

[0030] A ball release lever 52 is provided on the lower front of the lower tray 50 for operating when discharging game balls stored in the lower tray 50 downwards. This ball release lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and game balls fall out naturally from this bottom opening and are discharged. This ball release lever 52 is usually operated with a box (commonly called a "ball box") placed below the lower tray 50 to receive the game balls discharged from the lower tray 50. As described above, an operating handle 51 is provided to the right of the lower tray 50, and an ashtray 53 is attached to the left of the lower tray 50.

[0031] As shown in Figure 2, the game board 13 is constructed by assembling numerous nails and windmills for guiding balls, rails 61, 62, a general prize slot 63, a first ball slot 64, a second ball slot 640, a variable prize device 65, an activated prize slot 660, a variable display unit 80, etc., onto a wooden base plate 60 that has been cut into a roughly square shape when viewed from the front. The periphery of the game board 13 is attached to the back side of the inner frame 12. The general prize slot 63, the first ball slot 64, the second ball slot 640, the variable prize device 65, the activated prize slot 660, and the variable display unit 80 are placed in through holes formed in the base plate 60 by router processing and are fixed from the front side of the game board 13 with wood screws or the like. In addition, the central front portion of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see Figure 1). The configuration of the game board 13 will be described below mainly with reference to Figure 2.

[0032] An outer rail 62, formed by bending a strip of metal plate into a roughly arc shape, is installed on the front of the game board 13. An inner rail 61, also formed from a strip of metal plate in the same arc shape as the outer rail 62, is installed inside the outer rail 62. The outer rail 61 and outer rail 62 surround the outer perimeter of the front of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see Figure 1). Thus, a game area is formed on the front of the game board 13 where the game is played by the movement of the game balls. The game area is a roughly circular area on the front of the game board 13, demarcated by the two rails 61 and 62 and the arc member 70 (an area where the starting opening and other features are located and the launched game balls flow down). The game area also includes all areas through which the game balls flow after passing the return ball prevention member 68 until they pass through the out opening 66 and the prize winning opening.

[0033] The two rails 61 and 62 are provided to guide the game balls launched from the ball launching unit 112a (see Figure 8) to the top of the game board 13. The tip of the outer rail 62 (upper left in Figure 2) is provided with an activated prize slot 660 into which game balls can enter. When a game ball enters this activated prize slot 660, the game transitions to a jackpot state (special game state), which is advantageous for the player. More specifically, when a jackpot is determined in the lottery for the special symbol (first symbol), the game is set to a state (jackpot standby state) where entry into this activated prize slot 660 is considered valid. Normally, even if a game ball enters the activated prize slot 660, it does not affect the game in any way. In the jackpot standby state, when the player launches a game ball towards the activated prize slot 660, the game ball enters the activated prize slot (wins), and the jackpot begins. As shown in Figure 2, a rotating member 670a that rotates at a constant speed is positioned to the left of the operating prize entry opening 660 when viewed from the front. Depending on its rotational position, this rotating member 670a can be positioned in a way that either obstructs or does not obstruct the movement of game balls launched toward the operating prize entry opening 660. Therefore, unless the game balls are launched at the timing when the rotating member 670a is in a position that does not obstruct the game balls, it is not possible to get the game balls into the operating prize entry opening 660 (to start a jackpot). Thus, when a jackpot is determined in the special symbol lottery, the position of the rotating member 670a is taken into consideration when launching the game balls, thereby enhancing the player's enjoyment of the game.

[0034] As shown in Figure 2, the activated prize entry opening 660 is located at the end of a flow path (flow path for the activated prize entry opening) that is wider than the width of one game ball but narrower than the width of two game balls. This flow path for the activated prize entry opening is configured to receive (flow into) game balls launched with a predetermined range of launch intensity, including at least the maximum force (launch intensity) (for example, in the range of launch intensity from 95% to 100%). Therefore, when a jackpot is determined in the special symbol lottery and the game enters a jackpot standby state, the game ball can be easily entered into the activated prize entry opening 660 simply by rotating the handle 51 to its maximum movable range when aiming for the activated prize entry opening 660.

[0035] A return rubber 69 is attached to the tip of the inner rail 61. When a game ball is launched with a predetermined launch strength (for example, a launch strength in the range of 90% to 95%), it hits the return rubber 69, and its momentum is dampened as it bounces back towards the center. In addition, a resin arc member 70, which has an arc on its inner side connecting the rails, is driven into the base plate 60 and fixed between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62.

[0036] In this pachinko machine 10, a lottery for a special symbol (first symbol) is held when a game ball enters either the first ball entry port 64 or the second ball entry port 640, and a lottery for a normal symbol (second symbol) is held when a game ball passes through the normal ball entry port 67. In the lottery for a special symbol held when a ball enters either the first ball entry port 64 or the second ball entry port 640, a determination is made as to whether or not it is a special symbol jackpot, and if it is determined to be a special symbol jackpot, the type of jackpot is also determined. When a special symbol jackpot is hit, the pachinko machine 10 transitions to a special game state, and a specific prize entry port 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have elapsed, or until a predetermined number of game balls have entered), and this opening is repeated a number of times (number of rounds) corresponding to the type of jackpot. As a result, a large number of game balls enter the specific prize slot 65a, resulting in a larger payout of prize balls than usual. There are six types of special symbol jackpots, from "Jackpot A" to "Jackpot F," and after the special game state ends, as added value after the jackpot ends, the player is given game value (game value) corresponding to the result of the jackpot game. The three types "Jackpot A to C" are jackpot types that can be determined when a jackpot is won in a special symbol lottery that is executed when a game ball enters the first ball entry slot 64, while the three types "Jackpot D to F" are jackpot types that can be determined when a jackpot is won in a special symbol lottery that is executed when a game ball enters the second ball entry slot 640. Hereafter, for the sake of simplicity, the lottery for special symbols that is conducted when a game ball enters the first ball entry opening 64 will be referred to as the lottery for the first special symbol, and the lottery for special symbols that is conducted when a game ball enters the second ball entry opening 640 will be referred to as the lottery for the second special symbol.

[0037] When a special symbol (first symbol) is drawn, the first symbol display device 37 starts displaying the special symbol in a variable manner, and after a predetermined time (for example, 7 to 90 seconds) has elapsed, the special symbol indicating the drawing result is displayed in a fixed position. If a game ball enters the first ball entry port 64 or the second ball entry port 640 while the variable display is being shown on the first symbol display device 37, the number of balls that enter is reserved up to a maximum of 4 times for each type of ball entry port, and the number of reserved balls is shown on the first symbol display device 37 and also on the third symbol display device 81. When the variable display on the first symbol display device 37 ends, if there are still reserved balls remaining for the first ball entry port 64 or the second ball entry port 640, the next special symbol drawing is held, and the variable display corresponding to that drawing begins.

[0038] On the other hand, in the lottery for regular symbols conducted when a game ball passes through the regular ball entry opening 67, a determination is made as to whether or not a regular symbol is drawn. If a regular symbol is drawn, the electric mechanism 640a attached to the second ball entry opening 640 is moved to the open position for a predetermined time (for example, 0.2 seconds or 1 second), thereby opening the second ball entry opening 640. Normally, the electric mechanism 640a is positioned in the closed position, so the second ball entry opening 640 is closed. Therefore, balls flowing down from above in a front view toward the second ball entry opening 640 are blocked by the electric mechanism 640a, making it impossible (or difficult) for them to enter the second ball entry opening 640. On the other hand, if a regular symbol is drawn, the electric mechanism 640a is opened, making it easier for balls flowing down toward the second ball entry opening 640 to enter, and as a result, the lottery for the second special symbol becomes easier to conduct.

[0039] Furthermore, when a drawing for a regular symbol (second symbol) is performed, the second symbol display device 83 starts displaying a variation of the regular symbol, and after a predetermined time (for example, 3 seconds or 30 seconds) has elapsed, the regular symbol indicating the drawing result is displayed in a stopped state. If a game ball passes through the regular ball entry opening 67 while the variation display is being performed on the second symbol display device 83, the number of times it passes through is held up to a maximum of 4 times, and the number of held balls is displayed on the first symbol display device 37 and also on the second symbol hold lamp 84. When the variation display on the second symbol display device 83 ends, if there are still held balls remaining for the regular ball entry opening 67, the next drawing for a regular symbol is performed, and a variation display corresponding to that drawing begins.

[0040] As mentioned above, there are six types of special symbol jackpots, ranging from "Jackpot A" to "Jackpot F".

[0041] If you get "Big Win A," you enter a special game state with 8 rounds (8-round big win). On the other hand, if you get "Big Win B" or "Big Win C," you enter a special game state with 5 rounds (5-round big win), if you get "Big Win D," you enter a special game state with 16 rounds (16-round big win), and if you get "Big Win E" or "Big Win F," you enter a special game state with 10 rounds (10-round big win). Furthermore, if you get "Big Win A," "Big Win B," "Big Win D," or "Big Win E," after the big win ends, you will enter a high-probability state for special symbols (special symbol probability increase). Also, if you are granted the high-probability state for special symbols, the probability of winning with regular symbols will also increase (a time-saving state for regular symbols will be granted). The high-probability state for special symbols and the time-saving state for regular symbols will continue from the end of the big win until the next big win occurs. On the other hand, if you get "Big Win C" or "Big Win F," you will be granted a time-saving state for regular symbols after the big win ends, but you will not be granted a high probability state for special symbols. This time-saving state for regular symbols granted after "Big Win C" or "Big Win F" ends will end after 100 draws for special symbols.

[0042] Here, "high probability state for special symbols" refers to a state where the probability of hitting a jackpot with special symbols has increased, also known as the "high probability state for special symbols" (special symbol probability change state), or in other words, a state of play where it is easier to transition to a special game state (jackpot). Conversely, when the state is not the "high probability state for special symbols," it is called the "low probability state for special symbols," which means that the probability of hitting a jackpot is lower than in the special symbol probability change state, i.e., the probability of hitting a jackpot with special symbols is in its normal state (special symbol low probability state). Also, "time-saving state for normal symbols" (normal symbol high probability state) refers to a state of play where the probability of hitting with normal symbols has increased, making it easier for game balls to enter the second ball entry point 640. Conversely, when the state is not the "time-saving state for normal symbols," it is called the "normal state for normal symbols" (normal symbol low probability state), which means that the probability of hitting with normal symbols is in its normal state, i.e., the probability of hitting is lower than during time-saving mode.

[0043] As described above, in this embodiment, the number of rounds for a special symbol jackpot varies depending on the type of jackpot. Alternatively, the number of rounds could be the same for all jackpot types (for example, all 5 rounds). Furthermore, in this embodiment, the "special symbol probability variation state" granted after a jackpot continues until the next jackpot occurs, but this is not the only option. For example, the duration of the "special symbol probability variation state" could be limited to the number of times the special symbol is drawn (for example, 100 times). In this case, the number of draws that result in the "special symbol probability variation state" and the number of draws that result in the "normal symbol time reduction state" could be different. Alternatively, the number of draws could be varied depending on the type of jackpot.

[0044] In this pachinko machine 10, when the initial settings are performed by turning on the power, etc., it is always set to the "low probability state for special symbols" and the "normal state for regular symbols". Then, if any of "Big Win A", "Big Win B", "Big Win D", or "Big Win E" occurs, it transitions from the "low probability state for special symbols" to the "probability state for special symbols" and from the "normal state for regular symbols" to the "time-saving state for regular symbols". In this case, the set "probability state for special symbols" and "time-saving state for regular symbols" will continue until the next big win. On the other hand, if "Big Win C" or "Big Win F" occurs, it transitions to the "low probability state for special symbols" and the "time-saving state for regular symbols". From now on, for the sake of simplicity, jackpots that grant a "special symbol probability variation state" and a "regular symbol time reduction state" after the jackpot ends ("Jackpot A", "Jackpot B", "Jackpot D", "Jackpot E") will be referred to as "probability variation jackpots". On the other hand, jackpots that grant only 100 rounds of "regular symbol time reduction state" after the jackpot ends ("Jackpot C", "Jackpot F") will be referred to as "regular jackpots".

[0045] A first symbol display device 37 is provided on the lower left side of the front view of the game board 13 (lower left side in Figure 2), which is equipped with multiple light-emitting diodes (hereinafter abbreviated as "LEDs") 37a and a 7-segment display 37b. The first symbol display device 37 displays information according to the various controls performed by the main control device 110, which will be described later, and mainly displays the game status of the pachinko machine 10. The multiple LEDs 37a indicate by their lighting state whether or not the lottery for special symbols, which is performed when a ball enters the first ball entry opening 64 (starting entry), is in progress, or they indicate by their lighting state the special symbol (first symbol) corresponding to the lottery result for that special symbol as the stop symbol after the completion of the variation, or they indicate by their lighting state the number of reserved balls, which is the number of game balls that have entered the first ball entry opening 64 or the second ball entry opening 640 but have not yet undergone variation (reserved balls).

[0046] If a game ball enters the first ball entry port 64 or the second ball entry port 640 while the first symbol display device 37 is showing a variation of the special symbol (first symbol), the number of balls that enter will be held up to a maximum of 4 times. The number of held balls will be shown by the first symbol display device 37 and also by the third symbol display device 81. In this embodiment, balls entering the first ball entry port 64 and the second ball entry port 640 are configured to be held up to a maximum of 4 times each, but the maximum number of held balls is not limited to 4 times and may be set to 3 times or less, or 5 times or more (for example, 8 times).

[0047] The 7-segment display 37b displays the number of rounds during a jackpot and any errors. The LED 37a is configured so that each LED emits a different color (for example, red, green, and blue), and by combining these colors, it is possible to display various game states of the pachinko machine 10 (such as a high probability state for special symbols or a time-saving state for regular symbols) with a small number of LEDs. In addition, the LED 37a not only indicates whether the result of the special symbol lottery after the end of the spin is a jackpot, but also, if it is a jackpot, it displays the type of jackpot (the special symbol (first symbol) corresponding to jackpot A to F).

[0048] Furthermore, the game area is equipped with multiple general prize slots 63 from which 5 to 15 game balls are dispensed as prize balls when a game ball enters. In addition, a variable display unit 80 is provided in the central part of the game area. The variable display unit 80 is equipped with a third symbol display device 81 made of a liquid crystal display (hereinafter simply abbreviated as "display device") and a second symbol display device 83 made of LEDs. A center frame 86 is provided around the outer periphery of the third symbol display device 81 in this variable display unit 80.

[0049] The third symbol display device 81 displays decorative elements in response to the display on the first symbol display device 37. For example, when a game ball enters the first ball entry slot 64 or the second ball entry slot 640 (starting entry), this triggers the first symbol display device 37 to display a variation of the special symbol (first symbol). Furthermore, the third symbol display device 81 synchronizes with the variation of the special symbol and displays a variation of the third symbol corresponding to the variation of the special symbol.

[0050] The third symbol display device 81 is composed of a large 8-inch liquid crystal display, and its display content is controlled by the display control device 114, which will be described later, so that, for example, three rows of symbols—left, center, and right—are displayed. Each row of symbols consists of multiple symbols, and these symbols scroll vertically row by row so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In this embodiment, the game state corresponding to the control of the main control device 110 is displayed on the first symbol display device 37, while the third symbol display device 81 displays decorative information corresponding to the display on the first symbol display device 37. Alternatively, the third symbol display device 81 may be configured using, for example, reels instead of a display device.

[0051] Here, with reference to Figure 6, the display content of the third pattern display device 81 will be explained. Figure 7 is a diagram illustrating the display screen of the third pattern display device 81, Figure 6(a) is a schematic diagram showing the area division setting and effective line setting of the display screen, and Figure 6(b) is a diagram illustrating an actual display screen.

[0052] The third design consists of nine main designs numbered "1" through "9". Each main design is designed to resemble a number from "1" through "9". Each main design is made up of a rear design consisting of a wooden box with the number "1" through "9" added on top. Of these, the main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (2, 4, 6, 8) have auxiliary designs resembling characters such as a plane, a furoshiki (wrapping cloth), and a helmet added to almost the entire front of the wooden box, with the even number added in small green letters to the lower right of the auxiliary design, and displayed in front of the auxiliary design.

[0053] Furthermore, in the pachinko machine 10 of this embodiment, if the result of the special symbol lottery, which is performed by the main control device 110 (see Figure 8) described later, is a jackpot, a variation display showing the same main symbols lined up is performed, and a jackpot occurs after that variation display has finished. On the other hand, if the result of the special symbol lottery is a loss, a variation display showing no matching main symbols is performed.

[0054] For example, if the lottery result of the special symbol is a certain probability big win (any one of "Big Win A", "Big Win B", "Big Win D", "Big Win E"), a variable display is performed where the main symbols with any one of "1" to "9" added are aligned. Also, if it is a normal big win ("Big Win C" or "Big Win F"), a variable display is performed where the main symbols with even numbers "0, 2, 4, 6, 8" added are aligned. That is, the variable display where the main symbols with odd numbers "1, 3, 5, 7, 9" added are aligned may only be executed in the case of a certain probability big win. Even in the case of a certain probability big win, by adopting a configuration where a variable display where the main symbols with even numbers added are aligned may be performed, even when the main symbols with even numbers added are aligned, it is possible to make the player perform the games during the big win expecting it to be a certain probability big win. On the other hand, if the lottery result of the special symbol is a miss, a variable display where the main symbols with the same number are not aligned is performed. In the case of a certain probability big win, the ratio of the variable display where the main symbols with even numbers added are aligned is set to, for example, 60%. Also, when a certain probability big win is started by the variable display where the main symbols with even numbers added are aligned, during the predetermined period of the big win (for example, during the round period of 5 rounds), a production for notifying that it was a certain probability big win is executed.

[0055] As shown in FIG. 6(a), the display screen of the third symbol display device 81 is roughly divided into two parts vertically. The lower 2 / 3 is the main display area Dm for variably displaying the third symbol, and the remaining upper 1 / 3 is the sub-display area Ds for displaying a preview production, characters, and the number of hold balls, etc.

[0056] The main display area Dm is divided into three display areas Dm1 to Dm3: left, middle, and right. Three symbol rows Z1, Z2, and Z3 are displayed in each of these three display areas Dm1 to Dm3. The third symbol described above is displayed in a predetermined order in each symbol row Z1 to Z3. That is, the main symbols are arranged in ascending or descending numerical order in each symbol row Z1 to Z3, and the display changes with periodic scrolling from top to bottom for each symbol row Z1 to Z3. In particular, in the left symbol row Z1, the numbers of the main symbols are arranged to appear in descending order, while in the middle symbol row Z2 and the right symbol row Z3, the numbers of the main symbols are arranged to appear in ascending order.

