Gaming machine
By implementing separate work areas and optimized task distribution in the main control circuit, the gaming machine addresses processing inefficiencies, achieving reduced load and improved efficiency.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-10
- Publication Date
- 2026-04-01
AI Technical Summary
Existing pachinko gaming machines face inefficiencies in processing load on the main control circuit, necessitating improved processing efficiency and reduced load.
The gaming machine incorporates a main control circuit with separate work areas for different processing tasks, including a first and second work area with specific information for identifying the area used, and a main CPU that performs calculations to control game operations, reducing processing load by optimizing task distribution.
This configuration enables more efficient processing in the main control circuit, effectively reducing its processing load and enhancing overall system performance.
Smart Images

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Abstract
Description
[Technical Field]
[0001] This invention relates to gaming machines such as pachinko machines. [Background technology]
[0002] Conventionally, pachinko gaming machines are known that are equipped with multiple symbol display devices (display areas) and have a function that allows identification information to be displayed in a variable manner simultaneously on multiple symbol display devices (see, for example, Patent Document 1).
[0003] Incidentally, the aforementioned gaming machine typically comprises a main control board on which circuits (main control circuit) that control the main game operations such as determining identification information are implemented, and a sub-control board on which circuits (sub-control circuit) that control the performance operations such as displaying images are implemented. Game operations are controlled by a CPU (Central Processing Unit) mounted on the main control circuit. At this time, under the control of the CPU, programs and various table data stored in the ROM (ReadOnly Memory) of the main control circuit are loaded into the RAM (RandomAccess Memory) of the main control circuit, and processing related to various game operations is executed. [Prior art documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2015-150303 [Overview of the Initiative] [Problems that the invention aims to solve]
[0005] In recent years, there has been a growing demand for technologies that can perform processing in the main control circuit more efficiently and reduce the processing load on the main control circuit.
[0006] This invention has been made in view of the above-mentioned problems, and aims to provide a gaming machine that can perform processing in the main control circuit more efficiently and reduce the processing load on the main control circuit. [Means for solving the problem]
[0007] The gaming machine according to the present invention is A first starting area (for example, a first starting opening 6044) is located in the game area and through which the game medium can pass, A second starting area (for example, a second starting opening 6045) is located in the game area and through which the game medium can pass, It comprises a main control means (for example, a main control circuit 6100) capable of performing control related to the game, The main control means is A first game execution control means capable of executing a first game (for example, displaying a variation of a first special symbol) based on the fact that the game medium has passed through the first starting area, A second game execution control means capable of executing a second game different from the first game (for example, displaying a second special symbol variation) based on the fact that the game medium has passed through the second starting area, A processing means (for example, a main CPU) that performs calculations to control the operation of the game, The system includes a storage means (for example, main RAM) in which information necessary for executing the calculation process by the calculation processing means is stored, The storage means is provided with at least two work areas, including a first work area and a second work area. The information used to perform processing using each work area is accompanied by specific information (e.g., an identifier) to identify the work area being used. When the calculation processing means processes information using one of the first work area and the second work area, it selects the work area to be used based on the specific information attached to the information to be processed. In the work area selection process by the calculation processing means, the calculation processing means specifies the address of the work area to be used based on the specific information, The processing related to the first game by the calculation processing means is performed using the first work area. The processing related to the second game by the calculation processing means is performed using the second work area. The system comprises an out-of-area work area that is different from the at least two work areas and is a work area for processing that does not directly involve the progress of the game performed by the player, and an in-area work area that includes the at least two work areas and is involved in the progress of the game performed by the player, In the calculation processing means, if the game is not playable, the specific processing by the out-of-bounds work area is not performed, and if the game is playable, the specific processing by the out-of-bounds work area is performed in the interrupt-prohibited section. A lottery means (for example, the main CPU) that conducts a lottery based on the fulfillment of a first predetermined condition, A variable control means (for example, the main CPU) that performs variable display, A means for granting benefits to players based on the results of the aforementioned lottery (for example, a main CPU), A specific performance control means (e.g., sub-CPU) that performs a specific performance (e.g., mini-game announcement performance, mini-game performance B) in a predetermined display area, The system includes a special performance control means (e.g., sub-CPU) that performs a special performance (e.g., SP reach) which transitions from the aforementioned specific performance, and which, when a second predetermined condition is met, increases the likelihood of the aforementioned benefit being granted relative to the aforementioned specific performance. The aforementioned specific performance is, The prescribed procedure will be displayed. First production (for example, in the mini-game announcement production, character Ta (The stocking effect) and the first effect The same character that was displayed in the previous section will be displayed in the next section. The content of the production including Second production (for example, the characters stocked in the mini-game preview production) Ta The performance to be acquired, and the Includes a predetermined performance content different from the predetermined performance content in which a specific character different from the predetermined character is displayed, which is a character not shown in the first performance (for example, a character not stocked in the first performance). Third production (for example, characters that were not stocked in the mini-game preview production) Ta This includes the performance of acquiring an item, and the performance of the second performance is performed before the performance of the third performance. The special performance control means is In the aforementioned specific performance, the first performance, the second performance, and the third performance are performed. If the predetermined character is displayed in the second performance and the specific character is displayed in the third performance, then after the execution of the third performanceThe aforementioned special effects are configured to be executed, Regarding the second production sequence, an introductory sequence (for example, an introductory part leading up to the mini-game) is performed, and this introductory sequence may suggest the execution of the second production sequence. It is characterized by the following: [Effects of the Invention]
[0008] According to the present invention, processing performed in the main control circuit can be executed more efficiently, and the processing load on the main control circuit can be reduced. [Brief explanation of the drawing]
[0009] [Figure 1] This is an explanatory diagram illustrating the functional flow of a pachinko game machine according to one embodiment of the present invention. [Figure 2] This is a front view of a pachinko game machine according to one embodiment of the present invention. [Figure 3] This is an external perspective view of a pachinko game machine according to one embodiment of the present invention. [Figure 4] This is an exploded perspective view of a pachinko game machine according to one embodiment of the present invention. [Figure 5] This is a front view showing the game board of a pachinko game machine according to one embodiment of the present invention. [Figure 6] This diagram shows the area captured by a CCD camera. [Figure 7] This diagram shows the area captured by a CCD camera. [Figure 8] This is a block diagram showing the circuit configuration of a pachinko game machine according to one embodiment of the present invention. [Figure 9] This diagram shows an overview of the operation (generation process of various requests) when constructing an animation request. [Figure 10] (a) is a signal flow diagram when the speaker is driven (sound playback). (b) is a signal flow diagram when the LED is driven (on / off). [Figure 11] This figure shows a random number determination table used in a pachinko game machine according to one embodiment of the present invention. [Figure 12] This figure shows a pattern determination table used in a pachinko game machine according to one embodiment of the present invention. [Figure 13] This figure shows a table for determining the type of jackpot used in a pachinko game machine according to one embodiment of the present invention. [Figure 14] This is a flowchart showing the power-on processing performed in a pachinko game machine according to one embodiment of the present invention. [Figure 15] This is a flowchart showing the system timer interrupt processing performed in a pachinko game machine according to one embodiment of the present invention. [Figure 16] This is a flowchart showing the switch input detection process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 17] This is a flowchart showing the process for detecting a prize entry into the starting slot, which is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 18] This is a flowchart showing the main control