[0057] Furthermore, in the main display area Dm, the third symbol is displayed in three rows: top, middle, and bottom, for each symbol row Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and with each game, the third symbol is displayed on the active line L1 in the order of left symbol row Z1 → right symbol row Z3 → middle symbol row Z2. This stopped display state is maintained for at least 1 second. By displaying the stopped third symbol for a certain period (1 second or more) in this way, it is possible to prevent the player from overlooking whether or not the third symbol combination corresponds to a jackpot (whether or not the result of the special symbol lottery is a jackpot). Also, if a jackpot symbol combination (in this embodiment, a combination of the same main symbols) is aligned on the active line L1 when the third symbol stops, a jackpot is confirmed, and a standby state animation indicating a jackpot waiting state is displayed. Details of this standby state animation will be described later with reference to Figure 7. Furthermore, by inserting a game ball into the activated prize slot 660 while the machine is in the jackpot waiting state, a jackpot is initiated and a jackpot video (opening sequence) is displayed.

[0058] Furthermore, if the combination of the third symbol displayed during the pause is a losing combination, and there are reserved balls, a variable display corresponding to the lottery based on the reserved balls will begin after a 1-second pause. If there are multiple reserved balls, the lottery will be conducted based on the reserved ball corresponding to the oldest ball entry in terms of time.

[0059] On the other hand, if there are no reserved balls and the third symbol of a combination corresponding to a special symbol miss is displayed for 1 second, the state in which the third symbol is displayed will continue thereafter. This state will continue until a predetermined time (for example, 15 seconds) has elapsed or until a new game ball is entered into the first ball entry port 64. If a predetermined time (for example, 15 seconds) has elapsed since the third symbol was displayed, a demo animation will be displayed indicating that the game is not being played. It is rare for a player to continuously fire game balls for a predetermined time (for example, 15 seconds) but no balls enter the first ball entry port 64, and in most cases when the state in which the third symbol is displayed will continue for a predetermined time (for example, 15 seconds), it is because the player has stopped playing and the pachinko machine 10 is not being played at all. Therefore, in the pachinko machine 10 of this embodiment, when a predetermined time (for example, 15 seconds) has elapsed since the third symbol stopped, it is determined that the player is not playing and a demo performance is started. This makes it easy for a player who is considering selecting the pachinko machine 10 to start playing to determine whether or not a game is being played based on whether or not the demo performance is displayed. On the other hand, if a new game ball enters the first ball entry port 64 before the predetermined time (for example, 15 seconds) has elapsed, the display of the third symbol variation corresponding to the new ball is executed.

[0060] The sub-display area Ds is positioned above the main display area Dm and is horizontally elongated. It is further divided into three smaller areas Ds1 to Ds3 in the left-right direction. Of these, small area Ds1 displays the number of reserved balls, which is the number of game balls that have entered the first ball entry port 64 and the second ball entry port 640 but have not yet undergone any changes (reserved balls). Small areas Ds2 and Ds3 display the preview animation images.

[0061] In the actual display screen, as shown in Figure 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a video is displayed in the small area Ds3 on the right, suggesting to the player that the transition to a jackpot is easier than usual. In the small area Ds2 in the center, normally a predetermined character 710 (a boy wearing a headband in this embodiment) performs a predetermined action, and sometimes a special action different from the predetermined action is performed, or another character appears, to create a preview effect.

[0062] On the other hand, if a game ball enters the first ball entry port 64 or the second ball entry port 640 while the third symbol display device 81 (first symbol display device 37) is showing a change, the number of balls that enter will be held up to a maximum of 4 times for each type of ball entry port. The number of held balls will be shown by the first symbol display device 37 and also in the sub-display area Ds1 of the sub-display area Ds. In the sub-area Ds1, one held ball number symbol will be displayed for each held ball, and the number of held balls will be displayed according to the number of held ball number symbols displayed. That is, if one held ball number symbol is displayed in the sub-area Ds1, it will be shown that there is 1 held ball, and if four held ball number symbols are displayed, it will be shown that there are 4 held balls. Also, if no held ball number symbols are displayed in the sub-area Ds1, it will be shown that there are 0 held balls, that is, there are no held balls. In addition, the left half of the small area Ds1 displays a symbol indicating the number of balls held based on balls entering the first ball entry opening 64, and the right half of the small area Ds2 displays a symbol indicating the number of balls held based on balls entering the second ball entry opening 640. In the example in Figure 6(b), four symbols indicating the number of balls held are displayed in the left half of the small area Ds1, while no symbols indicating the number of balls held are displayed in the right half. This indicates that there are four balls held for the first special symbol, but zero balls held for the second special symbol.

[0063] In this embodiment, balls entering the first ball entry port 64 and the second ball entry port 640 are configured to be held for a maximum of four times each. However, the maximum number of held balls is not limited to four; it may be set to three or fewer times, or five or more times (for example, eight times). In addition, instead of displaying the number of held balls in the small area Ds1, the number of held balls may be displayed numerically in a part of the third symbol display device 81, or the four partitioned areas may be displayed in different ways (for example, by color or lighting pattern) according to the number of held balls. Furthermore, since the number of held balls is indicated by the first symbol display device 37, the number of held balls may not be displayed on the third symbol display device 81. Moreover, the variable display device unit 80 may be provided with four hold lamps, corresponding to the maximum number of held balls, and the number of held balls may be displayed according to the number of lit hold lamps.

[0064] The second symbol display device 83 displays changes by indicating, through its lighting state, whether or not the lottery for ordinary symbols, which is performed when a game ball passes through the ordinary ball entry opening 67, is in progress, and after the change is complete, it displays, through its lighting state, the ordinary symbol (second symbol) corresponding to the lottery result for that ordinary symbol as the stopping symbol.

[0065] More specifically, the second symbol display device 83 displays a variable display that alternately lights up the "○" symbol and the "×" symbol as the normal symbol (second symbol) each time a game ball passes through either the left or right normal ball entry opening 67. When the variable display on the second symbol display device 83 of the pachinko machine 10 stops at a predetermined symbol (the "○" symbol in this embodiment), the electric mechanism 640a attached to the second ball entry opening 640 is activated (opened) for a predetermined time, and as a result, the machine is configured to make it easier for game balls to enter the second ball entry opening 640. The number of times a game ball has passed through the normal ball entry opening 67 is retained up to a maximum of 4 times, and the number of retained balls is displayed by the first symbol display device 37 as described above, as well as by the second symbol retain lamp 84. There are four second symbol retain lamps 84, corresponding to the maximum number of retained balls, and they are arranged symmetrically below the third symbol display device 81.

[0066] Furthermore, the display of the regular symbol (second symbol) can be shown by switching the illumination and de-illumination of multiple lamps in the second symbol display device 83, as in this embodiment, or it can be done using parts of the first symbol display device 37 and the third symbol display device 81. Similarly, the illumination of the second symbol reserve lamp 84 can be done using parts of the third symbol display device 81. Also, the passage of game balls through the regular ball entry opening 67 is not limited to a maximum of 4 balls, similar to the first ball entry opening 64 and the second ball entry opening 640, but can be set to 3 or fewer balls, or 5 or more balls (for example, 8 balls). In addition, since the number of reserved balls is indicated by the first symbol display device 37, the second symbol reserve lamp 84 may not be illuminated to indicate the number of reserved balls.

[0067] Below the variable display unit 80, a first ball entry opening 64 into which game balls can enter is provided. When a game ball enters this first ball entry opening 64, a first ball entry switch (not shown) located on the back side of the game board 13 is turned on. This activation of the first ball entry switch triggers a lottery for the first special symbol in the main control device 110, and the result of the lottery is displayed on the LED 37a of the first symbol display device 37. The first ball entry opening 64 is also one of the prize entry openings from which five prize balls are dispensed when a game ball enters. The first ball entry opening 64 is configured such that game balls that flow down the left channel of the variable display unit 80 (left-handed shots) are more likely to enter than game balls that flow down the right channel of the variable display unit 80 (right-handed shots).

[0068] A second ball entry opening 640 into which game balls can enter is located on the lower right side of the variable display unit 80 when viewed from the front. When a game ball enters this second ball entry opening 640, a second ball entry switch (not shown) located on the back side of the game board 13 is turned on. This activation of the second ball entry switch triggers a lottery for the second special symbol in the main control device 110, and the result of the lottery is displayed on the LED 37a of the first symbol display device 37. The second ball entry opening 640 is also one of the prize entry openings from which five prize balls are dispensed when a game ball enters. As shown in Figure 2, since the second ball entry opening 640 is located on the right side of the game board 13, basically only game balls that have flowed down the channel located to the right of the variable display unit 80 can enter.

[0069] A right variable prize-winning device 65 is located to the lower left of the second ball entry opening 640 in a front view, with a horizontally elongated rectangular right specific prize-winning opening 65a located approximately in its center. A left variable prize-winning device 650 is located to the lower left of the right variable prize-winning device 65 in a front view. This left variable prize-winning device 650 comprises a horizontally elongated rectangular opening / closing plate that covers the left specific prize-winning opening 650a, and a large opening solenoid (not shown) for driving the opening / closing plate to open and close forward around its lower edge. Normally, the opening / closing plate is in a closed state, preventing game balls from entering. In the closed state, the opening / closing plate and the game board 13 are closed so that they are on the same plane, allowing game balls to pass in front of the opening / closing plate. Furthermore, by tilting the opening / closing plate downwards and forwards, it temporarily forms an open state that makes it easier for game balls to enter the left specific prize-winning opening 650a. In the pachinko machine 10, when the special symbol lottery performed by the main control device 110 results in a jackpot, after a predetermined time (variation time) has elapsed, the LED 37a of the first symbol display device 37 lights up to show the jackpot stopping symbol, and the stopping symbol of the third symbol corresponding to that jackpot is displayed on the third symbol display device 81, indicating that the jackpot has been confirmed (that the right to a jackpot has been obtained). Then, in the jackpot standby state to which the player has entered after the jackpot has been confirmed, the game state transitions to a special game state in which a larger number of prize balls are paid out than in normal times by inserting game balls into the operating prize entry opening 660. In this special game state, the right specific prize entry opening 65a and the left specific prize entry opening 650a, which are normally closed, are opened for a predetermined time (for example, until 30 seconds have elapsed, or until a predetermined number of game balls have entered). In other words, the opening / closing door 65f1, which normally keeps the right specific prize slot 65a closed, opens when the first round of a jackpot (special game state) begins, allowing balls to enter the right specific prize slot 65a. Ten prize balls are awarded for each game ball that enters the right specific prize slot 65a. In addition, in each round from the second round onward of a jackpot (special game state), the left specific prize slot 650a opens and becomes accessible. Similar to the right specific prize slot 65a, ten prize balls are awarded for each game ball that enters the left specific prize slot 650a.

[0070] Furthermore, the right specific prize entry opening 65a, the left specific prize entry opening 650a, and the aforementioned second ball entry opening 640 are positioned so that game balls that have flowed down the right-side flow path of the variable display unit 80 (game balls shot to the right) can enter (easy to enter). In other words, they are positioned so that game balls that have flowed down the left-side flow path of the variable display unit 80 cannot enter (difficult to enter). Therefore, in order for a player to receive a payout of prize balls (gain a profit) during a jackpot, they should shoot the game ball to the right. Here, as shown in Figure 2, the right variable prize entry device 65 is installed with a slight inclination downwards to the lower left in a front view. As a result, when the opening / closing door 65f1 is closed and the player shoots to the right, and the game ball reaches the upper surface of the right variable prize entry device 65, the game ball that has reached it can be sent down along the inclination of the right variable prize entry device 65 to the lower left in a front view and enter the out opening 66. Therefore, it is possible to prevent (suppress) the game balls launched by right-handed play from accumulating on the upper part of the right variable prize device 65 (the upper surface of the opening / closing door 65f1). As shown in Figure 2, the left variable prize device 650 is located to the lower left of the right variable prize device 65, so when the left specific prize opening 650a is open, the game balls that flow down in the direction of the lower left when viewed from the front along the slope of the right variable prize device 65 will enter the left specific prize opening 650a.

[0071] In the pachinko machine 10 of this first embodiment, the conditions for the end of each round of a jackpot (closing the opened right specific prize slot 65a or left specific prize slot 650a again) differ depending on the round of the jackpot (the type of specific prize slot that is opened). Specifically, in the first round (the round in which the right specific prize slot 65a is opened), the first round ends when 30 seconds have passed since the opening of the opening / closing door 65f1, or when two or more game balls enter the right specific prize slot 65a. On the other hand, in each round from the second round onward (the round in which the left specific prize slot 650a is opened), the round ends when 30 seconds have passed since the opening of the left specific prize slot 650a, or when ten or more game balls enter the left specific prize slot 650a.

[0072] In the right variable prize-winning device 65, the sensor for detecting the entry of a game ball into the right specific prize-winning opening 65a is located inside the right variable prize-winning device 65. Therefore, there is a time lag between when a game ball enters the right specific prize-winning opening 65a and when the entry is detected. More specifically, it takes approximately 0.5 seconds from the time a game ball enters the right specific prize-winning opening 65a until the number of balls actually entered is counted. In other words, it takes approximately 0.5 seconds from the time when the number of game balls that fulfills the round completion condition enters the right specific prize-winning opening 65a until the opening / closing door 65f1 is closed. Therefore, if additional game balls can be entered during this 0.5-second period, more prize balls can be won than usual (when only the number of balls that fulfills the round completion limit is entered). In this first embodiment, the configuration allows a player to intentionally insert more game balls into the right specific prize slot 65a than the number required to end the round during one round (the round in which the right specific prize slot 65a is opened). Hereafter, for the sake of simplicity, when a number of game balls exceeding the upper limit of prizes (number of balls inserted) stipulated for each round enters the specific prize slot 65a, it will be referred to as an "over-entry".

[0073] As will be explained in detail later with reference to Figures 4 and 5, in this first embodiment, in order to make it easier to cause over-winning, the upper surface of the opening / closing door 65f1 is configured such that the period from when a game ball reaches the upper surface of the opening / closing door 65f1 until it has completely passed over the upper surface of the opening / closing door 65f1 is extended. With this configuration, it becomes easier to add multiple game balls and have them reach the upper surface of the opening / closing door 65f1 while one game ball is flowing down the upper surface of the opening / closing door 65f1. Therefore, in the jackpot waiting state, by entering a game ball into the operating prize entry opening 660 at the timing when more game balls are flowing down the upper surface of the opening / closing door 65f1 to start the jackpot (opening the opening / closing door 65f1), all game balls flowing down the upper surface of the opening / closing door 65f1 can be entered into the opened right specific prize entry opening 65a. As described above, the first round of the jackpot ends when two or more entries (entries) into the specific prize entry opening 65a are detected. However, if the first round of the jackpot can be started with three or more game balls reaching the top surface of the opening / closing door 65f1 before the jackpot begins, then three or more game balls can be entered into the right-side specific prize slot 65a, allowing the player to win more prize balls than would normally be (prize balls for two entries). Therefore, the timing of entering the game ball into the operating prize slot 660 can influence the number of prize balls the player can win in the first round of the jackpot, thus making the game more enjoyable during the jackpot waiting state. To get the game balls to reach the opening / closing door 65f1 during the jackpot waiting state, the player should shoot to the right with a firing intensity (less than 95%) such that the game balls do not enter the operating prize slot 660 (the game balls do not flow into the flow path for the operating prize slot (see Figure 2)).

[0074] Next, the structure of the upper surface of the opening / closing door 65f1 will be described with reference to Figures 4 and 5. First, Figure 4(a) is a front perspective view of the variable prize winning device 65 when the opening / closing door 65f1 is closed, and Figure 4(b) is a front perspective view of the variable prize winning device 65 when the opening / closing door 65f1 is open.

[0075] As shown in Figure 4(a), the upper surface of the opening / closing door 65f1 is provided with protrusions 65f1a to 65f1c that are designed to obstruct the flow of game balls. Game balls flowing down the upper surface of the opening / closing door 65f1 are obstructed by each of the protrusions 65f1a to 65f1c, so they flow down the opening / closing door 65f1 along the outer circumference of each of the protrusions 65f1a to 65f1c. In other words, a winding channel is formed on the opening / closing door 65f1 by each of the protrusions 65f1a to 65f1c. Therefore, the time required for the game balls to completely flow down the upper surface of the opening / closing door 65f1 can be increased compared to the case where the protrusions 65f1a to 65f1c are not provided (i.e., when game balls can flow linearly down the opening / closing door 65f1 from right to left in a front view). This makes it easier to add multiple game balls and get them to reach the top surface of the opening / closing door 65f1 while one game ball is flowing down the top surface of the opening / closing door 65f1. Therefore, in the jackpot waiting state, by entering the game ball into the operating prize entry opening 660 at the timing when more game balls are flowing down the top surface of the opening / closing door 65f1 to start the jackpot (opening the opening / closing door 65f1), it is possible to allow more game balls to enter the prize entry area.

[0076] Figure 4(b) shows the state in which the opening / closing door 65f1 is open. As shown in Figure 4(b), the opening / closing door 65f1 slides from the front to the back when viewed from the front, and is stored inside the game board 13 through an opening provided in the game board 13. This opens the right specific prize slot 65a. When the right specific prize slot 65a is open, game balls that have flowed down from the right side of the right variable prize device 65 can enter the right specific prize slot 65a. In addition, since the height of the opening for storing the opening / closing door 65f1 is sufficiently low compared to the diameter of the game balls, it is possible to prevent game balls that were flowing down the upper surface of the opening / closing door 65f1 at the time the sliding movement of the opening / closing door 65f1 begins from being stored inside the game board 13 together with the opening / closing door 65f1. Therefore, when the opening / closing door 65f1 slides into the interior of the game board 13, the game balls that were resting on the top surface of the opening / closing door 65f1 can be dropped into the specific prize entry opening 65a.

[0077] In this first embodiment, the time required for one game ball to pass through the opening / closing door 65f1 is configured to be approximately 4 seconds. The interval between game ball launches (the time between launching one game ball and launching the next game ball) is configured to be a minimum of 0.6 seconds. This allows for the launch of approximately 6 additional game balls while the first game ball is flowing down the top surface of the opening / closing door 65f1. Therefore, in the jackpot waiting state, by continuously launching approximately 7 game balls toward the variable prize entry device 65 and then entering the game balls into the operating prize entry opening 660, the first round can be started with approximately 7 game balls flowing down the top surface of the opening / closing door 65f1. In other words, by opening the opening / closing door 65f1, all the game balls flowing down the top surface of the opening / closing door 65f1 can be entered into the specific prize entry opening 65a. This allows players to win more prize balls than would normally be awarded (for two winning entries), encouraging them to try to get more game balls to reach the opening / closing door 65f1 and then enter the prize-winning slot 660 while waiting for a jackpot. Therefore, it is possible to enhance the player's enjoyment of the game while waiting for a jackpot. This provides a gameplay feature that allows players to intentionally create over-winning opportunities by entering game balls into the prize-winning slot 660 while the game balls are flowing down the opening / closing door 65f1 while waiting for a jackpot.

[0078] In this first embodiment, three protrusions 65f1a to 65f1c are provided on the upper surface of the opening / closing door 65f1, so that the game balls bypass the protrusions 65f1a to 65f1c, thereby increasing the time it takes for the game balls to pass through the opening / closing door 65f1. However, the invention is not limited to this. For example, instead of providing the protrusions 65f1a to 65f1c, or in addition to this, the material of the upper surface of the opening / closing door 65f1 may be made of a material with a higher coefficient of friction than other parts (such as the surface of the game board 13 or the inner surface of the variable prize winning device 65) (for example, an elastic material), or the surface may be processed to make it difficult for the game balls to roll (for example, by providing irregularities on the surface).

[0079] In this first embodiment, the first round was configured to end when 30 seconds had elapsed since the start of the round, or when two or more game balls entered the designated prize slot 65a before 30 seconds had elapsed. In other words, the termination condition was set so that if the player was shooting to the right, the first round would end with the maximum number of game balls (2) entering the designated prize slot 65a, but it is not limited to this. For example, the first round may be configured to end after a period of time that makes it difficult to enter the game balls even if the player is shooting to the right and aiming for the designated prize slot 65a. Specifically, for example, the first round may be configured to end when 0.5 seconds had elapsed since the start of the round, or when 10 or more game balls entered the designated prize slot 65a before 0.5 seconds had elapsed. With this configuration, if a game ball does not pass over the top surface of the opening / closing door 65f1 at the moment it enters the activated prize entry opening 660, it is possible to provide a gameplay experience in which there is a high probability that the first round will end without any game balls entering the right specific prize entry opening 65a. Therefore, for players who want to win prize balls in the first round, it is possible to provide a gameplay experience in which, in the jackpot waiting state, the game balls are launched towards the opening / closing door 65f1 before aiming for the activated prize entry opening 660. Thus, the interest of the player in the jackpot waiting state can be increased.

[0080] Figure 5 is a top view of the opening / closing door 65f1 as seen from the vertical top side. As shown in Figure 5, passage detection sensors 228a to 228f capable of detecting the passage of game balls are embedded in a zigzag path on the top surface of the opening / closing door 65f1, where game balls can easily roll. These passage detection sensors 228a to 228f are arranged in the path formed on the top surface of the opening / closing door 65f1, separated from each other by a distance at least greater than the diameter of a game ball. These passage detection sensors 228a to 228f are composed of known optical sensors that output H (high) when a game ball is positioned above them, and L (low) when there is nothing obstructing the area above. In this first embodiment, the combination of outputs of these passage detection sensors 228a to 228f is monitored by the sound lamp control device 113. During the jackpot waiting state, the system is configured to execute a display that suggests the approximate number of game balls flowing down the upper surface of the opening / closing door 65f1, depending on the combination of outputs of the passage detection sensors 228a to 228f. In other words, it is configured to execute a display that suggests the degree of advantage when game balls are entered into the operating prize entry opening 660. As a result, by entering game balls into the operating prize entry opening 660 at the timing indicated by the display that more game balls are flowing down the opening / closing door 65f1, it becomes easier to achieve an over-winning combination of more game balls. Therefore, players can aim for over-winning combinations more easily. Details of the waiting state display executed during this jackpot waiting state will be explained with reference to Figure 7.

[0081] Figures 7(a) and 7(b) show the display modes during the standby state animation performed in the jackpot standby state. As shown in Figure 7(a), when the jackpot standby state is reached, a display area HR1 is formed on the upper front view of the display screen of the third symbol display device 81, displaying the words "Jackpot Confirmed!". The content of this display area HR1 allows the player to easily recognize that a jackpot has been confirmed (they have obtained the right to a jackpot). In addition, below the display area HR1, the combination of third symbols that was finally stopped (confirmed) in the variation display animation performed before entering the jackpot standby state (final stopped symbols) is displayed. By displaying the final stopped symbols even during the jackpot standby state, the player can easily check at any time whether the current jackpot is a probability variation jackpot or a normal jackpot.

[0082] To the right of the final stop symbol, in a front view, is a vertically elongated chance meter CM, divided into six small vertical sections. Each section of this chance meter CM is configured to be variable between an unlit appearance and an illuminated appearance, and the number of illuminated small sections indicates the degree of advantage when a game ball is entered into the operating prize entry opening 660. More specifically, the number of small sections is set to illuminate in order (preferentially) from the lower small sections, according to the number of sensors among the passage detection sensors 228a to 228f whose output is H (high). In other words, it is indicated that at least the number of game balls corresponding to the number of illuminated small sections of the chance meter CM are passing over the top of the opening / closing door 65f1 (and can be entered into the right specific prize entry opening 65a when the opening / closing door 65f1 is opened). From now on, for the sake of simplicity in explanation, in the Chance Meter CM, the small areas that appear to light up will be referred to as "gauges," the number of small areas that appear to light up will be referred to as "gauge count," and the change in the appearance of these small areas to light up will be referred to as "gauge filling up."

[0083] Below the final stop symbol, a display area HR2 is formed, displaying the words "Aim for 'GO!' to charge the meter!!", "Timing is right, aim for the upper right!!", and an image suggesting aiming for the activated prize entry point 660. The content of this display area HR2 makes it easy for the player to understand that by aiming for the normal ball entry point (through gate) 67 (see Figure 2) marked with the word "GO!", the gauge number of the chance meter CM displayed on the right side of the front view of the display screen can be increased. As mentioned above, the gauge number of this chance meter CM is changed in conjunction with the detection content of the passage detection sensors 228a~228f located on the upper surface of the opening and closing door 65f1. By launching the game ball with a launch strength (launch speed) sufficient to enter the normal ball entry point (through gate) 67, the game ball can also reach the variable prize entry device 65 located downstream. Therefore, by continuously firing game balls in the direction in which the normal ball entry opening (through gate) 67 is located, game balls continuously reach the upper surface of the opening / closing door 65f1 of the variable prize winning device 65. In this state, by firing game balls aiming at the activated prize winning opening 660 according to the display content of the display area HR2 (i.e., with a firing intensity of 95% to 100%), a jackpot is started and the opening / closing door 65f1 is opened. As a result, the game balls flowing down the opening / closing door 65f1 can be almost entirely entered into the right specific prize winning opening 65a. As mentioned above, a rotating member 670a that rotates at a constant rotational speed is provided to the left of the activated prize winning opening 660 when viewed from the front. The rotating member 670a can prevent game balls from entering the prize entry opening 660 depending on its rotational position. Therefore, it is possible to launch game balls at a timing that takes into account not only the gauge count of the chance meter CM but also the rotational position of the rotating member 670a. Thus, the player's enjoyment of the game during the jackpot waiting state can be further enhanced.

[0084] Figure 7(b) shows the state where the Chance Meter CM gauge is filled to three. As shown in Figure 7(b), when a game ball is passing above the three passing detection sensors 228c to 228e, the output of these three sensors becomes H (high). The sound lamp control device 113 detects the number of sensors that are outputting H and reflects this in the state of the Chance Meter CM. In the example in Figure 7(b), the output of the three sensors (passing detection sensors 228c to 228e) is H, so the Chance Meter CM is displayed in the state where the gauge is filled to three. In this way, the number of game balls passing above the opening and closing door 65f1 is detected by the passing detection sensors 228a to 228f, and according to the detection result, an estimate of the number of game balls passing is displayed as the number of gauges on the Chance Meter CM, making it easier for the player to understand when to aim for the activated prize entry opening 660. Therefore, even players with little experience playing pachinko machine 10 can intuitively understand the timing for aiming at the 660 winning slot. This makes it easier for first-time players to enjoy the game, thereby improving the utilization rate of pachinko machine 10.

[0085] In this first embodiment, the number of game balls passing over the top surface of the opening / closing door 65f1 is indicated by the gauge count of the chance meter CM in the jackpot waiting state, thereby indicating the degree of advantage when game balls are entered into the operating prize entry opening 660. However, the system is not limited to this. For example, the degree of advantage of a jackpot may be indicated by the gauge count of the chance meter CM. Specifically, for example, the type of jackpot may be indicated by the gauge count of the chance meter CM, thereby indicating the degree of advantage when game balls are entered into the operating prize entry opening 660. Alternatively, for example, the number of rounds in a jackpot may be set to be undetermined when a jackpot is confirmed, and the number of rounds in a jackpot may be determined by lottery at the time the game balls pass through the operating prize entry opening 660. Furthermore, the number of rounds determined by a lottery executed when a game ball is entered into the activated prize entry point 660 may be used to indicate to the player the degree of advantage when a game ball is entered into the activated prize entry point 660, by indicating the number of rounds determined by the lottery executed when a game ball is entered into the activated prize entry point 660.

[0086] Returning to Figure 2, the explanation continues. A sticker space K1 for attaching certificates, identification labels, etc., is provided in the lower right corner of the game board 13. Certificates, etc., attached to this sticker space K1 can be viewed through the small window 35 of the front frame 14 (see Figure 1).

[0087] Furthermore, the game board 13 is provided with an out-out port 66. Game balls that do not enter any of the winning slots are guided through the out-out port 66 to a ball discharge path (not shown). The game board 13 is equipped with numerous nails to appropriately disperse and adjust the direction in which the game balls fall, as well as various components (mechanisms) such as windmills.

[0088] As shown in Figure 3, the back of the pachinko machine 10 is mainly equipped with control board units 90 and 91 and a back pack unit 94. The control board unit 90 is a unit in which a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) are mounted. The control board unit 91 is a unit in which a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply unit 115), and a card unit connection board 116 are mounted.

[0089] The back pack unit 94 is a unitized unit consisting of the back pack 92, which forms the protective cover, and the dispensing unit 93. In addition, each control board is equipped with an MPU as a single-chip microcontroller that manages each control, ports for communication with various devices, a random number generator used during various lotteries, a clock pulse generation circuit used for time counting and synchronization, etc., as needed.

[0090] The main control unit 110, the sound lamp control unit 113 and the display control unit 114, the payout control unit 111 and the launch control unit 112, the power supply unit 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. Each board box 100 to 104 comprises a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control unit and each board.

[0091] Furthermore, the circuit board box 100 (main control device 110) and the circuit board box 102 (dispensing control device 111 and launch control device 112) are indestructibly connected (connected by a crimping structure) to the box base and box cover by a sealing unit (not shown). In addition, a sealing sticker (not shown) is attached to the connection between the box base and the box cover, spanning both the box base and the box cover. This sealing sticker is made of a brittle material, and if someone tries to peel off the sealing sticker to open the circuit board boxes 100 and 102, or tries to forcibly open the circuit board boxes 100 and 102, it will be cut on the box base side and the box cover side. Therefore, by checking the sealing unit or sealing sticker, it is possible to know whether the circuit board boxes 100 and 102 have been opened.

[0092] The dispensing unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upwards, a tank rail 131 connected below the tank 130 and gently sloping downstream, a case rail 132 connected vertically downstream of the tank rail 131, and a dispensing device 133 provided at the downstream end of the case rail 132, which dispenses game balls by a predetermined electrical configuration of the dispensing motor 216 (see Figure 8). Game balls supplied from the island equipment of the gaming hall are continuously replenished to the tank 130, and the required number of game balls are dispensed as needed by the dispensing device 133. A vibrator 134 is attached to the tank rail 131 to add vibration to the tank rail 131.

[0093] Furthermore, the payout control device 111 is provided with a state reset switch 120, the firing control device 112 is provided with a variable resistor operating knob 121, and the power supply unit 115 is provided with a RAM erase switch 122 (see Figure 3). The state reset switch 120 is operated to clear a ball jam (return to a normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see Figure 8). The operating knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 122 (see Figure 3) is operated when the power is turned on to return the pachinko machine 10 to its initial state.

[0094] <Regarding the electrical configuration in the first embodiment> Next, the electrical configuration of the pachinko machine 10 will be described with reference to Figure 8. Figure 8 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0095] The main control unit 110 is equipped with an MPU 201, which is a single-chip microcontroller acting as an arithmetic unit. The MPU 201 contains a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 202, and various other circuits such as interrupt circuits, timer circuits, and data transmission / reception circuits. In order to instruct the operation of sub-control devices such as the payout control device 111 and the sound lamp control device 113, various commands are sent from the main control unit 110 to the sub-control devices via the data transmission / reception circuits, but these commands are sent in only one direction from the main control unit 110 to the sub-control devices.

[0096] The main control unit 110 performs the main processes of the pachinko machine 10, such as the jackpot lottery, setting the display on the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result on the second symbol display device 83. The RAM 203 is provided with a counter buffer (see Figure 12) that stores various counters for controlling these processes.

[0097] Here, with reference to Figure 12, the counters and the like provided in the RAM 203 of the main control unit 110 will be described. These counters and the like are used by the MPU 201 of the main control unit 110 to perform tasks such as the jackpot lottery, setting the display of the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result of the second symbol display device 83.

[0098] The settings for the jackpot lottery and the display of the first symbol display device 37 and the third symbol display device 81 utilize the following: the first jackpot random number counter C1 used for the jackpot lottery, the first jackpot type counter C2 used for selecting the jackpot symbol, the stop type counter C3 used for selecting the stop type, the variation type counter CS1 used for selecting the variation pattern, and the first initial value random number counter CINI1 used for setting the initial value of the first jackpot random number counter C1. In addition, the second jackpot random number counter C4 is used for the lottery of the regular symbols (second symbol display device 83), and the second initial value random number counter CINI2 is used for setting the initial value of the second jackpot random number counter C4. Each of these counters is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value.

[0099] Each counter is updated, for example, at 2-millisecond intervals, which is the execution interval of the timer interrupt processing (see Figure 21). Some counters are also updated irregularly during the main processing (see Figure 30), and the updated values ​​are appropriately stored in a counter buffer set in a predetermined area of ​​RAM 203. RAM 203 is provided with a first special symbol reserved ball storage area 203a consisting of four reserved areas (reserved areas 1 to 4). In each of these areas, the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 are stored in accordance with the timing of ball entry into the first ball entry port 64. RAM 203 is also provided with a second special symbol reserved ball storage area 203b consisting of four reserved areas (reserved areas 1 to 4). In each of these areas, the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 are stored in accordance with the timing of ball entry into the second ball entry port 640. Furthermore, RAM203 is provided with an execution area 203c, where the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3, which are the targets for the lottery, are stored. In addition, RAM203 is provided with a normal symbol reserved ball storage area 203d, which consists of one execution area and four reserved areas (reserved areas 1 to 4), and the value of the second winning random number counter C4 is stored in each of these areas in accordance with the timing when the game ball passes through the normal ball entry gate 67.

[0100] Let's explain each counter in detail. The first random number counter C1 is configured to increment by 1 sequentially within a predetermined range (for example, 0 to 399), and then return to 0 after reaching its maximum value (for example, 399 for a counter that can take values ​​from 0 to 399). In particular, when the first random number counter C1 completes one cycle, the value of the first initial random number counter CINI1 at that time is read as the initial value of that first random number counter C1.

[0101] Furthermore, the first initial random number counter CINI1 is configured as a loop counter that is updated within the same range as the first random number counter C1. That is, for example, if the first random number counter C1 is a loop counter that can take values ​​from 0 to 399, then the first initial random number counter CINI1 is also a loop counter in the range of 0 to 399. This first initial random number counter CINI1 is updated once each time a timer interrupt process (see Figure 21) is executed, and is repeatedly updated within the remaining time of the main process (see Figure 30).

[0102] The value of the first random number counter C1 is updated periodically (once for each timer interrupt in this embodiment), and when a game ball enters the first ball entry port 64, its value is stored in the first special symbol reserved ball storage area 203a of the RAM 203. On the other hand, when a game ball enters the second ball entry port 640, its value is stored in the second special symbol reserved ball storage area 203b.

[0103] As described above, the random number value for a special symbol jackpot is set by the first jackpot random number table 202a (see Figure 9(b)) stored in the ROM 202 of the main control device 110. A special symbol jackpot is determined when the value of the first jackpot random number counter C1 matches the jackpot random number value set by the first jackpot random number table. Furthermore, this first jackpot random number table 202a is divided into two types: one for the low probability period of special symbols (a period when the special symbol is in a low probability state) and one for the high probability period (a period when the special symbol is in a probability variation state), where the probability of a special symbol jackpot is higher than during the low probability period. The number of jackpot random numbers included in each is set differently (see Figure 9(b)). In this way, by changing the number of jackpot random numbers, the probability of a jackpot is changed between the low probability period and the high probability period of special symbols.

[0104] The first winning type counter C2 determines the display mode of the first symbol display device 37 when a special symbol jackpot is achieved. It is configured to be incremented by 1 sequentially within a predetermined range (for example, 0 to 99), and then return to 0 after reaching a maximum value (for example, 99 in the case of a counter that can take values ​​from 0 to 99). The value of the first winning type counter C2 is updated periodically (once for each timer interrupt process in this embodiment), and when a game ball enters the first ball entry port 64, its value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (execution area 203c if the special symbol lottery is not currently being performed). On the other hand, when a game ball enters the second ball entry port 640, its value is stored in the second special symbol reserved ball storage area 203b of the RAM 203 (execution area 203c if the special symbol lottery is not currently being performed).

[0105] Here, if the value of the first random number counter C1 stored in the execution area 203c is not a random number that results in a special symbol jackpot, that is, if it is a random number that results in a special symbol miss, the display mode corresponding to the stopped symbol displayed on the first symbol display device 37 will be that of a special symbol miss.

[0106] On the other hand, if the value of the first random number counter C1 stored in the execution area 203c is a random number that results in a special symbol jackpot, the display mode corresponding to the stopped symbol displayed on the first symbol display device 37 will be that of a special symbol jackpot. In this case, the specific display mode for that jackpot will be the display mode indicated by the value of the first type counter C2 stored in the same first special symbol ball storage area 203a or second special symbol ball storage area 203b.