process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 19] This is a flowchart showing the special symbol control process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 20] This is a flowchart showing the special symbol memory check process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 21] This is a flowchart showing the special symbol variation time management process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 22] This flowchart shows the special symbol display time management process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 23] This flowchart shows the time-saving / probability-changing round reduction process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 24]This is a flowchart showing the jackpot completion interval processing performed in a pachinko game machine according to one embodiment of the present invention. [Figure 25] This is a flowchart showing the normal symbol control process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 26] This is a flowchart showing the main processing of the sub-control circuit executed in a pachinko game machine according to one embodiment of the present invention. [Figure 27] This is a flowchart showing the button input interrupt processing performed in a pachinko game machine according to one embodiment of the present invention. [Figure 28] This is a flowchart showing the input processing of the operating means performed in a pachinko game machine according to one embodiment of the present invention. [Figure 29] This is a flowchart showing the command analysis process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 30] This is a flowchart showing the process for determining the performance mode that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 31] This is a flowchart showing the camera image analysis process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 32] (a) is a diagram showing the image before the projection transformation is performed. (b) is a diagram showing the image after the projection transformation is performed. [Figure 33] This figure shows an example of a moving average filter. [Figure 34] This figure shows an example of a weighted averaging filter. [Figure 35] This is a conceptual diagram of frame-to-frame difference extraction. [Figure 36] This diagram shows how the game balls roll around the game area. [Figure 37] This figure shows the process of obtaining a difference image (1) from a frame image taken at time T1 and a frame image taken at time T2. [Figure 38]This figure shows the process of obtaining a difference image (2) from a frame image taken at time T2 and a frame image taken at time T3. [Figure 39] This figure shows the process of extracting the game ball at time T2 from difference image (1) and difference image (2). [Figure 40] This is a diagram showing the masking area. [Figure 41] This figure shows the injection area and the discharge area. [Figure 42] This is a conceptual diagram to explain the assignment of IDs to game balls. [Figure 43] (a) is a diagram showing the position of the game balls at time T2. (b) is a diagram showing the position of the game balls at time T3. [Figure 44] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 45] This figure shows the search range based on the position of the game ball at time T2. [Figure 46] (a) is a diagram showing the position of the game balls at time T2. (b) is a diagram showing the position of the game balls at time T3. [Figure 47] This figure shows the search range based on the position of the game ball at time T2. [Figure 48] This diagram shows a situation where multiple game balls are jammed on the game board. [Figure 49] This is a flowchart showing the process for detecting jams and disappearances that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 50] (a) is a diagram illustrating the disappearance point and the area for detecting the disappearance. (b) is a diagram illustrating the state when a ball jam occurs. (c) is a diagram illustrating the overlap of game balls and the area for detecting the overlap. [Figure 51] This is an explanatory diagram illustrating the functional flow of a pachislo gaming machine according to one embodiment of the present invention. [Figure 52]This is a perspective view showing an example of the external configuration of a pachislo gaming machine according to one embodiment of the present invention. [Figure 53] This is a perspective view showing the internal structure of a pachislo gaming machine according to one embodiment of the present invention, with the middle door closed. [Figure 54] This is a perspective view showing the internal structure of a pachislo gaming machine according to one embodiment of the present invention, with the middle door open. [Figure 55] This is an explanatory diagram showing the inside of a cabinet in a pachislo gaming machine according to one embodiment of the present invention. [Figure 56] This is an explanatory diagram showing the back side of the front door of a pachislo gaming machine according to one embodiment of the present invention. [Figure 57] This diagram shows the path of the medals when the medal selector guides them to the hopper device. [Figure 58] This is a block diagram of the entire circuit of a pachislo gaming machine according to one embodiment of the present invention. [Figure 59] This is a block diagram showing an example of the configuration of the main control circuit of a pachislo gaming machine according to one embodiment of the present invention. [Figure 60] This is a block diagram showing an example of the configuration of a sub-control circuit for a pachislo gaming machine according to one embodiment of the present invention. [Figure 61] This is a flowchart showing the main control process executed in a pachislo gaming machine according to one embodiment of the present invention. [Figure 62] This is a flowchart showing the main control process executed in a pachislo gaming machine according to one embodiment of the present invention. [Figure 63] This is a flowchart showing the interrupt processing performed in a pachislo gaming machine according to one embodiment of the present invention. [Figure 64] This is a flowchart showing the communication data transmission process performed in a pachislo gaming machine according to one embodiment of the present invention. [Figure 65] This is a flowchart showing the demo command transmission process performed in a pachislo gaming machine according to one embodiment of the present invention. [Figure 66] This is a top view of a roulette machine. [Figure 67] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 68] This diagram illustrates the size of the game balls within the ball position image. [Figure 69] This diagram illustrates the relationship between the size of the game balls and the width of the search range in the ball position image. [Figure 70] This is a diagram showing the search range setting table. [Figure 71] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 72] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 73] This figure shows an example of when the search range is expanded. [Figure 74] This figure shows an example of when the search range is expanded. [Figure 75] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 76] This is a flowchart showing the game medium tracking process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 77] This is a conceptual diagram of frame-to-frame difference extraction. [Figure 78] This diagram shows the process of obtaining an AND image from difference image (1) and difference image (2). [Figure 79] This figure shows the process of extracting the game ball at time T2 from the AND image and individual LED images obtained in Figure 78. [Figure 80] This is a conceptual diagram of frame-to-frame difference extraction. [Figure 81] This diagram shows the process of obtaining the second frame image, excluding the LED effects. [Figure 82]This diagram shows the process of obtaining a difference image (1) from the image of the second frame (excluding the LED effects) and the image of the first frame. [Figure 83] This figure shows the process of obtaining a difference image (2) from the second frame image and the third frame image, excluding the LED effects. [Figure 84] This is a conceptual diagram of frame-to-frame difference extraction. [Figure 85] This is a flowchart showing the process for detecting jams and disappearances that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 86] This is a diagram to explain the ball jam mark. [Figure 87] This is a diagram illustrating the area for detecting ball jams. [Figure 88] This is a flowchart showing the process for detecting jams and disappearances that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 89] This is a flowchart showing the process for detecting a jam that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 90] This is a diagram illustrating the area for detecting ball jams. [Figure 91] This is a flowchart showing the camera image analysis process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 92] This flowchart shows the error detection process related to ball movement performed in a pachinko game machine according to one embodiment of the present invention. [Figure 93] This is a diagram to explain the distance traveled by the game balls. [Figure 94] This is a diagram explaining the configuration needed to achieve a V-rank (winning the top prize). [Figure 95] This figure shows the area surrounding the croon and stage included in an image captured by a CCD camera. [Figure 96] This is a flowchart showing the command analysis process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 97] This is a flowchart showing the process for determining the performance mode that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 98] This diagram shows how emission zones are defined for specific and non-specific areas. [Figure 99] This is a diagram showing the table for determining the performance pattern. [Figure 100] This is a flowchart showing the prize information determination process performed in a pachinko game machine according to one embodiment of the present invention. [Figure 101] (a) is a diagram showing the movement of the game ball on the roulette wheel. (b) is a diagram showing the movement of the game ball on the stage. [Figure 102] This is a diagram showing the table for determining the performance pattern. [Figure 103] This diagram shows how the discharge area is defined relative to the spherical passage. [Figure 104] This is a partially disassembled perspective view of a pachinko game machine according to one embodiment of the present invention. [Figure 105] This is an exploded perspective view showing a projector unit in a pachinko game machine according to one embodiment of the present invention. [Figure 106] This is a partially cutaway side view of a pachinko game machine according to one embodiment of the present invention. [Figure 107] This is a flowchart showing the process for determining the performance mode that is performed in a pachinko game machine according to one embodiment of the present invention. [Figure 108] This is a flowchart showing the process for determining the projector projection content performed in a pachinko game machine according to one embodiment of the present invention. [Figure 109] This diagram shows an example of a performance using a projector. [Figure 110] This is a partially cutaway side view of a pachinko game machine according to one embodiment of the present invention. [Figure 111] This is an external perspective view of a pachinko game machine according to one embodiment of the present invention. [Figure 112] This is an exploded perspective view of a pachinko game machine according to one embodiment of the present invention. [Figure 113] This is a schematic side view showing the state of projection from the projection means to the projection area. [Figure 114] This is an example of a perspective view of a game board as seen from above on the front side. [Figure 115] (A) An example of a schematic diagram of a liquid crystal display device viewed from the front, showing the state when a rectangular image is displayed on the liquid crystal display device when the power is turned on. (B) An example of a schematic diagram in which a rectangular image is included in the effective area of a frame image captured by a CCD camera when the power is turned on. [Figure 116] This flowchart shows an example of the conversion coefficient calculation process executed by the sub-CPU when the power is turned on. [Figure 117] This flowchart shows an example of a coordinate transformation process that converts the physical coordinates of a game ball flowing through a game area into liquid crystal coordinates. [Figure 118] (A) An example of a schematic diagram showing the liquid crystal display device viewed from the front when the power is turned on, illustrating the state when a triangular image is displayed on the liquid crystal display device. (B) An example of a schematic diagram showing that the triangular image is included in the effective area of the frame image captured by the CCD camera when the power is turned on. [Figure 119] This flowchart shows a modified example of the conversion coefficient calculation process executed by the sub-CPU when the power is turned on. [Figure 120] This flowchart shows an example of image adjustment processing performed by the sub-CPU when the power is turned on. [Figure 121] This is an example of a front view showing the game board of a pachinko game machine. [Figure 122] This is an example of a front view showing the game board of a pachinko game machine. [Figure 123] This is an example of a front view showing the game board of a pachinko game machine. [Figure 124] This is an example of a front view showing the game board of a pachinko game machine. [Figure 125]This figure shows an example of a method of game media interpolation processing when the position information of the game balls in the second frame image is unnatural in relation to the position information of the game balls, and (A) the images of each frame when game media interpolation processing is not necessary, (B) the images of each frame when the position information of the game balls in the second frame image is too far from the position information of the game balls in the first frame image, and (C) the images of each frame after the position information of the game balls in the second frame image has been interpolated when the position information of the game balls in the second frame image is too far from the position information of the game balls in the first frame image. [Figure 126] This figure shows an example of a method of processing the game medium when the game ball is included in the first frame image and also in the third frame image, but not in the second frame image, and (A) the images of each frame when there is no need to process the game medium, (B) the images of each frame when the game ball is not included in the second frame image, and (C) the images of each frame after the position information of the game ball has been added when the game ball is not included in the second frame image. [Figure 127] This is an example of a front view showing the game board of a pachinko game machine. [Figure 128] This is an example of a front view showing the game board of a pachinko game machine. [Figure 129] (A) This figure shows an example of an image before the game balls included in the second frame are interpolated, an example of an image after the game balls included in the second frame are interpolated to a specific position, and an example of an image after the game balls included in the second frame are moved from a specific position to another position. (B) This figure shows an example of the destination when the game balls included in the second frame are subjected to game media re-interpolation processing. [Figure 130] This is an example of a front view showing the game board of a pachinko game machine. [Figure 131] This flowchart shows an example of a game data tracking process performed by a sub-CPU. [Figure 132]This is an example of a diagram showing that when game media interpolation processing is performed on game balls included in the second frame image, if the specific position to which the interpolation is performed overlaps with the ejection position, game media interpolation processing will not be performed. (A) This diagram shows a scenario in which the game ball and the disappearance area overlap when the position information of the game ball included in the second frame image is interpolated at the specific position, and (B) This diagram shows a scenario in which the position information of the game ball included in the second frame image is not interpolated. [Figure 133] This flowchart shows a modified example 2 of the game medium tracking process performed by the sub-CPU. [Figure 134] This flowchart shows an example of trajectory processing performed by a sub-CPU. [Figure 135] This flowchart shows a modified example of trajectory processing performed by a sub-CPU. [Figure 136] This is an example of a perspective view showing the external appearance of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 137] This is an example of an exploded perspective view showing the external appearance of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 138] This is an example of a diagram showing the group of operation buttons for a pachinko game machine according to the 11th embodiment of the present invention. [Figure 139] This is a perspective view of a pachinko game machine according to the 11th embodiment of the present invention, taken from the rear side. [Figure 140] This is an example of a front view showing the external appearance of a game board unit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 141] This is an example of an external perspective view of a game board unit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 142] This is an example of a front exploded perspective view of a game board unit in a pachinko game machine according to the 11th embodiment of the present invention, viewed from the upper right. [Figure 143] This is an example of a front view showing an LED unit including the first and second special pattern display sections. [Figure 144] This is an example of a block diagram showing the main control circuit. [Figure 145]This is a block diagram showing the internal configuration of a sub-control circuit of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 146] This is a block diagram showing the internal configuration of the audio and LED control circuit of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 147] This figure illustrates an example of an output signal from the audio / LED control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 148] This is a control block diagram illustrating an example of volume control by a host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 149] This is a schematic connection diagram between the built-in relay board and speaker of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 150] This is a block diagram showing the internal configuration of the display control circuit of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 151] This is a schematic connection diagram between the sub-board and the CGROM board (NOR type) of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 152] This is a schematic connection diagram between the sub-board and the CGROM board (NAND type) of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 153] This is a truth table for explaining the operation of an AND circuit provided on a sub-board of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 154] This is a truth table for explaining the operation of a bidirectional balanced transceiver provided on a sub-board of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 155] This diagram shows the functional flow of a pachinko game machine according to the 11th embodiment of the present invention. [Figure 156] This figure shows an example of a table indicating the probability of winning a jackpot in a pachinko game machine. [Figure 157] This diagram shows an example of the selection rate of the main symbol when the result of the special symbol jackpot determination is a jackpot. [Figure 158]This figure shows an example of a table for determining the variation time of special symbols stored in the main ROM. [Figure 159] This figure shows an example of a decorative pattern determination table stored in the sub-main ROM of the sub-control circuit. [Figure 160] This figure shows another example of a table that determines the variation time of special symbols stored in the main ROM. [Figure 161] This figure shows a first modified example of the selection rate of the main symbol when the result of the special symbol jackpot determination is a jackpot. [Figure 162] This figure shows a second modified example of the selection rate of the main symbol when the result of the special symbol jackpot determination is a jackpot. [Figure 163] This is a modified example of the decorative pattern determination table stored in the sub-main ROM of the sub-control circuit. [Figure 164] This figure illustrates an overview of the drawing control process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 165] This flowchart shows an example of the power-on process performed by the main CPU. [Figure 166] This flowchart shows an example of the process that occurs when the power is turned on. [Figure 167] This flowchart shows an example of the gaming permit process. [Figure 168] (a) A flowchart showing one example of the setup process, and (b) A flowchart showing another example of the setup process. [Figure 169] This flowchart shows an example of the process for changing settings. [Figure 170] This is a flowchart showing an example of a backup clear