[0107] In the pachinko machine 10 of this embodiment, the first winning random number counter C1 is configured as a 2-byte loop counter in the range of 0 to 399. In this first winning random number counter C1, when the probability of a special symbol is low, there are two random values ​​that result in a jackpot of a special symbol, and these random values, "0" and "1", are stored in the first winning random number table for low probability (see 202a1 in Figure 9(b)). Thus, when the probability of a special symbol is low, out of a total of 400 random values, the total number of random values ​​that result in a jackpot is 2, so the probability of a jackpot of a special symbol is "1 / 200". Note that the random values ​​(counter values) that result in a jackpot are the same for both the lottery for the first special symbol and the lottery for the second special symbol.

[0108] On the other hand, during the high probability period for special symbols, there are 20 random numbers that result in a special symbol jackpot, and these values, "0 to 19," are stored in the first winning random number table for high probability periods (see 202a2 in Figure 9(b)). Thus, during the high probability period for special symbols, out of a total of 400 random numbers, the total number of winning random numbers is 20, so the probability of hitting a special symbol jackpot is "1 / 20".

[0109] Furthermore, the value of the first win type counter C2 in the pachinko machine 10 of this embodiment is configured as a loop counter in the range of 0 to 99. As shown in Figure 10(a), when a jackpot is won by drawing the first special symbol and the value of the first win type counter C2 is "0 to 4", the jackpot type is "jackpot A" (8-round probability variation jackpot). When the value is "5 to 64", the jackpot type is "jackpot B" (5-round probability variation jackpot), and when the value is "65 to 99", the jackpot type is "jackpot C" (5-round normal jackpot).

[0110] On the other hand, if a jackpot is won in the second special symbol draw and the value of the first jackpot type counter C2 is "0 to 4", the jackpot type will be "Jackpot D" (16-round probability variation jackpot). Also, if the value is "5 to 64", the jackpot type will be "Jackpot E" (10-round probability variation jackpot), and if the value is "65 to 99", the jackpot type will be "Jackpot F" (10-round normal jackpot).

[0111] Thus, the pachinko machine 10 of this embodiment is configured such that six types of wins (jackpots A to F) are determined by the type of special symbol and the value of the random number indicated by the first win type counter C2.

[0112] The stop type selection counter C3 is configured to increment by 1 sequentially within the range of 0 to 99, for example, and then return to 0 after reaching the maximum value (i.e., 99). In this embodiment, the stop type selection counter C3 selects the stop type for a miss displayed on the third symbol display device 81, and three stop (performance) patterns are selected: "front / back miss reach" (e.g., 98, 99) where, after a reach occurs, the final stopped symbol stops one position before or after the reach symbol; "non-front / back miss reach" (e.g., in the range of 90 to 97) where, similarly after a reach occurs, the final stopped symbol stops anywhere other than before or after the reach symbol; and "complete miss" (e.g., in the range of 0 to 89) where no reach occurs. The value of the stop type selection counter C3 is updated periodically (once per timer interrupt process in this embodiment), for example, and when a game ball enters the first ball entry port 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (execution area 203c if the special symbol lottery is not currently being performed). Furthermore, if a game ball enters the second ball entry port 640, that value is stored in the second special symbol reserved ball storage area 203b of RAM 203 (or the execution area 203c if the special symbol lottery is not currently being performed).

[0113] Furthermore, the random values ​​used to determine the stop type of the special symbol, based on the value (random value) of the stop type selection counter C3, are set by a stop type selection table (not shown), which is located in the ROM 202 of the main control device 110. In this embodiment, this table is divided into one for high probability of special symbols and one for low probability of special symbols, and the range of random values ​​set for each losing stop type is changed according to the table. This is to change the selection ratio of stop types depending on whether the pachinko machine 10 is in a high probability state or a low probability state for special symbols, etc.

[0114] For example, in a high-probability state, to prevent the selection of reach animations more than necessary because jackpots are more likely to occur, a high-probability table is selected with a wide range of random values ​​(0-89) corresponding to the "complete miss" stop type, making "complete misses" more likely to be selected. In this table, the range for "front and back miss reach" is narrowed to 98 and 99, and the range for "reach other than front and back miss" is also narrowed to 90-97, making "front and back miss reach" and "reach other than front and back miss" less likely to be selected. Also, in a low-probability state, in order to ensure sufficient time for the game ball to enter the first ball entry slot 64, a low-probability table is selected with a narrow range of random values ​​(0-79) corresponding to the "complete miss" stop type, making "complete misses" less likely to be selected.

[0115] In this stop type selection table, the range of random values ​​corresponding to the stop type "reach other than front / back miss" is widened to 80-97, making it easier to select "reach other than front / back miss". Therefore, in low probability states, it is possible to display reach animations with longer animation times more often, which ensures sufficient time for the game ball to enter the first ball entry port 64, and makes it easier for the third symbol display device 81 to continue displaying variations. In the latter table as well, the range of random values ​​corresponding to the stop type "reach other than front / back miss" is set to 98,99.

[0116] The variation type counter CS1 is configured to increment by 1 sequentially within a range of, for example, 0 to 198, and then return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS1 determines the general display mode, such as a normal reach or a super reach. Specifically, the determination of the display mode determines the variation time of the symbol variation. Based on the variation time determined by the variation type counter CS1, the sound lamp control device 113 and the display control device 114 determine the reach type and detailed symbol variation mode of the third symbol displayed on the third symbol display device 81. The value of the variation type counter CS1 is updated once each time the main process (see Figure 30), which will be described later, is executed, and is repeatedly updated even within the remaining time of the main process. The variation pattern table 202d (see Figure 11(a)), which stores a random value used to determine one variation time for the symbol variation from the value (random value) of the variation type counter CS1, is provided in the ROM 202 of the main control device 110.

[0117] Here, with reference to Figures 11(a) to (d), the variation pattern table 202d will be explained. As shown in Figure 11(a), this variation pattern table 202d is a table for selecting variation patterns based on the lottery of the first special symbol, and it defines at least the variation pattern table 202d1 for big wins (see Figure 11(b)), the variation pattern table 202d2 for losses (normal) (see Figure 11(c)), and the variation pattern table 202d3 for losses (probability variation) (see Figure 11(d)).

[0118] First, let's explain the jackpot variation pattern table 202d1, referring to Figure 11(b). Figure 11(b) is a schematic diagram illustrating the contents of this jackpot variation pattern table 202d1. The jackpot variation pattern table 202d1 is a data table that defines the type of variation pattern (variation time) selected when the result of the special symbol lottery is a jackpot. The jackpot variation patterns defined are various normal reaches (30 seconds), various super reaches (60 seconds), and special reaches (90 seconds). In the jackpot variation pattern table 202d1, each variation pattern is associated with the value of the variation type counter CS1.

[0119] Specifically, the range of values ​​for the variation type counter CS1 is "0 to 50" to correspond to the variation patterns of various normal reaches (30 seconds), the range of "51 to 179" to correspond to the variation patterns of various super reaches (60 seconds), and the range of "180 to 198" to correspond to the variation patterns of various special reaches (90 seconds). When the MPU 201 of the main control device 110 selects a variation pattern for when the result of the special symbol lottery is a jackpot, it selects a variation pattern from the jackpot variation pattern table 202d1 that has a judgment value set corresponding to the acquired value of the variation type counter CS1.

[0120] Figure 11(c) is a schematic diagram illustrating the contents of the losing (normal) variation pattern table 202d2. The losing (normal) variation pattern table 202d2 is a data table that defines the type of variation pattern (variation time) selected when the special symbol lottery result is a loss in the low probability state of the special symbol. When the special symbol lottery result is a loss, as described above, the value of the stop type selection counter C3 determines whether the stop type is a complete loss (no reach) or a reach loss (common reach) from the stop type selection table (not shown). Specifically, for example, in the low probability state of the special symbol, if the value of the stop type selection counter C3 is in the range of "0 to 79", a complete loss is set, and if it is in the range of "80 to 99", a losing reach (reach with both front and back losses, reach with neither front nor back losses) is set.

[0121] Here, if the variation pattern type is a complete miss, either a short miss (7 seconds) with a relatively short variation time or a long miss (10 seconds) with a relatively long variation time will be set. For a short miss (7 seconds), "0 to 98" is set as the judgment value for the variation type counter CS1, and for a long miss (10 seconds), "99 to 198" is set.

[0122] Furthermore, for losing reaches, the following are set: if the judgment value of the variable type counter CS1 is in the range of "0 to 149", various losing normal reaches (30 seconds) are set; if it is in the range of "150 to 197", various losing super reaches (60 seconds) are set; and if it is "198", various losing special reaches (90 seconds) are set.

[0123] Thus, when the special symbol lottery result is a loss during normal gameplay, the MPU 201 of the main control unit 110 determines the stop type and selects a variation pattern from the loss (normal) variation pattern table 202d2 based on the value of the variation type counter CS1 obtained from the loss (normal) variation pattern table 202d2.

[0124] Figure 11(d) is a schematic diagram illustrating the contents of the losing (probability change) variation pattern table 202d3. This losing (probability change) variation pattern table 202d3 is a data table that defines the type of variation pattern (variation time) selected when the special symbol lottery is unsuccessful in the probability change state of the special symbol. In this losing (probability change) variation pattern table 202d3, the value of the set variation type counter CS1 is different from that of the losing (normal) variation pattern table 202d2 described above.

[0125] As mentioned above, if the game state is a probability variation game state, a complete miss is determined if the value of the stop type selection counter C3, which is not shown in the stop type selection table, is in the range of "0 to 89", and a losing reach (either a front-and-back miss reach or a reach other than a front-and-back miss) is determined if it is in the range of "90 to 99".

[0126] Thus, in the bonus game state, the probability of getting a near miss after a loss is set lower than in the normal game state. Therefore, it is possible to prevent the time spent on losing spins from becoming longer during the bonus game state, thus preventing the period until a big win from becoming longer. In other words, it is possible to prevent the game from becoming drawn out and boring for players during the bonus game state, which is a state where big wins are more likely.

[0127] Returning to Figure 12, the explanation continues. The second random number counter C4 is configured as a loop counter that is incremented by 1 sequentially within the range of 0 to 239, and returns to 0 after reaching the maximum value (i.e., 239). When the second random number counter C4 completes one cycle, the value of the second initial random number counter CINI2 at that time is read as the initial value of the second random number counter C4. In this embodiment, the value of the second random number counter C4 is updated periodically, for example, with each timer interrupt process, and is acquired when it is detected that a game ball has passed through the through gate 67, and stored in the normal symbol reserved ball storage area 203d of the RAM 203.

[0128] The random number values ​​that result in a regular symbol win are set by the second random number table 202c (see Figure 10(b)) stored in the ROM 202 of the main control unit. When the value of the second random number counter C4 matches the random number value set by the second random number table, it is determined that a regular symbol win has occurred. Furthermore, this second random number table is divided into two types: one for the low probability period of regular symbols (the period when regular symbols are in their normal state) and one for the high probability period (the period when regular symbols are in a shortened state), where the probability of winning with regular symbols is higher than during the low probability period. The number of random numbers that result in a jackpot is set differently for each (see Figure 10(b)). In this way, by changing the number of random numbers that result in a jackpot, the probability of winning with regular symbols is changed between the low probability period and the high probability period.

[0129] As shown in Figure 10(b), when the probability of a regular symbol is low, there are 24 random values ​​that result in a regular symbol win, and these values ​​range from "5 to 28". Thus, when the probability of a regular symbol is low, out of a total of 240 random values, the total number of random values ​​that result in a jackpot is 24, so the probability of getting a special symbol jackpot is "1 / 10".

[0130] When the pachinko machine 10 is in a low probability state for normal symbols, if a game ball passes through the normal ball entry gate 67, the value of the second winning random number counter C4 is acquired, and the normal symbol variation display on the second symbol display device 83 is executed for 30 seconds. If the acquired value of the second winning random number counter C4 is within the range of "5 to 28", it is determined to be a win, and after the variation display on the second symbol display device 83 ends, the symbol "○" lights up as the stop symbol (second symbol), and the electric mechanism 640a attached to the second ball entry gate 640 opens for "0.2 seconds x 1 time". In this embodiment, when the pachinko machine 10 is in a low probability state for normal symbols, if a normal symbol win occurs, the electric mechanism 640a opens for "0.2 seconds x 1 time", but the opening time and number of times can be set arbitrarily. For example, it may be opened for "0.5 seconds x 2 times".

[0131] On the other hand, during the high probability period for regular symbols, there are 200 random numbers that result in a regular symbol jackpot, and their range is "5 to 204". These random numbers are stored in the second jackpot random number table for high probability periods. Thus, during the low probability period for special symbols, out of a total of 240 random numbers, the total number of jackpot random numbers is 200, so the probability of hitting a special symbol jackpot is "1 / 1.2".

[0132] When the pachinko machine 10 is in a high probability state for normal symbols, if a game ball passes through the normal ball entry gate 67, the value of the second winning random number counter C4 is acquired, and the second symbol display device 83 displays the variation of the normal symbols for 3 seconds. If the acquired value of the second winning random number counter C4 is in the range of "5 to 204", it is determined to be a win of a normal symbol. In this case, after the variation display on the second symbol display device 83 ends, the symbol "○" lights up as the stop symbol (second symbol), and the electric mechanism 640a opens "1 second x 2 times". Thus, when the probability of normal symbols is high, the variation display time is significantly shorter ("30 seconds → 3 seconds") compared to when the probability of normal symbols is low, and the opening period of the electric mechanism 640a is significantly longer ("0.2 seconds x 1 time → 1 second x 2 times"), making it easier for game balls to enter the second ball entry gate 640. In this embodiment, when the pachinko machine 10 is in a high probability state for normal symbols, the electric mechanism 64a opens only for "1 second x 2 times" when a normal symbol is hit, but the opening time and number of times can be set arbitrarily. For example, it may be opened for "3 seconds x 2 times".

[0133] The second initial random number counter CINI2 is configured as a loop counter that is updated within the same range as the second random number counter C4 (value = 0 to 239), and is updated once for each timer interrupt (see Figure 21), as well as repeatedly within the remaining time of the main process (see Figure 30).

[0134] As described above, the RAM 203 is equipped with various counters, and the main control unit 110 can perform major processes of the pachinko machine 10, such as drawing lots for big wins, setting the displays on the first symbol display device 37 and the third symbol display device 81, and drawing lots for the display results on the second symbol display device 83, according to the values ​​of these counters.

[0135] Returning to Figure 8, let's continue the explanation. In addition to the counter buffer shown in Figure 12, RAM 203 has a stack area where the contents of the internal registers of MPU 201 and the return address of the control program executed by MPU 201 are stored, and a work area (work region) where various flags and values ​​such as counters and I / O are stored. RAM 203 is configured to retain (back up) data even after the power to the pachinko machine 10 is cut off by a backup voltage supplied from the power supply unit 115, and all data stored in RAM 203 is backed up.

[0136] When the power supply is cut off due to a power outage or other reason, the stack pointer and the values ​​of each register at the time of the power outage (including the time of the power outage; the same applies hereinafter) are stored in RAM203. On the other hand, when the power is turned on (including when the power is turned on after the power outage is resolved; the same applies hereinafter), the state of the pachinko machine 10 is restored to the state it was in before the power outage based on the information stored in RAM203. Writing to RAM203 is performed by the main process (see Figure 30) when the power is cut off, and the restoration of each value written to RAM203 is performed in the startup process when the power is turned on (see Figure 29). The NMI terminal (non-maskable interrupt terminal) of MPU201 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power supply is cut off due to a power outage or other reason. When this power outage signal SG1 is input to MPU201, the NMI interrupt process (see Figure 28) as a power outage process is immediately executed.

[0137] Next, the specific contents of ROM202 will be explained with reference to Figure 9(a). Figure 9(a) is a block diagram showing the configuration of ROM202 provided in the main control unit 110 in this embodiment. The ROM202 of the main control unit 110 stores at least the first random number table 202a, the first type selection table 202b, the second random number table 202c, and the variation pattern selection table 202d as part of the fixed value data described above.

[0138] The first random number table 202a (see Figure 9(b)) is a data table that defines the correspondence between the value of the first random number counter C1 and the lottery result. Specifically, in the low probability state of special symbols, the range of judgment values ​​for determining a jackpot is defined as "0, 1" (see 202a1 in Figure 9(b)), and in the high probability state (probability variation state) of special symbols, the range of judgment values ​​for determining a jackpot is defined as "0 to 19" (see 202a2 in Figure 9(b)). If the value of the first random number counter C1 obtained based on the initial win matches any of the judgment values ​​corresponding to a jackpot defined in this first random number table 202a (see Figure 9(b)), it is determined to be a jackpot of a special symbol.

[0139] The first winning type selection table 202b (see Figure 10(a)) is a data table in which judgment values ​​for determining the type of jackpot are stored for each type of special symbol, and the judgment value of the first winning type counter C2 is defined in association with each type of jackpot. In the pachinko machine 10 of this embodiment, when a jackpot of a special symbol is determined, the value of the first winning type counter C2 obtained based on the starting prize is compared with the first winning type selection table 202b, and the jackpot type corresponding to the value of the first winning type counter C2 is selected.

[0140] As shown in Figure 10(a), for the first special symbol, the value of the first win type counter C2 in the range of "0 to 4" is associated with and defined as "Big Win A" (see 202b1 in Figure 10(a)). This "Big Win A" is a big win with 8 rounds, and after the big win ends, the player is granted a "special symbol probability variation state" and a "normal symbol time reduction state" that continue until the next big win. Of the 100 possible counter values ​​for the first win type counter C2, there are 5 counter values ​​that result in "Big Win A," so the probability of "Big Win A" being determined when a big win occurs in the first special symbol lottery is 5% (5 / 100). This "Big Win A" has the most rounds among the big wins of the first special symbol, and after the big win ends, the player is granted the advantageous "special symbol probability variation state" and "normal symbol time reduction state," making it the most advantageous big win type among the big wins of the first special symbol.

[0141] For the first special symbol, if the value of the first win type counter C2 is in the range of "5 to 64", it is defined as corresponding to "Big Win B" (see 202b2 in Figure 10(a)). This "Big Win B" is a jackpot with 5 rounds, and after the jackpot ends, the player is granted a "special symbol probability variation state" and a "regular symbol time reduction state" that continue until the next jackpot. Of the 100 possible counter values ​​of the first win type counter C2, 60 counter values ​​result in "Big Win B", so the probability of "Big Win B" being determined when a jackpot is won in the first special symbol lottery is 60% (60 / 100). Although "Big Win B" has fewer rounds, like "Big Win A", it is a relatively advantageous jackpot type for the player because it grants the player the advantageous "special symbol probability variation state" and "regular symbol time reduction state" after the jackpot ends.