process. [Figure 171] This flowchart shows an example of the configuration confirmation process. [Figure 172] This flowchart shows an example of the process for returning to gameplay. [Figure 173] This flowchart shows an example of how to handle abnormal situations. [Figure 174] This flowchart shows an example of the process that takes place when a power outage occurs. [Figure 175] This flowchart shows an example of system timer interrupt processing by the main CPU. [Figure 176] This flowchart shows an example of switch input detection processing by the main CPU. [Figure 177] This flowchart shows an example of the process by the main CPU for detecting a prize entry into the starting slot. [Figure 178] This flowchart shows an example of a configuration check process performed by the main CPU. [Figure 179] This flowchart shows an example of the main control processing performed by the main CPU. [Figure 180] This flowchart shows an example of special symbol control processing by the main CPU. [Figure 181] This flowchart shows an example of the special symbol memory check process performed by the main CPU. [Figure 182] This flowchart shows an example of the special symbol display time management process performed by the main CPU. [Figure 183] This flowchart shows an example of the time reduction count subtraction process performed by the main CPU. [Figure 184] This is a flowchart illustrating an example of the main CPU's processing of the interval after a jackpot ends. [Figure 185] This flowchart shows an example of the process by which the main CPU sets the variable pattern table. [Figure 186] This flowchart shows an example of the normal symbol control process performed by the main CPU. [Figure 187] This flowchart shows an example of a sub-control main process executed by the host control circuit (sub-control circuit). [Figure 188] This flowchart shows an example of the command analysis process performed by the host control circuit (sub-control circuit). [Figure 189] This flowchart shows an example of a command transmission process executed by the host control circuit (sub-control circuit). [Figure 190]This flowchart shows an example of a message setting process executed by the host control circuit (sub-control circuit). [Figure 191] This flowchart shows an example of a directory table registration process executed by the host control circuit (sub-control circuit). [Figure 192] This flowchart shows an example of a message transmission process executed by a host control circuit (sub-control circuit). [Figure 193] This table shows an example of the selection rate for the number of limiter cycles in a pachinko game machine, as shown in Extension Example 1, for each set value. [Figure 194] This figure shows an example of how a game ball passes through the right gate of the continuously operating mechanism in the pachinko game machine of Extension Example 4. [Figure 195] This figure shows an example of how a game ball passes through the left gate of the continuously operating mechanism in the pachinko game machine of Extension Example 4. [Figure 196] This flowchart shows an example of a sub-control main process executed by the host control circuit (sub-control circuit) in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 197] This flowchart shows an example of timer interrupt processing performed by the host control circuit (sub-control circuit) in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 198] This figure shows an example illustrating the sub-device input discrimination information created in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 199] This flowchart shows an example of sub-device input processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 200] This flowchart shows an example of processing of sub-device input ON edge information (with repeat function) in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 201] This flowchart, following Figure 200, shows an example of processing of sub-device input ON edge information (with repeat function) in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 202] This figure conceptually illustrates the backlight control process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 203] This flowchart shows an example of backlight control processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 204] This flowchart shows an example of timer interrupt processing associated with a modified backlight control process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 205] This flowchart shows a modified example of the backlight control process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 206] This flowchart shows an example of timer interrupt processing illustrating backlight control processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 207] This is a sub-control main process (overall flow) executed by a host control circuit to explain a first embodiment of the process for adjusting the brightness of the backlight and various LEDs in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 208] This is a sub-control main process (overall flow) executed by a host control circuit to explain a second embodiment of the process for adjusting the brightness of the backlight and various LEDs in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 209] This is a sub-control main process (overall flow) executed by a host control circuit to explain a third embodiment of the process for adjusting the brightness of the backlight and various LEDs in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 210] This flowchart shows an example of RTC acquisition processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 211] This flowchart shows an example of the main animation control processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 212]This flowchart shows an example of composition playback control processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 213] This flowchart shows an example of a sound amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 214] This flowchart shows an example of a normal amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 215] This flowchart shows an example of a low-frequency amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 216] This flowchart shows an example of a sound amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention, which performs a check process for both the normal amplifier and the deep bass amplifier (all at once). [Figure 217] This flowchart shows an example of a more preferred embodiment of the sound amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 218] This flowchart shows an example of a more preferred form of the normal amplifier and sub-bass amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 219] This flowchart, following Figure 218, shows an example of a more preferred form of the normal amplifier and sub-bass amplifier check process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 220] This flowchart shows an example of sound request control processing in a pachinko game machine according to the 11th embodiment of the present invention, when there are multiple sound requests for the same channel. [Figure 221] This flowchart shows a first embodiment of the sound request control process when volume adjustment is performed in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 222]This flowchart shows a second embodiment of the sound request control processing when volume adjustment is performed in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 223] This flowchart shows a third embodiment of the sound request control process when volume adjustment is performed in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 224] This is a flowchart showing a fourth embodiment of the sound request control process when volume adjustment is performed in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 225] This flowchart shows a fifth embodiment of the sound request control process when volume adjustment is performed in a pachinko game machine according to the eleventh embodiment of the present invention. [Figure 226] This is an attenuation table showing an example of luminance attenuation values for each color (red, green, blue) according to the light emission intensity of strong, medium, and weak LEDs in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 227] This is a block diagram showing an example of the connection state between the LED port and the LED and solenoid in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 228] This flowchart shows an example of a data loading process executed by the host control circuit as one of various initialization processes in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 229] This flowchart shows an example of a random number initialization process executed by the host control circuit as one of various initialization processes in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 230] This flowchart shows an example of a random number periodic update process in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 231]The following are flowcharts illustrating an example of the random number 1 acquisition process in a pachinko game machine according to the 11th embodiment of the present invention: (a) a flowchart showing an example of the random number 1 acquisition process, (b) a flowchart showing an example of the random number 2 acquisition process, (c) a flowchart showing an example of the random number 3 acquisition process, and (d) a flowchart showing an example of the random number 4 acquisition process. [Figure 232] This flowchart shows an example of a random number acquisition process that is executed when a random number is used in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 233] This is a sub-control main process (overall flow) executed by a host control circuit to illustrate a modified example of sub-random number processing in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 234] This flowchart shows an example of a received interrupt processing performed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 235] This flowchart shows an example of an initial operation process for a special feature, which is executed by the host control circuit as one of various initialization processes in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 236] This flowchart shows an example of a mechanism control process for a mechanism executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 237] This flowchart shows an example of processing when receiving a performance-related command. [Figure 238] This flowchart shows an example of the processing of a special feature when a variation start command is received for a special feature, which is executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 239] This flowchart shows an example of the initial position recovery mechanism operation process for a mechanism executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 