[0142] For the first special symbol, the value of the first win type counter C2 in the range of "65 to 99" is associated with and defined as "Big Win C" (see 202b3 in Figure 10(a)). This "Big Win C" is a big win with 5 rounds, and after the big win ends, a "normal symbol time-saving state" is granted, which continues until 100 draws for the special symbol are completed. Of the 100 possible counter values ​​for the first win type counter C2, 35 counter values ​​result in "Big Win C," so the probability of "Big Win C" being determined when a big win occurs in the first special symbol draw is 35% (35 / 100). This "Big Win C" is a disadvantageous big win type for the player because it has fewer rounds and the game state after the big win ends is less favorable compared to "Big Win A" and "Big Win B."

[0143] Furthermore, as shown in Figure 10(a), for the second special symbol, the value of the first win type counter C2 in the range of "0 to 4" is associated with and defined as "Big Win D" (see 202b4 in Figure 10(a)). This "Big Win D" is a big win with 16 rounds, and after the big win ends, the player is granted a "special symbol probability change state" and a "regular symbol time reduction state" that continue until the next big win. Of the 100 possible counter values ​​of the first win type counter C2, there are 5 counter values ​​that result in "Big Win D," so the probability of "Big Win D" being determined when a big win occurs in the second special symbol lottery is 5% (5 / 100). This "Big Win D" is the most advantageous big win type for the player because it has the most rounds and the game state after the big win is also favorable.

[0144] For the second special symbol, the value of the first win type counter C2 in the range of "5 to 64" is associated with and defined as "Big Win E" (see 202b5 in Figure 10(a)). This "Big Win E" is a jackpot with 10 rounds, and after the jackpot ends, the player is granted a "special symbol probability change state" and a "regular symbol time reduction state" that continue until the next jackpot. Of the 100 possible counter values ​​of the first win type counter C2, 60 counter values ​​result in "Big Win E," so the probability of "Big Win E" being determined when a jackpot is won in the first special symbol lottery is 60% (60 / 100). Although "Big Win E" has fewer rounds than "Big Win D," the game state after the jackpot ends is set to be as advantageous as "Big Win A," "Big Win B," and "Big Win D," making it a type of jackpot that is advantageous for the player.

[0145] For the second special symbol, the value of the first win type counter C2 in the range of "65 to 99" is associated with and defined as "Big Win F" (see 202b6 in Figure 10(a)). This "Big Win F" is a big win with 10 rounds, and after the big win ends, a "normal symbol time-saving state" is granted, which continues until the special symbol lottery is completed 100 times. Of the 100 possible counter values ​​of the first win type counter C2, 35 counter values ​​result in "Big Win F," so the probability of "Big Win F" being determined when a big win occurs in the first special symbol lottery is 35% (35 / 100). Although this "Big Win F" has more rounds than the big wins of the first special symbol ("Big Win A" to "Big Win C"), the game state after the big win ends is unfavorable, making it an unfavorable big win type for the player.

[0146] Thus, when a jackpot is won using the second special symbol, it results in a jackpot with more rounds than when using the first special symbol, making the second special symbol lottery more advantageous for the player. The ratio of jackpots with a chance of winning a bonus round to regular jackpots is the same for both the first and second special symbol lotteries (65% for bonus rounds and 35% for regular jackpots).

[0147] The second random number table 202c (see Figure 10(b)) is a data table in which the winning determination values ​​for normal symbols are defined (stored). Specifically, in the normal state of normal symbols, the determination value for a normal symbol win is defined as "5 to 28" (see 202c1 in Figure 10(b)). Also, in the high probability state of normal symbols, the determination value for a normal symbol win is defined as "5 to 204" (see 202c2 in Figure 10(b)). In the pachinko machine 10 of this embodiment, the value of the second random number counter C4, which is obtained based on the passage of a game ball through the normal ball entry gate 67, and the second random number table 202c are referenced to determine whether or not it is a normal symbol win.

[0148] The variation pattern table 202d (see Figure 11) is a data table in which the determination value of the variation type counter CS1, which determines the display mode of the variation pattern, is defined for each display mode. Details of the variation pattern table 202d are as described above in the explanation of the variation type counter CS1, so a detailed explanation is omitted here.

[0149] Next, the details of RAM 203 will be explained with reference to Figure 13. Figure 13 is a block diagram showing the configuration of RAM 203 of the main control device 110. As shown in Figure 13, RAM 203 has at least a first special symbol reserved ball storage area 203a, a second special symbol reserved ball storage area 203b, an execution area 203c, a normal symbol reserved ball storage area 203d, a first special symbol reserved ball counter 203e, a second special symbol reserved ball counter 203f, a normal symbol reserved ball counter 203g, a probability variation flag 203h, a time reduction counter 203i, a ball entry waiting flag 203j, a jackpot start flag 203k, a jackpot flag 203m, and other memory areas 203z.

[0150] The first special symbol reserved ball storage area 203a has four reserved areas (reserved area 1 to reserved area 4), and each of these areas stores the values ​​of the first hit random number counter C1, the first hit type counter C2, and the stop type selection counter C3, respectively.

[0151] More specifically, when a game ball enters the first ball entry slot 64 (initial entry), the values ​​of counters C1 to C3 are acquired, and this acquired data is stored in the four empty holding areas (holding area 1 to holding area 4), starting with the area with the smallest area number (1 to 4). In other words, the smaller the area number, the older the winning data that is stored, and the data corresponding to the oldest winning data is stored in holding area 1. If data is already stored in all four holding areas, nothing new is stored.

[0152] Subsequently, if a special symbol lottery is to be held in the main control device 110, the values ​​of counters C1 to C3 stored in the first reserve area of ​​the first special symbol reserve ball storage area 203a are shifted (moved) to the execution area 203c (see Figure 12), and a determination such as a special symbol lottery is made based on the values ​​of counters C1 to C3 stored in that execution area.

[0153] When data is shifted from the first holding area to the execution area 203c, the first holding area becomes empty. Therefore, a shift process is performed to move the winning data stored in the other holding areas (the second to fourth holding areas) into the holding area with the area number one smaller (the first to third holding areas). In this embodiment, in the first special symbol holding ball storage area 203a, data shifting is performed only for the holding areas (the second to fourth holding areas) where winning data is stored.

[0154] The second special symbol ball storage area 203b, like the first special symbol ball storage area 203a, has four storage areas. This second special symbol ball storage area 203b stores the counter values ​​acquired based on the initial entry into the second ball entry port 640. The method of storing the counter values ​​is the same as in the first special symbol ball storage area 203a, so a detailed explanation is omitted.

[0155] The execution area 203c is a memory area where the values ​​of counters C1 to C3, which are used to perform the special symbol lottery, are stored. The values ​​of counters C1 to C3 stored in this execution area 203c are compared with the first random number table 202a, the first type selection table 202b, etc., as described above, and the special symbol lottery is performed.

[0156] The regular symbol reserved ball storage area 203d has one execution area and four reserved areas (reserved area 1 to reserved area 4). The second winning random number counter C4 is stored in each of these areas. More specifically, when a game ball passes through the regular ball entry gate 67, the value of counter C4 is acquired, and the acquired data is stored in order from the area with the smallest area number (1st to 4th) among the four reserved areas (reserved area 1 to reserved area 4) that are not currently occupied. In other words, similar to the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b, the order in which the balls entered is maintained, and data corresponding to the winnings is stored. Note that if data is already stored in all four reserved areas, nothing new is stored.

[0157] Subsequently, if the main control device 110 is to conduct a lottery for a regular symbol win, the value of counter C4 stored in the first reserve area of ​​the regular symbol reserve ball storage area 203d is shifted (moved) to the execution area, and a determination such as a lottery for a regular symbol win is made based on the value of counter C4 stored in that execution area.

[0158] When data is shifted from the first hold area to the execution area, the first hold area becomes empty. Therefore, similar to the cases of the first special symbol hold ball storage area 203a and the second special symbol hold ball storage area 203b, a shift process is performed to move the winning data stored in other hold areas into the hold area with the area number one smaller. Furthermore, data shifting is only performed for hold areas where winning data is stored.

[0159] The first special symbol reserved ball counter 203e is a counter that counts the number of reserved balls (waiting count) for the variable display of the special symbol (first symbol) performed by the first symbol display device 37 (variable display performed by the third symbol display device 81) based on ball entry into the first ball entry port 64 (start entry), up to a maximum of 4 times. The first special symbol reserved ball counter 203e is initially set to zero, and each time a game ball enters the first ball entry port 64 and the number of reserved balls for the variable display increases, it is increased by 1 up to a maximum of 4 (see S404 in Figure 24). On the other hand, each time the variable display of the special symbol is newly performed, the first special symbol reserved ball counter 203e is decreased by 1 (see S210 in Figure 22).

[0160] The value of the first special symbol reserved ball counter 203e (the number of reserved balls displayed on the first special symbol N1) is notified to the voice lamp control device 113 by the reserved ball command (see S211 in Figure 22 and S405 in Figure 24). The reserved ball command is a command sent from the main control device 110 to the voice lamp control device 113 each time the value of the first special symbol reserved ball counter 203e is changed.

[0161] The audio lamp control device 113 can obtain the actual number of reserved balls for the variable display held in the main control device 110 by receiving a reserved ball command from the main control device 110 whenever the value of the first special symbol reserved ball counter 203e changes. As a result, even if the number of reserved balls for the variable display managed by the first special symbol reserved ball counter 223b of the audio lamp control device 113 deviates from the actual number of reserved balls for the variable display held in the main control device 110 due to noise or other factors, the next reserved ball command received can correct the discrepancy.

[0162] The audio lamp control device 113 manages the number of reserved balls based on the reserved balls command, and sends a display reserved balls command to the display control device 114 each time the number of reserved balls changes. Based on the number of reserved balls notified by this display reserved balls command, the display control device 114 displays the reserved balls symbol on the third symbol display device 81.

[0163] The second special symbol reserved ball counter 203f is a counter that counts the number of reserved balls (waiting count) for the variable display of the special symbol (first symbol) performed on the first symbol display device 37 (variable display performed on the third symbol display device 81) based on ball entry into the second ball entry port 640 (start entry), up to a maximum of 4 times. The second special symbol reserved ball counter 203f is initially set to zero, and each time a game ball enters the second ball entry port 640 and the number of reserved balls for the variable display increases, it is increased by 1 up to a maximum of 4 (see S410 in Figure 24). On the other hand, the second special symbol reserved ball counter 203f is decreased by 1 each time a new variable display of the special symbol is performed (see S205 in Figure 22). The value of this second special symbol reserved ball counter 203f is also notified to the voice lamp control device 113 by the reserved ball command, similar to the value of the first special symbol reserved ball counter 203e.

[0164] The regular symbol reserved ball counter 203g is a counter that counts the number of reserved balls (waiting count) for the variable display of the regular symbol (second symbol) performed by the second symbol display device 83 based on the passage of game balls through the regular ball entry gate 67, up to a maximum of 4 times. The regular symbol reserved ball counter 203g is initially set to zero, and each time a game ball passes through the through gate 67 and the number of reserved balls for the variable display increases, it is increased by 1 up to a maximum of 4 (see S704 in Figure 27). On the other hand, the regular symbol reserved ball counter 203g is decreased by 1 each time the variable display of the regular symbol (second symbol) is newly performed (see S605 in Figure 26).

[0165] If a game ball passes through the through gate 67 and the value of the normal symbol reserved ball counter 203g (the number of reserved balls for the variable display in the normal symbol M) is less than 4, the value of the second winning random number counter C4 is obtained, and the obtained data is stored in the normal symbol reserved ball storage area 203d (S705 in Figure 27). On the other hand, if the value of the normal symbol reserved ball counter 203g is 4 when a game ball passes through the through gate 67, nothing is newly stored in the normal symbol reserved ball storage area 203d (S703: No in Figure 27).

[0166] The probability variation flag 203h is a flag that indicates whether or not the pachinko machine 10 is in a probability variation state for special symbols. If the probability variation flag 203h is on, it indicates that the pachinko machine 10 is in a probability variation state for special symbols, and if the probability variation flag 203h is off, it indicates that the pachinko machine 10 is in a low probability state for special symbols. Also, as mentioned above, while in the probability variation state for special symbols, it enters a time-saving state for normal symbols. Therefore, if the probability variation flag 203h is on, it indicates that it is in both a probability variation state for special symbols and a time-saving state for normal symbols.

[0167] The probability variation flag 203h is initially set to off, and is turned on at the end of a probability variation jackpot (any of "Jackpot A", "Jackpot B", "Jackpot D", or "Jackpot E") when that jackpot ends (see S1215 in Figure 32). Also, the probability variation flag 203h is reset to off when a jackpot game begins (see S219 in Figure 22).

[0168] This probability variation flag 203h is referenced in the special symbol variation start process to determine whether the game state is in a probability variation state or not (see S302 in Figure 23). Specifically, when the special symbol variation start process (Figure 23, S213) is executed, a lottery for special symbols is held. In the special symbol variation start process (Figure 23, S213), the probability variation flag 203h is referenced, and if it is on, a lottery for special symbols is held based on the first winning random number table 202a for high probability (see 202a2 in Figure 9(b)). On the other hand, if the probability variation flag 203h is off, a lottery for special symbols is held based on the first winning random number table 202a for low probability (see 202a1 in Figure 9(b)).

[0169] Furthermore, the probability variation flag 203h is also referenced in the normal symbol variation process to determine whether the game state is in a time-saving state (see S608, S614, S620 in Figure 26). Specifically, the probability variation flag 203h and the time-saving counter 203i (described later) are referenced in the normal symbol variation process. If the probability variation flag 203h is ON, or if the value of the time-saving counter 203i is 1 or greater, it is determined that the game is in a time-saving state for normal symbols, and a normal symbol draw is performed based on the second winning random number table 202c for high probability (see 202c2 in Figure 10(b)) (see S609 in Figure 26). On the other hand, if the probability variation flag 203h is off and the value of the time-saving counter 203i is 0, it is determined that the game is in the normal state for normal symbols, and a lottery for normal symbols is conducted based on the second random number table 202c for low probability (see 202c1 in Figure 10(b)) (see S610 in Figure 26). In addition, the probability variation flag 203h is also referenced in the normal symbol variation process when determining the variation time of the normal symbols and the opening time of the electric mechanism 640a when a normal symbol win occurs (see S614, S620 in Figure 26).

[0170] The time-saving counter 203i is a counter that indicates whether the pachinko machine 10 is in a time-saving state with normal symbols. If the value of the time-saving counter 203i is 1 or greater, it indicates that the pachinko machine 10 is in a time-saving state with normal symbols. If the value of the time-saving counter 203i is 0 and the probability variation flag 203h is off, it indicates that the pachinko machine 10 is in the normal state with normal symbols. The initial value of this time-saving counter 203i is set to zero, and each time a special symbol lottery is performed in the main control device 110 and a normal jackpot is achieved, the value is set to 100 at the end of that normal jackpot (see S1214 in Figure 32). In addition, regardless of the type of jackpot, if a jackpot is achieved through a special symbol lottery, the value is set to 0 when setting the start of that jackpot (see S219 in Figure 22).

[0171] When a regular symbol win lottery is held, the value of the time-saving counter 203i and the status of the probability variation flag 203h are referenced. If the value of the time-saving counter 203i is 1 or greater, or if the probability variation flag 203h is on, it is determined that the game is in time-saving mode for regular symbols. In this case, a regular symbol lottery is held based on the second random number table for high probability (see S609 in Figure 26). On the other hand, if the value of the time-saving counter 203i is 0 and the probability variation flag 203h is off, it is determined that the game is in the normal state for regular symbols, and a regular symbol lottery is held based on the second random number table for low probability (see S610 in Figure 26).

[0172] The ball entry waiting flag 203j indicates whether the game is in a jackpot waiting state, where the start of a jackpot is delayed until a game ball enters the activated prize entry opening 660. If this ball entry waiting flag 203j is on, it means the game is in a jackpot waiting state; if it is off, it means the game is not in a jackpot waiting state. This ball entry waiting flag 203j is set to on when a jackpot is won through a special symbol draw and the variation time corresponding to that jackpot has elapsed (see S220 in Figure 22). Also, the ball entry waiting flag 203j is set to off when a game ball enters the activated prize entry opening 660 while the game is in a jackpot waiting state (see S1104 in Figure 31). While this ball entry waiting flag 203j is on, entry into the activated prize entry opening 660 is treated as valid (a jackpot is started when an entry is detected).

[0173] The jackpot start flag 203k is a flag that indicates whether or not to start a jackpot. If this jackpot start flag 203k is on, it means that it is time to start a jackpot (a game ball has entered the operating entry point 660 and the jackpot waiting state has ended), and if it is off, it means that it is not time to start a jackpot. This jackpot start flag 203k is set to on when a game ball enters the operating entry point 660 during the jackpot waiting state (see S1103 in Figure 31). Also, the jackpot start flag 203k is set to off when the start of a jackpot is set (see S1203 in Figure 32).

[0174] The jackpot flag 203m indicates whether or not a jackpot (special game state) is currently active. If this jackpot flag 203m is on, it means that a jackpot is currently active; if it is off, it means that a jackpot is not currently active. The jackpot flag 203m is set to on when a jackpot is won through the lottery of special symbols and the jackpot (special game state) begins (see S1203 in Figure 32). It is also set to off when the jackpot (special game state) ends (see S1217 in Figure 32). In the special symbol variation process (see Figure 22), this jackpot flag 203m is referenced to determine whether or not a jackpot is currently active (see S201 in Figure 22).

[0175] The other memory area 203z is an area for temporarily storing other counter values ​​and the like used by the MPU 201 of the main control unit 110.

[0176] As described above, the RAM 203 of the main control unit 110 is equipped with various counters and flags.

[0177] Returning to Figure 8, let's continue the explanation. The MPU 201 of the main control device 110 is connected to an input / output port 205 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the sound lamp control device 113, the first symbol display device 37, the second symbol display device 83, solenoids 209 consisting of a large opening solenoid for driving the opening / closing door 65f1 that closes or opens the right specific prize opening 65a and the left specific prize opening 650a, and solenoids for driving the electric mechanism, and a rotating motor 670c for rotating the rotating member 670a. The MPU 201 transmits various commands and control signals to these via the input / output port 205.