240] This flowchart shows an example of processing for a special feature when a demo command is received, which is executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 241] This flowchart shows an example of the processing of a special feature when a variation confirmation command is received for a special feature, which is executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 242] This flowchart shows an example of the processing of a bonus feature when a winning command is received, which is executed by the host control circuit in a pachinko game machine according to the 11th embodiment of the present invention. [Figure 243] This flowchart shows an example of a hall menu task executed by a sub-CPU. [Figure 244] This figure shows an example of how the hall menu screen is displayed in the display area of a liquid crystal display device. [Figure 245] This is an example of a hall menu screen that appears in the display area of a liquid crystal display device when the hall menu display process is executed. [Figure 246] This is an example of a hall menu screen that appears in the display area of a liquid crystal display device when the hall menu display process is executed. [Figure 247] This figure shows an example of the hall menu screen displayed in the display area of a liquid crystal display device when the hall menu redisplay process is executed. [Figure 248] The following are examples of screens showing error details in the display area of a liquid crystal display device: (a) a screen indicating that a backup clear process without setting change processing has been performed; (b) a screen indicating that a starting gate abnormal entry error has occurred and a backup clear process without setting change processing has been performed; and (c) a screen after the notification period indicating that a backup clear process has been performed has elapsed, in a state where both a backup clear process without setting change processing has been performed and a starting gate abnormal entry error has occurred. [Figure 249] This is a flowchart illustrating another example of a hall menu task executed by the host control circuit, where the host control circuit performs a setting determination process to determine whether the setting value information is appropriate. [Figure 250]This flowchart shows an example of hall menu processing performed by a sub-CPU. [Figure 251] This is an example of an error information history screen displayed in the display area of a liquid crystal display device. [Figure 252] This flowchart shows an example of configuration change and confirmation history processing performed by the sub-CPU. [Figure 253] This is an example of configuration change and confirmation history processing executed by a sub-CPU, and is a flowchart continuing from Figure 252. [Figure 254] This figure shows an example of the initial screen of the settings change / confirmation history screen displayed in the display area of a liquid crystal display device. [Figure 255] This diagram shows an example of what happens when "Page" is selected on the settings change / confirmation history screen. [Figure 256] This figure shows an example of a page refresh screen that allows you to refresh the page in the settings change / confirmation history screen. [Figure 257] This diagram shows an example of what happens when "Clear" is selected on the settings change / confirmation history screen. [Figure 258] This figure shows an example of the data clear screen in the settings change / confirmation history screen, where each history data has been cleared. [Figure 259] This figure shows another example of a settings change / confirmation history screen displayed in the display area of a liquid crystal display device, specifically an example of the initial screen. [Figure 260] This figure shows another example of the settings change / confirmation history screen displayed in the display area of a liquid crystal display device, specifically an example where "Display Settings" is selected. [Figure 261] This figure shows another example of the settings change / confirmation history screen displayed in the display area of a liquid crystal display device, specifically an example where a new setting value is added and displayed. [Figure 262] This figure shows another example of the settings change / confirmation history screen displayed in the display area of a liquid crystal display device, specifically an example where "Page" is selected. [Figure 263]This figure shows another example of a settings change / confirmation history screen displayed in the display area of a liquid crystal display device, which is an example of a page refresh screen that allows the page to be refreshed. [Figure 264] This flowchart illustrates an example of the procedure for operating the settings change / confirmation history screen, which allows users to check the settings, within the main menu screen displayed in the display area of an LCD display device. [Figure 265] This flowchart shows an example of maintenance processing performed by a sub-CPU. [Figure 266] This figure shows an example of when the maintenance screen is displayed in the display area of a liquid crystal display device. [Figure 267] This is an example of a maintenance screen displayed on the display area of a liquid crystal display device. [Figure 268] This figure shows an example of when the initial guide image is displayed in the display area of a liquid crystal display device. [Figure 269] This figure shows an example of when the initial UniMemo image is displayed in the display area of a liquid crystal display device. [Figure 270] This figure shows an example of when a password request screen is displayed in the display area of a liquid crystal display device. [Figure 271] This flowchart shows a modified example 1 of the configuration change / confirmation history processing performed by the sub-CPU. [Figure 272] This flowchart shows an example of authentication processing in Modification Example 1 of the configuration change / confirmation history processing performed by the sub-CPU. [Figure 273] This figure shows an example in which, in Modification 1 of the configuration change / confirmation history processing executed by the sub-CPU, a password request screen is displayed in the display area of the liquid crystal display device when the configuration change / confirmation history processing is executed. [Figure 274] This is an example of a password request screen displayed in the display area of a liquid crystal display device, in a modified example 1 of the configuration change / confirmation history processing executed by the sub-CPU. [Figure 275]This figure shows an example of the screen displayed in the display area of the liquid crystal display device when the entered password is invalid, in a modified example 1 of the setting change / confirmation history processing performed by the sub-CPU. [Figure 276] This flowchart shows an example of the operation procedure until the setting change / confirmation history screen, which allows you to check the setting values, is displayed in the hall menu screen shown in the display area of the display device in Modification Example 1 of the setting change / confirmation history processing executed by the sub-CPU. [Figure 277] This figure shows an example configuration of a volume switch that generates a volume password applied to the authentication process in a modified example 2 of the configuration change / confirmation history processing performed by the sub-CPU. [Figure 278] This flowchart shows an example of authentication processing in Modification 2 of the configuration change / confirmation history processing performed by the sub-CPU. [Figure 279] This figure shows an example in which a password request screen is displayed in the display area of a liquid crystal display device when the configuration change / confirmation history processing is executed, in a modified example 2 of the configuration change / confirmation history processing performed by the sub-CPU. [Figure 280] This is an example of a volume password request display screen shown in the display area of a liquid crystal display device, in a modified example 2 of the configuration change / confirmation history processing executed by the sub-CPU. [Figure 281] This flowchart shows an example of the procedure for verifying the setting values in the setting change / confirmation history information in a modified example 2 of the setting change / confirmation history processing performed by the sub-CPU. [Figure 282] This figure shows an example configuration of a gaming system related to Modification 3 of the setting change / confirmation history processing performed by the sub-CPU. [Figure 283] This flowchart shows an example of setting change and confirmation history processing in a pachinko game machine that constitutes the game system according to Modified Example 3. [Figure 284] This flowchart shows an example of setting change and confirmation history processing in the portable wireless communication terminal and server device of the gaming system according to Modification 3. [Figure 285]This figure shows an example of a setting change / confirmation history screen including a two-dimensional code in a pachinko game machine of the game system according to Modification 3. [Figure 286] This flowchart shows an example of the procedure for checking the setting values of the setting change / confirmation history information in the gaming system according to Modification 3. [Figure 287] This figure shows an example of a two-dimensional code display screen in a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 288] This figure shows an example of a password input screen in a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 289] This figure shows an example of a settings change / confirmation history screen in a portable wireless communication terminal of a gaming system according to Modification 3. [Figure 290] This diagram shows the functional flow of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 291] This figure shows an example of a variation pattern table that can be used in the twelfth embodiment of the present invention. [Figure 292] This is a perspective view of the front view of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 293] This is an exploded perspective view of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 294] This is a perspective view of the rear side of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 295] This is a front view showing the configuration of the game board of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 296] This is a block diagram showing the circuit configuration of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 297] This is a block diagram showing the internal configuration of the sub-control circuit of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 298] This is a diagram showing the configuration of various registers in the main CPU of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 299] This figure shows the memory map of the main control circuit of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 300] This figure shows an example of the operation of the display of each special symbol's variation when the simultaneous variation function is activated in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 301] This figure shows an example of a first special pattern work area table in the twelfth embodiment of the present invention. [Figure 302] This figure shows an example of a first special pattern related definition data table in the twelfth embodiment of the present invention. [Figure 303] This figure shows an example of a second special pattern work area table in the twelfth embodiment of the present invention. [Figure 304] This figure shows an example of a second special pattern related definition data table in the twelfth embodiment of the present invention. [Figure 305] This figure shows a modified example of the first special pattern work area table in the twelfth embodiment of the present invention. [Figure 306] This flowchart shows an example of external maskable interrupt processing performed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 307] This flowchart shows an example of a system timer interrupt processing performed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 308] This flowchart shows an example of the setting control process in the twelfth embodiment of the present invention. [Figure 309] This flowchart shows an example of a setting change process in the twelfth embodiment of the present invention. [Figure 310] This flowchart shows an example of the setting confirmation process in the twelfth embodiment of the present invention. [Figure 311] This flowchart shows an example of the first normal game pre-processing in the twelfth embodiment of the present invention. [Figure 312] This flowchart shows an example of a second normal game pre-processing step in the twelfth embodiment of the present invention. [Figure 313]This flowchart shows an example of switch input detection processing in the twelfth embodiment of the present invention. [Figure 314] This flowchart shows an example of abnormal state monitoring processing in the twelfth embodiment of the present invention. [Figure 315] This flowchart shows an example of pre-processing for abnormal state monitoring in the twelfth embodiment of the present invention. [Figure 316] This flowchart shows an example of a general-purpose anomaly detection and determination process in the twelfth embodiment of the present invention. [Figure 317] This is a flowchart (part 1) showing an example of the main control processing executed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 318] This is a flowchart (part 2) showing an example of the main control processing executed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 319] This is a flowchart (part 3) showing an example of the main control processing executed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 320] This is a flowchart (part 4) showing an example of the main control processing executed by the main CPU in a pachinko game machine according to the 12th embodiment of the present invention. [Figure 321] This is a flowchart showing an example of weight processing in the twelfth embodiment of the present invention. [Figure 322] This flowchart shows an example of the startup initial setup process in the twelfth embodiment of the present invention. [Figure 323] This flowchart shows an example of pre-processing for setting operations in the twelfth embodiment of the present invention. [Figure 324] This is a flowchart showing an example of an electrical disconnection process in the twelfth embodiment of the present invention. [Figure 325] This is a flowchart (part 1) showing an example of special pattern control processing in the twelfth embodiment of the present invention. [Figure 326]It is a flowchart (Part 2) showing an example of special symbol control processing in the 12th embodiment of the present invention. [Figure 327] It is a flowchart showing an example of special symbol related timer update processing in the 12th embodiment of the present invention. [Figure 328] It is a flowchart showing an example of special symbol management processing in the 12th embodiment of the present invention. [Figure 329] It is a flowchart showing an example of special symbol variation start processing in the 12th embodiment of the present invention. [Figure 330] It is a flowchart showing an example of special symbol game standby processing in the 12th embodiment of the present invention. [Figure 331] It is a flowchart (Part 1) showing an example of special symbol variation end processing in the 12th embodiment of the present invention. [Figure 332] It is a flowchart (Part 2) showing an example of special symbol variation end processing in the 12th embodiment of the present invention. [Figure 333] It is a flowchart (Part 1) showing an example of special symbol game determination processing in the 12th embodiment of the present invention. [Figure 334] It is a flowchart (Part 2) showing an example of special symbol game determination processing in the 12th embodiment of the present invention. [Figure 335] It is a flowchart showing an example of special symbol game end processing in the 12th embodiment of the present invention. [Figure 336] It is a flowchart showing an example of big winning opening preparation processing in the 12th embodiment of the present invention. [Figure 337] It is a flowchart showing an example of big winning opening control processing in the 12th embodiment of the present invention. [Figure 338] It is a flowchart showing an example of special symbol per game end processing in the 12th embodiment of the present invention. [Figure 339] It is a flowchart showing an example of normal symbol control processing in the 12th embodiment of the present invention. [Figure 340]This is a flowchart showing an example of special pattern management processing in the 13th embodiment of the present invention. [Figure 341] This is a flowchart showing an example of the special symbol variation start process in the 13th embodiment of the present invention. [Figure 342] This flowchart shows an example of the special symbol game waiting process in the 13th embodiment of the present invention. [Figure 343] This flowchart shows an example of the special symbol fall determination process in the 13th embodiment of the present invention. [Figure 344] This flowchart shows an example of the special symbol display mode management process in the 13th embodiment of the present invention. [Figure 345] This diagram shows the configuration of the special symbol variation pattern selection table selection data table, the special symbol variation pattern selection table group, and the special symbol variation pattern selection offset table, which are used in an alternative method for selecting the performance variation table. [Figure 346] This flowchart shows an example of the special symbol game state setting process in the 13th embodiment of the present invention. [Figure 347] This flowchart shows an example of the special symbol variation termination process in the 13th embodiment of the present invention. [Figure 348] This is a flowchart (part 1) showing an example of the special symbol game determination process in the 13th embodiment of the present invention. [Figure 349] This is a flowchart (part 2) showing an example of the special symbol game determination process in the 13th embodiment of the present invention. [Figure 350] This flowchart shows an example of the game state management process in the 13th embodiment of the present invention. [Figure 351] This flowchart shows an example of the special symbol game termination process in the 13th embodiment of the present invention. [Figure 352] This is a flowchart showing an example of the special symbol win termination process in the 13th embodiment of the present invention. [Figure 353] This is an example of a front view showing the external appearance of a game board unit in a pachinko game machine according to the 14th embodiment. [Figure 354] This is an example of a front view showing the external appearance of the game board unit in a pachinko game machine according to the 14th embodiment, when the display shutter is moving from the extended position to the retracted position. [Figure 355] This is an example of a front view showing the external appearance of the game board unit in a pachinko game machine according to the 14th embodiment, when the 7-segment display is in the extended position and the upper half of the display shutter is in the retracted position. [Figure 356] This is an example of a front view showing the external appearance of the game board unit in a pachinko game machine according to the 14th embodiment, when both the 7-segment display and the display shutter are in the retracted position. [Figure 357] This is an example of a block diagram showing the control circuit of a pachinko game machine according to the 14th embodiment. [Figure 358] This is a block diagram showing the internal circuit configuration of the sub-control circuit of a pachinko game machine according to the 14th embodiment, as well as the connection relationship between the sub-control circuit and its various peripheral devices. [Figure 359] This is an example of a table showing the probabilities of big wins and small wins in the special symbol lottery of a pachinko game machine according to the 14th embodiment, for each setting. [Figure 360] This is an example of a special symbol determination table for a pachinko game machine according to the 14th embodiment. [Figure 361] This is an example of a jackpot type determination table for a pachinko game machine according to the 14th embodiment. [Figure 362] This is an example of a table that defines combinations of the first half variation pattern and the second half variation pattern of special symbols in a pachinko game machine according to the 14th embodiment. [Figure 363] This is an example of a pattern table for the first half of the special symbols in a pachinko game machine according to the 14th embodiment. [Figure 364] This is an example of a pattern table for the latter half of the special symbol variation in a pachinko game machine according to the 14th embodiment. [Figure 365]It is a diagram showing an example of a process (aspect) executed by a host control circuit when backup clear processing is not executed at the time of power recovery in a pachinko gaming machine according to the 14th embodiment, and shows a case where both the first special symbol and the second special symbol are in the normal effect mode at the time of power recovery. [Figure 366] It is a diagram showing an example of a process (aspect) executed by a host control