[0178] Furthermore, various switches 208, including a group of switches and sensors (not shown), and a RAM erase switch circuit 253 (Figure 3, 122) provided on the power supply unit 115 are connected to the input / output port 205. The MPU 201 performs various processes based on the signals output from the various switches 208 and the RAM erase signal SG2 output from the RAM erase switch circuit 253 (Figure 3, 122).

[0179] The payout control device 111 drives the payout motor 216 to control the payout of prize balls and loaned balls. The MPU 211, which is an arithmetic unit, has a ROM 212 that stores control programs and fixed value data executed by the MPU 211, and a RAM 213 that is used as work memory, etc.

[0180] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area where the contents of the internal registers of the MPU 211 and the return address of the control program executed by the MPU 211 are stored, and a work area (work region) where various flags, counters, I / O values, etc. are stored. The RAM 213 is configured to retain (back up) data even after the power to the pachinko machine 10 is cut off by a backup voltage supplied from the power supply unit 115, and all data stored in the RAM 213 is backed up. In addition, similar to the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power is cut off due to a power outage, etc. When the power outage signal SG1 is input to the MPU 211, the NMI interrupt processing (see Figure 28) as power outage processing is immediately executed.

[0181] The MPU 211 of the payout control device 111 is connected to an input / output port 215 via a bus line 214 consisting of an address bus and a data bus. The main control device 110, the payout motor 216, the launch control device 112, etc., are connected to the input / output port 215. Although not shown in the diagram, the payout control device 111 is also connected to a prize ball detection switch for detecting the prize balls that have been dispensed. Note that this prize ball detection switch is connected to the payout control device 111 but not to the main control device 110.

[0182] The launch control device 112 controls the ball launching unit 112a so that the launching force of the game ball corresponds to the amount of rotation of the operating handle 51 when the main control device 110 instructs the launching of game balls. The ball launching unit 112a is equipped with a launching solenoid and an electromagnet (not shown), and the launching solenoid and electromagnet are permitted to be driven when predetermined conditions are met. Specifically, the touch sensor 51a detects that the player is touching the operating handle 51, and under the condition that the stop switch 51b for stopping the launching of game balls is off (not operated), the launching solenoid is energized in accordance with the amount of rotation of the operating handle 51, and the game ball is launched with a force corresponding to the amount of operation of the operating handle 51.

[0183] The audio lamp control device 113 controls the output of sound from the audio output device (speaker, etc., not shown) 226, the output of lighting and extinguishing of lamp display devices (illumination units 29-33, indicator lamps 34, etc.) 227, and the setting of the display mode of the third pattern display device 81, which is performed by the display control device 114, such as variable display effects (variable display). The arithmetic unit MPU 221 has a ROM 222 that stores control programs and fixed value data executed by the MPU 221, and a RAM 223 that is used as work memory, etc.

[0184] The MPU 221 of the audio lamp control device 113 is connected to input / output ports 225 via bus lines 224, which consist of an address bus and a data bus. The main control device 110, display control device 114, audio output device 226, lamp display device 227, passage detection sensors 228a to 228f, frame buttons 22, and the like are connected to input / output ports 225, respectively.

[0185] The sound lamp control device 113 monitors the output of the passage detection sensors 228a to 228f and is configured to roughly determine the number of game balls flowing down the upper surface of the opening / closing door 65f1 from the number of sensors whose output is H (high). Then, in the jackpot waiting state, the device changes the appearance (gauge amount) of the chance meter CM displayed on the third symbol display device 81 according to the number of game balls determined according to the number of sensors. This makes it easy for the player to visually understand the amount of prize balls that can be obtained when game balls enter the operating prize entry opening 660 (the number of game balls that enter when the opening / closing door 65f1 is opened). Therefore, during the jackpot waiting state, the player can be encouraged to shoot to the right with a firing intensity that does not reach the operating prize entry opening 660 (firing intensity of less than 95%), and try to get more game balls to reach the upper surface of the opening / closing door 65f1. This improves the enjoyment of playing during the jackpot waiting state.

[0186] Furthermore, the sound lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, it controls the sound output device 226 and the lamp display device 227 to change the stage displayed on the third symbol display device 81 or change the content of the super reach animation, and also instructs the display control device 114. If the stage is changed, it sends a back image change command to the display control device 114, which includes information about the changed stage, in order to display a back image corresponding to the changed stage on the third symbol display device 81. Here, the back image is the image displayed on the back of the third symbol, which is the main image displayed on the third symbol display device 81.

[0187] The sound lamp control device 113 determines an error based on commands from the main control device 110 and the status of various devices connected to the sound lamp control device 113, and sends an error command, including the type of error, to the display control device 114. The display control device 114 controls the display to promptly display an error message image on the third pattern display device 81, corresponding to the type of error indicated by the received error command (for example, a vibration error).

[0188] Next, the details of the electrical configuration of the audio lamp control device 113 will be described. Figure 14(a) is a schematic diagram illustrating the contents of the ROM 222 of the MPU 221 of the audio lamp control device 113. The ROM 222 contains at least a variable pattern selection table 222a.

[0189] The variation pattern selection table 222a is used to determine more detailed variation content based on the variation pattern command output from the main control device 110, taking into account the general variation content (variation time, variation type (reach, miss, etc.)) indicated by that variation pattern command. This allows for the determination of an even wider variety of variation patterns. Here, one variation pattern from several types is determined by lottery based on the general variation content instructed by the main control device 110.

[0190] Next, with reference to Figure 14(b), the RAM 223 in the MPU 221 of the sound lamp control device 113 will be described. Figure 14(b) is a block diagram showing the contents of the RAM 223. The RAM 223 is provided with at least a prize information storage area 223a, a first special symbol reserved ball counter 223b, a second special symbol reserved ball counter 223c, a variation start flag 223d, a stop type selection flag 223e, a variation time counter 223f, a standby state effect flag 223g, a level counter 223h, a game state storage area 223i, and other memory area 223z.

[0191] The prize information storage area 223a has memory areas consisting of four areas (area 1 to area 4) for each of the first special symbols and the second special symbols. In addition, it has one execution area. Prize information is stored in each area. In this pachinko machine 10, when a starting prize is detected in the main control device 110, the main control device 110 predicts (estimates) various information (win / loss, stop type, variation pattern) that can be obtained when a lottery for the special symbols corresponding to that starting prize is held, based on the values ​​of the first win random number counter C1, the first win type counter C2, and the stop type selection counter C3 acquired in response to that starting prize, and the main control device 110 notifies the audio lamp control device 113 of the predicted various information via a prize information command.

[0192] In the audio lamp control device 113, when a prize information command is received, the various information notified by that prize information command (win / loss, stop type, variation pattern) is extracted as prize information and stored in the prize information storage area 223a. More specifically, the extracted prize information is stored in the four available areas (area 1 to area 4), starting from the area with the smallest area number (1 to 4). In other words, the area with the smallest area number stores data corresponding to older prizes, and area 1 stores data corresponding to the oldest prize in terms of time.

[0193] The first special symbol reserved ball counter 223b is a counter that counts the number of reserved balls (waiting count) corresponding to the lottery for the first special symbol held in the main control device 110 up to a maximum of 4 times, and the second special symbol reserved ball counter 223c is a counter that counts the number of reserved balls corresponding to the lottery for the second special symbol up to a maximum of 4 times.

[0194] As described above, the voice lamp control device 113 cannot directly access the main control device 110 to obtain the values ​​of the first special symbol reserved ball counter 203e and the second special symbol reserved ball counter 203f stored in the RAM 203 of the main control device 110. Therefore, the voice lamp control device 113 counts the number of reserved balls based on the reserved ball command transmitted from the main control device 110, and manages the number of reserved balls for each type of special symbol using the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c.

[0195] Specifically, when the number of reserved balls displayed on the variable display is increased due to balls entering the first ball entry port 64 or the second ball entry port 640, or when the number of reserved balls is decreased due to the variable display of special symbols being executed in the main control device 110, the main control device 110 sends a reserved ball command to the voice lamp control device 113 indicating the value of the first special symbol reserved ball counter 203e or the second special symbol reserved ball counter 203f after the increase or decrease.

[0196] When the voice lamp control device 113 receives a reserved ball count command transmitted from the main control device 110, it obtains the value of the first special symbol reserved ball count counter 203e or the second special symbol reserved ball count counter 203f of the main control device 110 from the reserved ball count command and stores it in the first special symbol reserved ball count counter 223b or the second special symbol reserved ball count counter 223c (see S4308 in Figure 36). In this way, the voice lamp control device 113 updates the values ​​of the first special symbol reserved ball count counter 223b and the second special symbol reserved ball count counter 223c according to the reserved ball count command transmitted from the main control device 110, so that it can update the values ​​in synchronization with the values ​​of the first special symbol reserved ball count counter 203e and the second special symbol reserved ball count counter 203f of the main control device 110.

[0197] The values ​​of the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c are used to display the reserved ball count symbols on the third symbol display device 81. Specifically, in response to receiving a reserved ball count command, the audio lamp control device 113 stores the number of reserved balls indicated by the command in the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c, and transmits a display reserved ball count command to the display control device 114 in order to notify the display control device 114 of the stored values ​​of the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c.

[0198] When the display control device 114 receives this command for displaying the number of reserved balls, it controls the drawing of the image so that the number of reserved ball symbols corresponding to the value of the number of reserved balls indicated by the command, i.e., the value of the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c of the sound lamp control device 113, are displayed in the sub-display area Ds of the third symbol display device 81. As described above, the values ​​of the first special symbol reserved ball counter 223b and the second special symbol reserved ball counter 223c are changed in synchronization with the first special symbol reserved ball counter 203e and the second special symbol reserved ball counter 203f of the main control device 110. Therefore, the number of reserved ball symbols displayed in the small area Ds1 of the third symbol display device 81 can also be changed in synchronization with the values ​​of the first special symbol reserved ball counter 203e and the second special symbol reserved ball counter 203f of the main control device 110. Therefore, the third symbol display device 81 can accurately display the number of reserved balls for which the variable display is pending.

[0199] The variation start flag 223d is turned on when a variation pattern command is received from the main control unit 110 (see S4302 in Figure 36), and turned off when the variation display setting is made on the third pattern display device 81 (see S4502 in Figure 38). When the variation start flag 223d is turned on, a display variation pattern command is set based on the variation pattern extracted from the received variation pattern command.

[0200] The display variation pattern command set here is stored in a command transmission ring buffer provided in RAM223 and transmitted to the display control device 114 during the command output processing (S4102) of the main processing (see Figure 34) executed by MPU221. Upon receiving this display variation pattern command, the display control device 114 starts display control of the variation effect so that the variation display of the third symbol on the third symbol display device 81 is performed according to the variation pattern indicated by this display variation pattern command.

[0201] The stop type selection flag 223e is turned on when a stop type command is received from the main control unit 110 (see S4305 in Figure 36), and turned off when the stop type is set in the third symbol display device 81 (see S4507 in Figure 38). When the stop type selection flag 223e is turned on, the stop type is determined based on the stop type (jackpot type in the case of a jackpot) extracted from the received stop type command.

[0202] The fluctuation time counter 223f is a counter that counts the fluctuation time of the fluctuation display of special symbols. When a fluctuation pattern command is received from the main control device 110, the fluctuation time corresponding to the fluctuation pattern notified by that fluctuation pattern command is set in the fluctuation time counter 223f.

[0203] The standby state performance flag 223g is a flag that indicates whether or not the standby state performance (see Figures 7(a) and (b)) is currently being executed. If this standby state performance flag 223g is on, it means that the standby state performance is currently being executed, and if it is off, it means that the standby state performance is not currently being executed. This standby state performance flag 223g is set to on when the standby state command indicating that the machine has entered the jackpot standby state is received from the main control device 110 and the start of the standby state performance is set (see S4403 in Figure 37). Also, this standby state performance flag 223g is set to off when the opening command indicating the start of a jackpot is received from the main control device 110 (see S4406 in Figure 37).

[0204] The level counter 223h is a counter that indicates the gauge number (level) of the chance meter CM displayed on the display screen of the third symbol display device 81 during the standby state animation (see Figures 7(a) and 7(b)). The value of this level counter 223h is updated in conjunction with the number of sensors among the passage detection sensors 228a to 228f whose output is H (high) (see S4204 in Figure 35). In other words, the number of sensors whose output is H (high) is set as the counter value.

[0205] The game state storage area 223i is a memory area for storing data corresponding to the game state of the pachinko machine 10. This game state storage area 223i is updated each time a state command is received from the main control device 110 whenever a change occurs in the game state of the pachinko machine 10 (see S4310 in Figure 36). The game state storage area 223i is composed of, for example, a 1-byte memory area and is configured to identify the game state by the state of the lower two bits. More specifically, for example, the least significant bit indicates whether or not it is in the time-saving state for normal symbols, and the second least significant bit indicates whether or not it is in the probability variation state for special symbols. Therefore, in the "low probability state for special symbols" and the "normal state for regular symbols," the lower two bits are "00B," in the "low probability state for special symbols" and the "time-saving state for regular symbols," the lower two bits are "01B," and in the "probability-changing state for special symbols" and the "time-saving state for regular symbols," the lower two bits are "11B." The MPU 221 of the sound lamp control device 113 can determine the game state of the pachinko machine 10 based on the data stored in this game state storage area 223i.

[0206] The additional memory area 223z is provided as a storage area for data other than the data mentioned above, and is used to temporarily store other counter values ​​used by the MPU 221 of the audio lamp control device 113.

[0207] The RAM 223 also has a command storage area (not shown) that temporarily stores commands received from the main control device 110 until the processing corresponding to the commands is performed, and an elapsed timer that measures the production time. The command storage area is configured as a ring buffer, and data is read and written by the FIFO (First In First Out) method. When the command determination process (see FIG. 36) of the voice lamp control device 113 is executed, the first stored command among the unprocessed commands stored in the command storage area is read out, and the command is analyzed by the command determination process, and the processing corresponding to the command is performed.

[0208] The display control device 114 is connected to the voice lamp control device 113 and the third symbol display device 81, and controls the variable display (variable production) and continuous preview production of the third symbol in the third symbol display device 81 based on the command received from the voice lamp control device 113. The details of this display control device 114 will be described later with reference to FIG. 15.

[0209] The power supply device 115 includes a power supply unit 251 for supplying power to each part of the pachinko machine 10, a power failure monitoring circuit 252 for monitoring power interruption due to a power failure or the like, and a RAM erase switch circuit 253 provided with a RAM erase switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltage to each of the control devices 110 to 114 and the like through a power supply path not shown. As an overview, the power supply unit 251 takes in an AC 24-volt voltage supplied from the outside, generates a 12-volt voltage for driving various switches such as various switches 208, solenoids such as solenoid 209, motors, etc., a 5-volt voltage for logic, a backup voltage for RAM backup, etc., and supplies the necessary voltages of these 12-volt voltage, 5-volt voltage, and backup voltage to the control devices 110 to 114 and the like.

[0210] The power outage monitoring circuit 252 is a circuit that outputs a power outage signal SG1 to the NMI terminals of the MPU 201 of the main control unit 110 and the MPU 211 of the payout control unit 111 when the power supply is interrupted due to a power outage or the like. The power outage monitoring circuit 252 monitors the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply unit 251, and determines that a power outage (power interruption, power cutoff) has occurred when this voltage falls below 22 volts, and outputs the power outage signal SG1 to the main control unit 110 and the payout control unit 111. Upon output of the power outage signal SG1, the main control unit 110 and the payout control unit 111 recognize the occurrence of a power outage and execute NMI interrupt processing. The power supply unit 251 is configured to maintain the output of the control system's drive voltage of 5 volts at a normal value for a sufficient amount of time for the execution of NMI interrupt processing, even after the DC stable voltage of 24 volts falls below 22 volts. Therefore, the main control unit 110 and the payout control unit 111 can successfully execute and complete the NMI interrupt processing (see Figure 28).

[0211] The RAM erase switch circuit 253 is a circuit that outputs a RAM erase signal SG2 to the main control unit 110 to clear the backup data when the RAM erase switch 122 (see Figure 3) is pressed. When the main control unit 110 receives the RAM erase signal SG2 when the pachinko machine 10 is powered on, it clears the backup data and also sends a payout initialization command to the payout control unit 111 to clear the backup data.

[0212] Next, the electrical configuration of the display control device 114 will be described with reference to Figure 15. Figure 15 is a block diagram showing the electrical configuration of the display control device 114. The display control device 114 includes an MPU 231, a work RAM 233, a character ROM 234, a resident video RAM 235, a normal video RAM 236, an image controller 237, an input port 238, an output port 239, and bus lines 240 and 241.

[0213] The input side of input port 238 is connected to the output side of the sound lamp control device 113, and the output side of input port 238 is connected to the MPU 231, work RAM 233, character ROM 234, and image controller 237 via bus line 240. The image controller 237 is connected to resident video RAM 235 and normal video RAM 236, and output port 239 is connected via bus line 241. In addition, the output side of output port 239 is connected to the third pattern display device 81.

[0214] Furthermore, even if the pachinko machines 10 are different models with different odds of winning a special symbol jackpot or different numbers of balls paid out for a single special symbol jackpot, there are models with the exact same symbol configuration displayed on the third symbol display device 81. Therefore, the display control device 114 is made a common component to reduce costs.

[0215] In the following, we will first describe the MPU231, character ROM234, image controller237, resident video RAM235, and normal video RAM236, and then describe the work RAM233.

[0216] First, the MPU231 controls the display content of the third pattern display device 81 based on the display variation pattern command output from the sound lamp control device 113, which is based on the variation pattern command of the main control device 110. The MPU231 has an instruction pointer 231a built in, and reads and fetches the instruction code stored at the address indicated by the instruction pointer 231a, and executes various processes according to that instruction code. The MPU231 is configured to undergo a system reset from the power supply 115 immediately after power is turned on (including power restoration after a power outage; the same applies hereinafter), and when the system reset is released, the instruction pointer 231a is automatically set to "0000H" by the MPU231 hardware. Then, each time an instruction code is fetched, the value of the instruction pointer 231a is incremented by 1. In addition, if the MPU231 executes an instruction pointer setting instruction, the value of the pointer indicated by that setting instruction is set in the instruction pointer 231a.

[0217] As will be explained in more detail later, in this embodiment, the control program executed by the MPU231 and the various fixed value data used in that control program are not stored in a dedicated program ROM as in conventional gaming machines, but are stored in a character ROM234, which is provided for storing image data to be displayed on the third symbol display device 81.