circuit when backup clear processing is not executed at the time of power recovery in a pachinko gaming machine according to the 14th embodiment, and shows a case where both the first special symbol and the second special symbol are in the chance effect mode at the time of power recovery. [Figure 367] It is a diagram showing an example of a process (aspect) executed by a host control circuit when backup clear processing is not executed at the time of power recovery in a pachinko gaming machine according to the 14th embodiment, and shows a case where both the first special symbol and the second special symbol are in the countdown effect mode at the time of power recovery. [Figure 368] It is a diagram showing an example of a process executed by a host control circuit 7212 when backup clear processing is not executed at the time of power recovery in a pachinko gaming machine according to the 14th embodiment, and shows a case where both the first special symbol and the second special symbol are in the rush effect mode at the time of power recovery. [Figure 369] It is a diagram showing an example of a process (aspect) executed by a host control circuit when backup clear processing is not executed at the time of power recovery in a pachinko gaming machine according to the 14th embodiment, and shows a case where the first special symbol is in the normal effect mode and the second special symbol is in the chance effect mode at the time of power recovery. [Figure 370] It is a diagram showing an example of a case where the first special symbol is in the normal effect mode and the second special symbol is in the chance effect mode at the time of power recovery in a pachinko gaming machine according to the 14th embodiment. [Figure 371]This figure shows an example of a process (mode) executed by the host control circuit when a backup clear process is not performed when the power is restored in a pachinko game machine according to the 14th embodiment, and illustrates the case when the first special symbol is in chance performance mode and the second special symbol is in normal performance mode when the power is restored. [Figure 372] This figure shows an example in a pachinko game machine according to the 14th embodiment, where the first special symbol is in chance mode and the second special symbol is in normal mode when the power is restored. [Figure 373] This figure shows an example of processing (mode) performed by the host control circuit when a backup clear process is not performed when the power is restored in a pachinko game machine according to the 14th embodiment, and illustrates the case when the first special symbol is in countdown performance mode and the second special symbol is in rush performance mode when the power is restored. [Figure 374] This figure shows an example of a pachinko game machine according to the 14th embodiment in which, upon power restoration, the first special symbol enters countdown performance mode and the second special symbol enters rush performance mode. [Figure 375] This figure shows an example of a process (mode) executed by the host control circuit when a backup clear process is not performed when the power is restored in a pachinko game machine according to the 14th embodiment, and illustrates the case when the first special symbol is in rush performance mode and the second special symbol is in countdown performance mode when the power is restored. [Figure 376] This figure shows an example of a pachinko game machine according to the 14th embodiment in which, upon power restoration, the first special symbol is in rush mode and the second special symbol is in countdown mode. [Figure 377] This figure shows an example of processing (mode) performed by the host control circuit when a backup clear process is not performed when the power is restored in a pachinko game machine according to the 14th embodiment, and illustrates the case when the first special symbol is in rush performance mode and the second special symbol is in normal performance mode when the power is restored. [Figure 378]This figure shows an example in a pachinko game machine according to the 14th embodiment, where the first special symbol is in rush mode and the second special symbol is in normal mode when the power is restored. [Figure 379] This figure shows an example of a process (mode) executed by the host control circuit when a backup clear process is not performed when the power is restored in a pachinko game machine according to the 14th embodiment, and illustrates the case when the first special symbol is in normal performance mode and the second special symbol is in rush performance mode when the power is restored. [Figure 380] This figure shows an example in a pachinko game machine according to the 14th embodiment, where the first special symbol is in normal performance mode and the second special symbol is in rush performance mode when the power is restored. [Figure 381] This figure shows an example of processing performed by the host control circuit in a pachinko game machine according to the 14th embodiment, when a backup clear process is not performed when the power is restored and the state at the time of power restoration was a jackpot game state, in the following cases: (A) when power is restored at the start of the jackpot game state, (B) when power is restored when passing through the pass gate, (C) when power is restored when the big prize opening is opened, (D) when power is restored when the big prize opening is closed, and (E) when power is restored at the end of the jackpot game state. [Figure 382] The diagram illustrates a first example of a performance mode change process in a pachinko game machine according to the 14th embodiment, which changes the performance mode executed by the host control circuit according to the combination of the current setting value set in the setting change process and the setting by the DIP switch, and shows (A) an example of a table showing the probabilities of big wins and small wins, (B) a diagram showing the match or mismatch based on the combination of the setting value and the setting by the DIP switch, and (C) a diagram showing the performance mode executed in response to the match or mismatch based on the combination of the setting value and the setting by the DIP switch. [Figure 383]The diagram illustrates a second example of a performance mode change process in a pachinko game machine according to the 14th embodiment, which changes the performance mode executed by the host control circuit according to the combination of the current setting value set in the setting change process and the setting by the DIP switch, and shows (A) an example of a table showing the probabilities of big wins and small wins, (B) a diagram showing the match / mismatch based on the combination of the setting value and the setting by the DIP switch, and (C) a diagram showing the execution frequency of special performances corresponding to the match / mismatch based on the combination of the setting value and the setting by the DIP switch. [Figure 384] The diagram illustrates a third example of a performance mode change process in a pachinko game machine according to the 14th embodiment, which changes the performance mode executed by the host control circuit according to the combination of the current setting value set in the setting change process and the setting by the DIP switch, and shows (A) an example of a table showing the probabilities of big wins and small wins, (B) a diagram showing the match or mismatch depending on the combination of the setting value and the setting by the DIP switch, and (C) a diagram showing whether or not a special performance can be executed corresponding to the match or mismatch depending on the combination of the setting value and the setting by the DIP switch. [Figure 385] This is a schematic perspective view of a gaming machine according to the 15th embodiment of the present invention, as seen from the front. [Figure 386] This is a schematic front view of a gaming machine according to the 15th embodiment of the present invention. [Figure 387] This is an exploded perspective view showing the dish unit in the 15th embodiment of the present invention detached. [Figure 388] This is an exploded perspective view showing the top ornament in the 15th embodiment of the present invention detached. [Figure 389] This is an exploded perspective view showing the right-side decorative member and the left-side decorative member separated in the 15th embodiment of the present invention. [Figure 390] This is a schematic perspective view of the dish unit from the right-diagonal direction. [Figure 391] This is a schematic perspective view of the dish unit from the left diagonal direction. [Figure 392] This is a schematic front view of the dish unit. [Figure 393]This is a schematic side view showing the right side of the dish unit. [Figure 394] This is a schematic side view showing the left side of the dish unit. [Figure 395] This is a schematic perspective view of the dish unit from a downward, oblique direction. [Figure 396] This is a disassembled perspective view of the dish unit. [Figure 397] This is a schematic perspective view showing the dish unit with some parts removed. [Figure 398] This is a schematic front view showing the dish unit with some parts removed. [Figure 399] This is an exploded perspective view illustrating the configuration around the speaker in a disc unit. [Figure 400] This is an exploded perspective view illustrating the airflow mechanism around the speaker in the dish unit. [Figure 401] This is an exploded perspective view illustrating the operation of the blower mechanism. [Figure 402] This is an internal plan view illustrating the operation of the blower mechanism. [Figure 403] This is an exploded perspective view illustrating the operation of the blower mechanism. [Figure 404] This is an internal plan view illustrating the operation of the blower mechanism. [Figure 405] This is a block diagram showing the control circuit of a gaming machine according to the 15th embodiment of the present invention. [Figure 406] This is a diagram illustrating various tables for a gaming machine according to the 15th embodiment of the present invention. [Figure 407] This is an exploded perspective view of the decorative component on the right side. [Figure 408] This is a schematic plan view showing the inner light guide plate in the right-side decorative member. [Figure 409] This is a partially cutaway perspective view showing the incident rear end face of the inner light guide plate in the right-side decorative member. [Figure 410] This is a partially cutaway rear view showing the incident rear end surface of the inner light guide plate in the right-side decorative member. [Figure 411]This is a partially cutaway perspective view showing the front end surface of the inner light guide plate in the right-side decorative member. [Figure 412] This