[0218] As will be explained in more detail later, the character ROM 234 is composed of NAND flash memory 234a, which enables high capacity in a small area. This allows for sufficient storage of not only image data but also control programs and the like. Furthermore, by storing the control programs and the like in the character ROM 234, there is no need to provide a dedicated program ROM for storing the control programs and the like. Therefore, the number of components in the display control device 114 can be reduced, manufacturing costs can be reduced, and the increase in the failure rate due to the increase in the number of components can be suppressed.

[0219] On the other hand, NAND flash memory generally has the problem of slow read speeds, especially when performing random access. For example, when reading data arranged consecutively on multiple pages, data from the second page onwards can be read quickly, but reading the data on the first page requires a significant amount of time from the time the address is specified until the data is output. Also, when reading non-contiguous data, a significant amount of time is required each time the data is read. Thus, because NAND flash memory has a slow read speed, if the MPU231 is configured to directly read the control program from the character ROM234 and execute various processes, it may take a long time to read the instructions that make up the control program. Even if a high-performance processor is used as the MPU231, this may degrade the processing performance of the display control device 114.

[0220] Therefore, in this embodiment, when the system reset of the MPU 231 is released, the control program stored in the NAND flash memory 234a of the character ROM 234 is first transferred and stored in the work RAM 233, which is provided for the temporary storage of various data. Then, the MPU 231 executes various processes according to the control program stored in the work RAM 233. As the work RAM 233 is configured with DRAM (Dynamic RAM) as described later, and data can be read and written at high speed, so the MPU 231 can read the instructions that make up the control program without delay. As a result, the display control device 114 can maintain high processing performance, and diverse and complex effects can be easily executed using the third character display device 81.

[0221] The character ROM 234 is a memory that stores control programs executed in the MPU 231 and image data displayed in the third symbol display device 81, and is connected to the MPU 231 via the bus line 240. After the system reset is released, the MPU 231 directly accesses the character ROM 234 via the bus line 240 and transfers the control program stored in the second program storage area 234a1 of the character ROM 234 (described later) to the program storage area 233a of the work RAM 233. The image controller 237 is also connected to the bus line 240, and the image controller 237 transfers image data stored in the character storage area 234a2 of the character ROM 234 (described later) to the resident video RAM 235 and the normal video RAM 236 connected to the image controller 237.

[0222] This character ROM 234 is configured by modularizing a NAND flash memory 234a, a ROM controller 234b, a buffer RAM 234c, and a NOR ROM 234d.

[0223] The NAND flash memory 234a is a non-volatile memory provided as the main storage unit in the character ROM 234, and has at least a second program storage area 234a1 that stores most of the control programs executed by the MPU 231 and fixed value data for driving the third symbol display device 81, and a character storage area 234a2 that stores image (character, etc.) data to be displayed on the third symbol display device 81.

[0224] Here, NAND flash memory has the characteristic of being able to obtain a large storage capacity in a small area, making it easy to increase the capacity of the character ROM 234. As a result, in this pachinko machine, for example, by using a NAND flash memory 234a with a capacity of 2 gigabytes, many images can be stored in the character storage area 234a2 as images to be displayed on the third symbol display device 81. Therefore, in order to further enhance the player's enjoyment, the images displayed on the third symbol display device 81 can be made more diverse and complex.

[0225] Furthermore, the NAND flash memory 234a can store a large amount of image data in the character storage area 234a2, and also store control programs and fixed value data in the second program storage area 234a1. In this way, control programs and fixed value data can be stored in the character ROM 234, which is provided for storing image data to be displayed on the third symbol display device 81, without the need to store them in a dedicated program ROM as in conventional gaming machines. This reduces the number of parts in the display control device 114, lowers manufacturing costs, and suppresses the increase in failure rate due to an increase in the number of parts.

[0226] The ROM controller 234b is a controller for controlling the operation of the character ROM 234. For example, it reads the corresponding data from the NAND flash memory 234a, etc., based on an address transmitted from the MPU 231 or image controller 237 via the bus line 240, and outputs it to the MPU 231 or image controller 237 via the bus line 240.

[0227] In this case, the NAND flash memory 234a, due to its nature, tends to generate a relatively large number of error bits (bits with incorrect data written to them) during data writing, and bad data blocks that cannot be written may occur. Therefore, the ROM controller 234b applies known error correction to the data read from the NAND flash memory 234a and performs known data address conversion so that data is read and written to the NAND flash memory 234a while avoiding bad data blocks.

[0228] The ROM controller 234b performs error correction on the data read from the NAND flash memory 234a, which contains error bits. Therefore, even if the NAND flash memory 234a is used as the character ROM 234, it is possible to prevent the MPU 231 from processing based on incorrect data or the image controller 237 from generating various images.

[0229] Furthermore, the ROM controller 234b analyzes the bad data blocks in the NAND flash memory 234a and avoids accessing those bad data blocks. As a result, the MPU 231 and the image controller 237 can easily access the character ROM 234 without having to consider the different address locations of bad data blocks in each individual NAND flash memory 234a. Therefore, even when using NAND flash memory 234a for the character ROM 234, the complexity of access control to the character ROM 234 can be suppressed.

[0230] Buffer RAM 234c is a memory used as a buffer to temporarily store data read from NAND flash memory 234a. When an address assigned to character ROM 234 is specified via bus line 240 from MPU 231 or image controller 237, ROM controller 234b determines whether one page (for example, 2 kilobytes) of data containing the data corresponding to the specified address is set in buffer RAM 234c. If it is not set, one page (for example, 2 kilobytes) of data containing the data corresponding to the specified address is read from NAND flash memory 234a (or NOR ROM 234d) and temporarily set in buffer RAM 234c. Then, after performing known error correction processing, ROM controller 234b outputs the data corresponding to the specified address to MPU 231 or image controller 237 via bus line 240.

[0231] This buffer RAM 234c is composed of two banks, and each bank can hold one page of data from the NAND flash memory 234a. This allows the ROM controller 234b to, for example, output data from the NAND flash memory 234a to the outside using the other bank while data is already set in one bank, or to perform parallel processing of transferring one page of data, including data corresponding to an address specified by the MPU 231 or image controller 237, from the NAND flash memory 234a to one bank and setting it, and reading data corresponding to an address specified by the MPU 231 or image controller 237 from the other bank and outputting it to the MPU 231 or image controller 237. Therefore, the responsiveness of reading from the character ROM 234 can be improved.

[0232] The NOR-type ROM 234d is a non-volatile memory provided as a sub-storage unit in the character ROM 234, and is configured to have a much smaller capacity (for example, 2 kilobytes) than the NAND-type flash memory 234a, with the aim of complementing the NAND-type flash memory 234a. The NOR-type ROM 234d is provided with at least a first program storage area 234d1 that stores a portion of the control program stored in the character ROM 234 that is not stored in the second program storage area 234a1 of the NAND-type flash memory 234a, specifically a portion of the boot program that is first executed in the MPU 231 after a system reset is released.

[0233] The boot program is a control program for starting the display control device 114 so that various controls for the third symbol display device 81 can be executed. After the system reset is released, the MPU 231 first executes this boot program. This makes it possible to put the display control device 114 into a state where various controls can be executed. The first program storage area 234d1 stores a predetermined number of instructions (for example, if the capacity of one page is 2 kilobytes, then 1024 words (1 word = 2 bytes) of instructions) from this boot program, within the capacity of one bank of buffer RAM 234c (i.e., one page of NAND flash memory 234a), starting with the instructions that the MPU 231 should process first after the system reset is released. Note that the number of boot program instructions stored in the first program storage area 234d1 only needs to be less than or equal to the capacity of one bank of buffer RAM 234c, and may be set appropriately according to the specifications of the display control device 114.

[0234] When the system reset is released, the MPU231 is configured to set the value of the instruction pointer 231a to "0000H" via hardware, and to specify the address "0000H" indicated by the instruction pointer 231a to the bus line 240. Meanwhile, when the ROM controller 234b of the character ROM 234 detects that the address "0000H" has been specified to the bus line 240, it sets the boot program stored in the first program storage area 234d1 of the NOR type ROM 234d to one bank of the buffer RAM 234c and outputs the corresponding data (instruction code) to the MPU231.

[0235] When the MPU231 fetches an instruction code received from the character ROM234, it executes various processes according to the fetched instruction code, increments the instruction pointer 231a by 1, and specifies the address indicated by the instruction pointer 231a to the bus line 240. Then, as long as the address specified by the bus line 240 points to a program stored in the NOR type ROM234d, the ROM controller 234b of the character ROM234 reads the instruction code for the corresponding address from the program previously set in the buffer RAM234c from the NOR type ROM234d, and outputs it to the MPU231.

[0236] In this embodiment, instead of storing the entire control program in the NAND flash memory 234a, a predetermined number of instructions from the boot program, starting with the instructions that should be processed first by the MPU 231 after the system reset is released, are stored in the NOR ROM 234d for the following reason. That is, as mentioned above, the NAND flash memory 234a has a problem specific to NAND flash memory in that it takes a long time from specifying the address to outputting the data when reading the first page of data.

[0237] If the entire control program is stored in such a NAND flash memory 234a, when the MPU 231 specifies address "0000H" via the bus line 240 to fetch the instruction code that the MPU 231 should execute first after a system reset, the character ROM 234 must read one page of data, including the data (instruction code) corresponding to address "0000H", from the NAND flash memory 234a and set it in the buffer RAM 234c. Due to the nature of the NAND flash memory 234a, a considerable amount of time is required from reading it to setting it in the buffer RAM 234c. Therefore, the MPU 231 consumes a lot of waiting time from specifying address "0000H" until it receives the instruction code corresponding to address "0000H". Consequently, the startup time for the MPU 231 becomes longer, which may result in the control of the third pattern display device 81 in the display control device 114 not starting immediately.

[0238] In contrast, since NOR-type ROM is a memory capable of reading data at high speed, by storing a predetermined number of instructions from the boot program, starting with the instructions that should be processed first by the MPU 231 after the system reset is released, in the NOR-type ROM 234d, when the address "0000H" is specified from the MPU 231 via the bus line 240 after the system reset is released, the character ROM 234 can immediately set the boot program stored in the first program storage area 234d1 of the NOR-type ROM 234d into the buffer RAM 234c and output the corresponding data (instruction code) to the MPU 231. Therefore, the MPU 231 can receive the instruction code corresponding to address "0000H" in a short time after specifying address "0000H", and the MPU 231 can be started up in a short time. Consequently, even if the control program is stored in the character ROM 234, which is composed of NAND-type flash memory 234a with a slow read speed, control of the third pattern display device 81 in the display control device 114 can be started immediately.

[0239] The boot program is programmed to transfer the control program stored in the second program storage area 234a1 of the NAND flash memory 234a, that is, the control program excluding the boot program stored in the first program storage area 234d1 of the NOR ROM 234d, and the fixed value data used in that control program (for example, the display data table, transfer data table, etc., which will be described later), in predetermined amounts (for example, the capacity of one page of the NAND flash memory 234a) to the program storage area 233a and data table storage area 233b of the work RAM 233. The MPU 231 then first reads the boot program from the first program storage area 234d1 after the system reset is released, and transfers and stores the control program stored in the second program storage area 234a1 to the program storage area 233a in predetermined amounts, using a different bank from the bank of the buffer RAM 234c where the boot program in the first program storage area 234d1 is set.

[0240] Here, as mentioned above, the boot program stored in the first program storage area 234d1 has a capacity equivalent to one bank of buffer RAM 234c. Therefore, when the boot program in the first program storage area 234d1 is set to buffer RAM 234c in response to the internal bus address being specified as "0000H", the boot program is set to only one bank of buffer RAM 234c. Consequently, when transferring the control program stored in the second program storage area 234a1 to the program storage area 233a according to the boot program in the first program storage area 234d1, the transfer process can be executed using the other bank of buffer RAM 234c while leaving the boot program in the first program storage area 234d1 set in one bank. Therefore, since it is unnecessary to reset the boot program in the first program storage area 234d1 to buffer RAM 234c after the transfer process, the time required for the boot process can be shortened.

[0241] The boot program stored in the first program storage area 234d1 is programmed to set the instruction pointer 231a to a first fixed location in the program storage area 233a when a predetermined amount of the control program stored in the second program storage area 234a1 is transferred to the program storage area 233a. As a result, after the system reset is released, when the MPU 231 transfers a predetermined amount of the control program stored in the second program storage area 234a1 to the program storage area 233a, the instruction pointer 231a is set to a first fixed location in the program storage area 233a.

[0242] Therefore, when a predetermined amount of the control program stored in the second program storage area 234a1 is stored in the program storage area 233a, the MPU 231 can read the control program stored in the program storage area 233a and execute various processes. In other words, the MPU 231 does not read the control program from the NAND flash memory 234a which has the second program storage area 234a1 and fetch instructions, but rather reads the control program transferred to the work RAM 233 which has the program storage area 233a, fetches instructions, and executes various processes. As will be described later, since the work RAM 233 is made of DRAM, the read operation is performed at high speed. Therefore, even if most of the control program is stored in the NAND flash memory 234a which has a slow read speed, the MPU 231 can fetch instructions at high speed and execute the processing for those instructions.

[0243] Here, the control program stored in the second program storage area 234a1 includes the remaining boot program that is not stored in the first program storage area 234d1. On the other hand, the boot program stored in the first program storage area 234d1 is programmed so that the remaining boot program is included in the control program that is transferred in a predetermined amount from the second program storage area 234a1 to the program storage area 233a of the work RAM 233, and is programmed to set the instruction pointer 231a with the starting address of the remaining boot program stored in the program storage area 233a as the first default address.

[0244] As a result, the MPU231 uses the boot program stored in the first program storage area 234d1 to transfer a predetermined amount of the control program stored in the second program storage area 234a1 to the program storage area 233a, and then executes the remaining boot program contained in the transferred control program.

[0245] In this remaining boot program, the program executes a process to transfer all remaining control programs and fixed value data used by those control programs (for example, the display data table and transfer data table described later) that have not been transferred to the program storage area 233a, from the second program storage area 234a1 to the program storage area 233a or the data table storage area 233b in predetermined amounts. Also, at the end of the boot program, the instruction pointer 231a is set to a second fixed location in the program storage area 233a. Specifically, this second fixed location is set to the starting address of the program that corresponds to the initial setup process (see S6002 in Figure 39) which is executed after the boot process by the boot program (see S6001 in Figure 39) is completed, and is stored in the program storage area 233a.

[0246] By executing the remaining boot program, the MPU231 transfers all control programs and fixed value data stored in the second program storage area 234a1 to the program storage area 233a or data table storage area 233b. Once the boot program is fully executed by the MPU231, the instruction pointer 231a is set to the second location, and thereafter, the MPU231 executes various processes using the control programs transferred to the program storage area 233a without referring to the NAND flash memory 234a.

[0247] Therefore, even if most of the control program is stored in the character ROM 234, which is composed of NAND flash memory 234a with a slow read speed, after the system reset is released, the control program is transferred to the program storage area 233a of the work RAM 233, allowing the MPU 231 to read the control program from the work RAM, which is composed of DRAM with a high read speed, and perform various controls. Consequently, the display control device 114 can maintain high processing performance, and the third symbol display device 81 can be used to easily execute diverse and complex effects.

[0248] Furthermore, as mentioned above, instead of storing the entire boot program in the NOR-type ROM 234d, a predetermined number of instructions that should be processed first by the MPU 231 after the system reset is released can be stored, and the remaining boot program can be stored in the second program storage area 234a1 of the NAND-type flash memory 234a. In this case, the control program stored in the second program storage area 234a1 can be reliably transferred to the program storage area 233a. Therefore, by simply adding the extremely small-capacity NOR-type ROM 234d to the character ROM 234, the MPU 231 can be started up in a short time, thus suppressing the cost increase of the character ROM 234 that accompanies this time reduction.

[0249] The image controller 237 is a digital signal processor (DSP) that draws an image and displays the drawn image on the third graphic display device 81 at a predetermined timing. Based on the drawing list (see Figure 20) transmitted from the MPU 231, the image controller 237 draws one frame's worth of image, expands the drawn image in either the first frame buffer 236b or the second frame buffer 236c, and outputs the image information for the first frame that was previously expanded in the other frame buffer to the third graphic display device 81, thereby displaying the image on the third graphic display device 81. The image controller 237 processes the drawing process for one frame's worth of image and the display process for one frame's worth of image in parallel within the image display time for one frame on the third graphic display device 81 (20 milliseconds in this embodiment).

[0250] The image controller 237 sends a vertical sync interrupt signal (hereinafter referred to as the "V interrupt signal") to the MPU 231 every 20 milliseconds, which is the time it takes to complete the drawing process for one frame of image. Whenever the MPU 231 detects this V interrupt signal, it executes a V interrupt process (see Figure 41(b)) and instructs the image controller 237 to draw the next frame of image. In response to this instruction, the image controller 237 executes the drawing process for the next frame of image and also executes the process of displaying the previously drawn image on the third graphic display device 81.

[0251] In this way, the MPU231 executes a V interrupt process in response to the V interrupt signal from the image controller 237 and issues a drawing instruction to the image controller 237. As a result, the image controller 237 can receive an image drawing instruction from the MPU231 at the image drawing and display interval (20 milliseconds). Therefore, the image controller 237 does not receive an instruction to draw the next image before the image drawing or display process is completed. This prevents the start of drawing a new image in the middle of drawing an image, or the expansion of an image into the frame buffer where the currently displayed image information is stored due to a new drawing instruction.

[0252] The image controller 237 also performs the process of transferring image data from the character ROM 234 to the resident video RAM 235 and the normal video RAM 236 based on transfer instructions from the MPU 231 and transfer data information included in the drawing list.

[0253] Image rendering is performed using image data stored in the resident video RAM 235 and the normal video RAM 236. That is, the image data required for rendering is transferred from the character ROM 234 to the resident video RAM 235 or normal video RAM 236 based on instructions from the MPU 231 before rendering takes place.

[0254] Generally, NAND flash memory facilitates the creation of large-capacity ROMs, but its read speed is slower compared to other types of ROM (such as mask ROM and EEPROM). In contrast, the display control device 114 is configured such that the MPU 231 instructs the image controller 237 to transfer some of the image data stored in the character ROM 234 to the resident video RAM 235 after power-up. As will be described later, the image data stored in the resident video RAM 235 is controlled to remain resident without being overwritten.

[0255] As a result, after the power is turned on and the transfer of image data to be stored in the resident video RAM 235 is completed, the image controller 237 can perform image drawing processing using the image data stored in the resident video RAM 235. Therefore, if the image data used for drawing processing is stored in the resident video RAM 235, there is no need to read the corresponding image data from the character ROM 234, which is composed of a NAND flash memory 234a with a slow read speed, when drawing the image. This eliminates the time required for reading the image, and allows for immediate image drawing and display of the drawn image on the third pattern display device 81.

[0256] In particular, the resident video RAM 235 stores image data of frequently displayed images and image data of images that should be displayed immediately after the display is determined by the main control unit 110 or the display control unit 114. Therefore, even if the character ROM 234 is configured with NAND flash memory 234a, it is possible to maintain high responsiveness until any image is displayed on the third pattern display device 81.

[0257] Furthermore, when the display control device 114 uses non-resident image data in the resident video RAM 235 to draw an image, the MPU 231 is configured to instruct the image controller 237 to transfer the image data necessary for drawing from the character ROM 234 to the normal video RAM 236 before the drawing is performed. As will be described later, although the image data transferred to the normal video RAM 236 may be deleted by overwriting after being used to draw the image, during image drawing there is no need to read the corresponding image data from the character ROM 234, which is composed of a NAND flash memory 234a with a slow read speed, thus saving the time required for reading the image. As a result, the image can be drawn immediately and the drawn image can be displayed on the third pattern display device 81.

[0258] Furthermore, by storing image data in the regular video RAM 236, it is not necessary to keep all image data resident in the resident video RAM 235, thus eliminating the need for a large-capacity resident video RAM 235. Therefore, the cost increase caused by providing a resident video RAM 235 can be suppressed.

[0259] The image controller 237 has a buffer RAM 237a which is composed of 132 kilobytes of SRAM, which is the capacity of one block of NAND flash memory 234a.

[0260] The image data transfer instructions that the MPU231 issues to the image controller237 based on transfer instructions and transfer data information in the drawing list include the starting address (source starting address) and ending address (source ending address) of the character ROM234 where the image data to be transferred is stored, information about the transfer destination (information indicating whether to transfer to the resident video RAM235 or the normal video RAM236), and the starting address of the transfer destination (resident video RAM235 or normal video RAM236). Note that the data size of the image data to be transferred may be included instead of the source ending address.

[0261] The image controller 237 reads one block of data from a predetermined address in the character ROM 234 according to the various information in this transfer instruction, stores it temporarily in buffer RAM 237a, and when the resident video RAM 235 or normal video RAM 236 is not in use, transfers the image data stored in buffer RAM 237a to the resident RAM 235 or normal video RAM 236. This process is repeated until all image data stored from the starting address to the ending address of the storage source indicated by the transfer instruction has been transferred.

[0262] This allows image data read from the character ROM 234 over time to be temporarily stored in the buffer RAM 237a, and then transferred from the buffer RAM 237a to the resident video RAM 235 or the normal video RAM 236 in a short time. Therefore, it is possible to prevent the resident video RAM 235 or the normal video RAM 236 from being occupied for a long time by the transfer of image data from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236. Consequently, it is possible to prevent the resident video RAM 235 or the normal video RAM 236 from being occupied by the transfer of image data, which would prevent them from being used for image drawing processing, and as a result, prevent the image from being drawn or displayed on the third character display device 81 in time.

[0263] Furthermore, since the transfer of image data from buffer RAM 234c to resident video RAM 235 or normal video RAM 236 is performed by the image controller 237, it is possible to easily determine the period during which resident video RAM 235 and normal video RAM 236 are not used for image drawing processing or display processing on the third pattern display device 81, thereby simplifying the process.

[0264] The resident video RAM 235 is used to ensure that image data transferred from the character ROM 234 is retained without being overwritten while the power is on. It includes a main image area 235a, a back image area 235c, a character pattern area 235e, and an error message image area 235f, as well as at least a variable image area 235b and a third pattern area 235d.

[0265] The power-on main image area 235a is a region that stores data corresponding to the power-on main image to be displayed on the third symbol display device 81 from the time the power is turned on until all image data to be permanently stored in the resident video RAM 235 is stored. The power-on variable image area 235b is a region that stores image data corresponding to the power-on variable image to be displayed by the main control device 110 as a variation effect when the player starts playing while the power-on main image is displayed on the third symbol display device 81 and an entry into the first ball entry port 64 or the second ball entry port 640 is detected.

[0266] When power is supplied from the power supply unit 251, the MPU 231 sends a transfer instruction to the image controller 237 to transfer image data corresponding to the power-on main image and power-on variable image from the character ROM 234 to the power-on main image area 235a (see S6003 and S6004 in Figure 39).

[0267] Now, with reference to Figure 16, we will explain the power-on image. Figure 16 is an explanatory diagram illustrating the power-on image displayed on the third graphic display device 81 while the display control device 114 is transferring image data to be stored in the resident video RAM 235 from the character ROM 234 immediately after power-on.

[0268] Immediately after power-on, the display control device 114 transfers image data corresponding to the power-on main image and power-on variable image from the character ROM 234 to the power-on main image area 235a and the power-on variable image area 235b. Subsequently, it transfers the remaining image data to be stored in the resident video RAM 235 from the character ROM 234 to the resident video RAM 235. While this transfer of remaining image data is taking place, the display control device 114 uses the image data previously stored in the power-on main image area 235a to display the power-on main image shown in Figure 16(a) on the third graphic display device 81.

[0269] At this time, when the display control device 114 receives a display variation pattern command transmitted from the audio lamp control device 113 based on the variation pattern command from the main control device 110, which is an instruction command to start variation, the display control device 114 displays, as shown in Figure 16(b), a power-on variation image of the "○" symbol in the lower right position on the display screen of the main image at power-on, and as shown in Figure 16(c), a power-on variation image of the "×" symbol in the same position as the "○" symbol, alternately and repeatedly during the variation period. Then, based on the variation pattern command and stop type command from the audio lamp control device 113 based on the variation pattern command and stop type command from the main control device 110, the display control device 114 determines the result of the lottery performed by the main control device 110. If it is a "special symbol jackpot", the image shown in Figure 16(b) is displayed for a certain period after the variation performance stops, and if it is a "special symbol miss", the image shown in Figure 16(c) is displayed for a certain period after the variation performance stops.

[0270] The MPU 231 instructs the image controller 237 to draw the power-on main image using the image data stored in the power-on main image area 235a until all the image data that should reside in the resident video RAM 235 has been transferred to the resident video RAM 235. This allows players and hall staff to see the power-on main image displayed on the third symbol display device 81 while the remaining image data that should reside is being transferred to the resident video RAM 235. Therefore, the display control device 114 can take its time to transfer the remaining image data that should reside from the character ROM 234 to the resident video RAM 235 while the power-on main image is displayed on the third symbol display device 81. Furthermore, since players can recognize that some processing is taking place while the main image is displayed on the third symbol display device 81 when the power is turned on, they can wait until the transfer of the image data to the resident video RAM 235 is complete without worrying about whether the operation has stopped or not until the image data that should reside in the resident video RAM 235 is transferred from the character ROM 234 to the resident video RAM 235.

[0271] Furthermore, during operational checks at the factory during manufacturing, the main image is immediately displayed on the third symbol display device 81 when the power is turned on, allowing for immediate confirmation that the third symbol display device 81 has started operating without problems upon power-on. Moreover, the use of a NAND flash memory 234a with a slow read speed in the character ROM 234 can suppress the deterioration of operational check efficiency.

[0272] Furthermore, if a player starts playing while the main power-on image is displayed on the third symbol display device 81, and a ball is detected entering the first ball entry port 64 or the second ball entry port 640, the power-on variable image is drawn using the image data corresponding to the power-on variable image that resides in the power-on variable image area 235b, and the images shown in Figures 16(b) and (c) are alternately displayed on the third symbol display device 81, as instructed by the MPU 231 to the image controller 237. This allows for simple variation effects to be performed using the power-on variable image. Therefore, even while the main power-on image is displayed on the third symbol display device 81, the player can confirm that the lottery has been reliably conducted through this simple variation effect.

[0273] Furthermore, since the image data corresponding to the power-on variation effect image is already permanently stored in the power-on variation image area 235b when the power-on main image is displayed on the third symbol display device 81, if a ball is detected entering the first ball entry port 64 or the second ball entry port 640 while the power-on main image is displayed on the third symbol display device 81, the corresponding variation effect can be immediately displayed on the third symbol display device 81.

[0274] Returning to Figure 15, let's continue the explanation. The back image area 235c is an area that stores image data corresponding to the back image displayed on the third pattern display device 81. Now, referring to Figure 17, we will explain the back image and the range of the back image stored in the back image area 235c. Figure 17 is an explanatory diagram that shows four types of back images and the range of the back image stored in the back image area 235c of the resident video RAM 235 for each back image. Figure 17(a) shows back A corresponding to the "beach stage," and Figure 17(b) shows back B corresponding to the "deep sea stage."

[0275] As shown in Figure 17, the back images corresponding to each back A and B are all prepared in the character ROM 234, and are horizontally longer than the display area shown on the third character display device 81. The image controller 237 draws the images by scrolling them horizontally from left to right so that the back images are displayed on the third character display device 81.

[0276] The images prepared on each back surface A and B (hereinafter referred to as "scrolling images") are all configured so that the back surface images are continuous at positions a and c. The images between positions c and d, and between positions a and a', are composed of images equal to the horizontal width of the display area. After the images between positions c and d are displayed as a display area on the third graphic display device 81, the images between positions a and a' are displayed as a display area on the third graphic display device 81, causing the back surface images to scroll smoothly across the third graphic display device 81.

[0277] When the background type is changed and the stage is changed to "beach stage" or "deep sea stage", the MPU231 first sets the area between position a and position a' of the corresponding background image as the initial position of the display area, and controls the image controller 237 so that the image at that initial position is displayed on the third symbol display device 81. Then, as time progresses, the display area is moved from left to right relative to the scrollable image, and the image controller 237 is controlled so that the display area is sequentially displayed on the third symbol display device 81. Furthermore, when the display area reaches the image between position c and position d, the image controller 237 is controlled again so that the display area is displayed on the third symbol display device 81 as the image from position a to position a'. In this way, the third symbol display device 81 can display the image between position a and position c repeatedly in a smooth, continuous scrolling manner, flowing from left to right.

[0278] Next, we will explain the range of the back image stored in the back image area 235c for each back image. As shown in Figure 17(a), the entire range of back A, which corresponds to the initial stage, the beach stage, that is, all image data corresponding to positions a to d, is stored in the back image area 235c of the resident video RAM 235. Normally, the game is played without changing the stage while the initial stage, the "beach stage," is displayed. Therefore, by keeping all the image data of back A corresponding to the frequently displayed "beach stage" resident in the back image area 235c, the number of data accesses to the character ROM 234 can be reduced. Thus, the processing load on the display control device 114 can be reduced.

[0279] On the other hand, for the back surface B corresponding to the "deep-sea stage," as shown in Figure 17(b), only the image data corresponding to a portion of the back surface, i.e., the image between position a and position b, is stored in the back surface image area 235c of the resident video RAM 235.

[0280] In order to instantly change the back image, it would be ideal to keep the full range of image data for all back images resident in the resident video RAM 235. However, doing so would require using a very large amount of RAM for the resident video RAM 235, which could lead to increased costs.

[0281] In contrast, in this pachinko machine 10, the initial position of the background image that is first displayed when the stage is changed is fixed to the range from position a to position a' (or the range shown in Figures 17(a) to (b)), and the image data corresponding to the image between position a and position b (or the image between Figures 17(a) to (b)) including that initial position is stored in the background image area 235c of the resident video RAM 235. Therefore, even if the character ROM 234 is configured with a NAND flash memory 234a with a slow read speed, when a stage change is determined by a lottery at the start of a variation, the initial position of the background B can be immediately displayed on the third symbol display device 81 by using the image data resident in the background image area 235c of the resident video RAM 235, and it can also be displayed while scrolling or changing the color tone over time. Furthermore, since only the image data corresponding to a part of the image range is stored for the background B, the increase in the storage capacity of the resident video RAM 235 can be suppressed, and the increase in cost can be suppressed.

[0282] Furthermore, the range from position a to position b of the back image B is set such that, after the image at the initial position is displayed, while the range from position a to position b is scrolled from left to right using the image data resident in the back image area 235c of the resident video RAM 235, the image data corresponding to the images from position b' to position d can be transferred from the character ROM 234 to the normal RAM 236. As a result, while the range from position a to position b is scrolled, the image data from position b' to position d can be transferred to the normal video RAM 236. This allows the range from position a to position b to be scrolled using the image data stored in the back image area 235c of the resident video RAM 235, and then the range from position b' to position d can be scrolled without delay using the image data corresponding to the back image stored in the normal video RAM 236 and displayed on the third symbol display device 81.

[0283] Furthermore, on the back side B, the image data stored in the normal video RAM 236 is stored in a sub-area dedicated to the back image, provided in the image storage area 236a (see Figure 15) of the normal video RAM 236. This ensures that the back image data stored in the sub-area dedicated to the back image is not overwritten by other image data, thus guaranteeing that the back image is displayed correctly.

[0284] Furthermore, on the back surface B, the image data stored in the back image area 235c of the resident video RAM 235 and the image data stored in the normal video RAM 236 overlap in terms of the image data corresponding to the image between position b' and position b. Then, under the control of the image controller 237 by the MPU 231, the image data stored in the back image area 235c of the resident video RAM 235 is used to display the image up to position b on the third symbol display device 81, and then the image data stored in the normal video RAM 236 is used to display the image from position b' on the third symbol display device 81, so that the back image is displayed on the third symbol display device 81 in a smooth, continuous scrolling manner.

[0285] Furthermore, the MPU 231 uses the image data from the normal video RAM 236 to control the image controller 237 so that the image between position c and position d is displayed as a display area on the third symbol display device 81. Then, the MPU 231 uses the image data from the back image area 235c of the resident video RAM 235 to control the image controller 237 so that the image between position a and position a' is displayed as a display area on the third symbol display device 81. As a result, the image between position a and position c is displayed on the third symbol display device 81 by repeatedly scrolling in a smooth, continuous manner, flowing from left to right.

[0286] Returning to Figure 15, let's continue the explanation. The third symbol area 235d is an area for permanently storing the third symbol used in the variation effects displayed on the third symbol display device 81. That is, the third symbol area 235d permanently stores image data corresponding to the nine types of main symbols (see Figure 6(b)) that are numbered "1" through "9", which are the third symbols. As a result, when the variation effects are performed on the third symbol display device 81, it is not necessary to read image data from the character ROM 234 each time, so even if a NAND flash memory 234a is used for the character ROM 234, the variation effects can be started quickly on the third symbol display device 81. Therefore, it is possible to suppress a situation in which the variation effects are not immediately started on the third symbol display device 81, even though the variation effects have started on the first symbol display device 37 after a ball enters the first ball entry port 64 or the second ball entry port 640.

[0287] Furthermore, the third symbol area 235d also permanently stores image data corresponding to main symbols that do not have the numbers "1" through "9" assigned to them. These image data are used in a demo animation displayed on the third symbol display device 81 when a predetermined time has elapsed since the previous variation animation stopped and the next variation animation resulting from a starting win has not started. As a result, when the demo animation is displayed on the third symbol display device 81, the main symbols without numbers are displayed as the third symbols in that demo animation. Therefore, players can easily recognize that the pachinko machine 10 is in demo mode by visually confirming the main symbols without numbers from the image displayed on the third symbol display device 81.

[0288] The character pattern area 235e is an area that stores image data corresponding to character patterns used in various effects displayed on the third pattern display device 81. In this pachinko machine 10, various characters, including "young man" and "woman," are displayed according to various effects. Since the data corresponding to these characters is permanently stored in the character pattern area 235e, when the display control device 114 changes the character pattern based on the content of a command received from the sound lamp control device 113, it does not read new corresponding image data from the character ROM 234, but rather reads the image data that is pre-stored in the character pattern area 235e of the permanent video RAM 235, allowing the image controller 237 to draw the predetermined image. As a result, there is no need to read the corresponding image data from the character ROM 234, so even if a NAND flash memory 234a with a slow read speed is used in the character ROM 234, the character pattern can be changed immediately.

[0289] The erro...

Claims

[Claim 1] A launching mechanism capable of launching game balls, The launching means is provided at a position reachable by the game ball launched with a predetermined launching force, and includes a displacement means that can be displaced from a first position toward a second position different from the first position. The displacement means is displaced from the first position to the second position, thereby allowing a game ball launched with a predetermined launch strength to pass through a predetermined portion and enter a predetermined area within the game area. In a gaming machine configured such that a game ball that enters the predetermined area can pass through any of a plurality of sections, including the first section and the second section, The length of the first section is longer than the length of the second section, Only game balls passing through the first section are configured to be able to enter the first area adjacent to the first section. Only game balls passing through the second section are configured to be able to enter the second area adjacent to the second section. A first detection means capable of detecting a game ball in the first region, The system comprises a second detection means capable of detecting game balls in the second region, The gaming machine is, The system is configured such that a dynamic display in the first mode can be initiated when a game ball is detected by the first detection means. After the first dynamic display period in which the dynamic display in the first embodiment is performed, the result of the dynamic display in the first embodiment is reported. The system is configured such that a dynamic display in a second mode, different from the first mode, can be initiated when a game ball is detected by the second detection means. After the second dynamic display period in which the dynamic display in the second mode is performed, the result of the dynamic display in the second mode is reported. A first benefit is granted when a first specific result is reported as a result of the dynamic display in the first embodiment, and a second benefit is granted when a second specific result is reported as a result of the dynamic display in the second embodiment. The system has at least a first game state and a second game state in which it is easier to pass the game balls into the second area than in the first game state. The system is configured such that, at least in the first game state and the second game state, the game balls launched with the predetermined launch intensity can enter the predetermined area. The system is configured to allow the execution of a predetermined dynamic display in which the first dynamic display period is a predetermined period, and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period. The specific dynamic display is configured to make it easier to notify the first specific result than the predetermined dynamic display. A predetermined manner is configured to allow the player to understand that the result of the specified dynamic display is the first specified result, and this can be communicated during the corresponding specified period. Of the specified periods, the second specified period, which occurs after the first specified period, is configured to make it easier for the player to understand that the result of the corresponding specified dynamic display is the first specified result, compared to the first specified period. In a situation where the aforementioned specific dynamic display is being performed, the result of the specific dynamic display being performed is the same whether a new game ball is detected by the first detection means or whether a new game ball is not detected by the first detection means. The system is configured to notify that the result of the specific dynamic display may be the first specific result at least before the specific dynamic display is executed. It is configured such that a specific performance corresponding to the dynamic display in at least the first embodiment can be executed, A gaming machine characterized in that, during a period of time after the commencement of

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