is a partially cutaway front view showing the front end surface of the inner light guide plate in the right-side decorative member. [Figure 413] This is an exploded perspective view of the central decorative element in the top ornament. [Figure 414] This is an exploded perspective view of the central decorative element in the top ornament. [Figure 415] This is a schematic front view showing the internal structure of the central decorative member in the top ornament. [Figure 416] This is an exploded perspective view showing the internal structure of the central decorative member in the top ornament. [Figure 417] This is an exploded top view of the central decorative member in the top ornament. [Figure 418] This is an exploded perspective view of the right-side decorative member in the top ornament. [Figure 419] This is a schematic front view showing a portion of the right-side decorative member of the top ornament. [Figure 420] This is a schematic top view showing a portion of the right-side decorative member in the top ornament. [Figure 421] This is a schematic top view showing the right side of a part of the right-side decorative member in the top ornament. [Figure 422] This is a schematic top view showing the left side of a part of the right-side decorative member in the top ornament. [Figure 423] This is a schematic rear view showing a portion of the right-side decorative member of the top ornament. [Figure 424] This is a schematic perspective view showing a modified version of the blower mechanism. [Figure 425] This is an external perspective view of a gaming machine according to the 16th embodiment of the present invention. [Figure 426] This is an exploded perspective view of a gaming machine according to the 16th embodiment of the present invention. [Figure 427] This is an exploded perspective view of the main frame of a gaming machine according to the 16th embodiment of the present invention. [Figure 428] This is an exploded perspective view of the mounting frame in a gaming machine according to the 16th embodiment of the present invention. [Figure 429] This is a top view of the game board in a gaming machine according to the 16th embodiment of the present invention. [Figure 430] This is a top view of the game board in a gaming machine according to a modified example of the 16th embodiment of the present invention. [Figure 431] This is a perspective view of the mounting base in a gaming machine according to the 16th embodiment of the present invention. [Figure 432] This is a front view of the mounting base in a gaming machine according to the 16th embodiment of the present invention. [Figure 433] This is a cross-sectional view of the main frame of a gaming machine according to the 16th embodiment of the present invention. [Figure 434] This diagram illustrates the optical axis of the projected light emitted from the projector unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 435] This is a perspective view of the cover member in a gaming machine according to the 16th embodiment of the present invention, viewed from the rear side. [Figure 436] This is a perspective view of the cover member in a gaming machine according to the 16th embodiment of the present invention, as seen from the front side. [Figure 437] This figure illustrates the positional relationship between the game board relay board, the mounting base's board hole, and the cover member's opening in a gaming machine according to the 16th embodiment of the present invention. [Figure 438] This is a top view of a gaming machine according to the 16th embodiment of the present invention. [Figure 439] This is an exploded perspective view of the main frame of a gaming machine according to the 16th embodiment of the present invention. [Figure 440] This is an exploded perspective view of the first and second guide troughs in a gaming machine according to the 16th embodiment of the present invention. [Figure 441] This is an exploded perspective view of the first and second guide troughs in a gaming machine according to the 16th embodiment of the present invention. [Figure 442] This is an overall perspective view showing the payout device in a gaming machine according to the 16th embodiment of the present invention. [Figure 443] This is a perspective view showing a ball passage unit included in the payout device of a gaming machine according to the 16th embodiment of the present invention. [Figure 444]This is an exploded perspective view showing a ball passage unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 445] This is an exploded perspective view showing the spherical passage unit in a different orientation than Figure 444. [Figure 446] This is a plan view showing the first guide path of the ball passage unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 447] This is a plan view showing the second guide path of the ball passage unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 448] This is a perspective view showing the output opening of the game board in a gaming machine according to the 16th embodiment of the present invention. [Figure 449] This is a perspective view showing a ball detection unit located behind the output opening in a gaming machine according to the 16th embodiment of the present invention, with the game board removed. [Figure 450] This is a perspective view showing the entire ball detection unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 451] This is an exploded perspective view showing a ball detection unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 452] This is an exploded perspective view showing the ball detection unit in a different orientation than Figure 451. [Figure 453] This is an internal side view of the right-side component of the ball detection unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 454] This is an internal side view of the left component of the ball detection unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 455] This is a top view of a protruding member constituting a ball detection unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 456] This is an overall perspective view showing a glass door equipped with a tray unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 457] This is an overall front view showing the front of the glass door in a gaming machine according to the 16th embodiment of the present invention. [Figure 458]This is an enlarged perspective view showing the entire tray unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 459] This is an exploded perspective view of the tray unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 460] This is a top view of the tray unit in a gaming machine according to the 16th embodiment of the present invention. [Figure 461] This is a top view of the tray unit in a gaming machine according to the 16th embodiment of the present invention, with the tray cover member removed. [Figure 462] This is a perspective view of the main body, ball removal passage member, and lid opening / closing section of a gaming machine according to the 16th embodiment of the present invention, viewed from the rear side. [Figure 463] Figure 462 is an exploded view of the diagram shown. [Figure 464] This is a perspective view of the ball removal passage member in a gaming machine according to the 16th embodiment of the present invention. [Figure 465] This is a cross-sectional view AA' in Figure 464. [Figure 466] This is a cross-sectional view of BB' in Figure 464. [Figure 467] This is an exploded perspective view of the ball removal passage member in a gaming machine according to the 16th embodiment of the present invention. [Figure 468] This is a block diagram showing the circuit configuration of a gaming machine according to the 16th embodiment of the present invention. [Figure 469] This is a perspective view of a circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 470] This is a perspective view of a circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 471] This is a front view of a circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 472] This is a perspective view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 473] This is a perspective view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 474] This is an exploded perspective view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 475] This is an exploded perspective view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 476] This is a front view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 477] This is a rear view of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 478] This is a side view of the upper member of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 479] This is a side view of the upper member of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 480] This is a partially enlarged side view of the upper member of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 481] This is an internal front view of the lower member of the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 482] This is a perspective view showing the state of the upper and lower members of the circuit board case of a gaming machine according to the 17th embodiment of the present invention before assembly. [Figure 483] This is a perspective view showing the assembled state of the upper and lower members in the circuit board case of a gaming machine according to the 17th embodiment of the present invention. [Figure 484] This is a perspective view showing the rotation state of the circuit board case in the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 485] This is a perspective view showing the rotation state of the circuit board case in the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 486] This is a perspective view showing the mounting state of the circuit board case to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 487] This is a perspective view showing the mounting state of the circuit board case to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 488] This is a perspective view showing the mounting state of the circuit board case to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 489]This is an exploded perspective view showing the state of the circuit board case before it is attached to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 490] This is an exploded perspective view showing the state of the circuit board case before it is attached to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 491] This is an exploded perspective view showing the state of the circuit board case before it is attached to the base member of the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 492] This is a perspective view showing the rotation state of the circuit board case in the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 493] This is an exploded perspective view showing a sealing member attached to the base member of a circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 494] This is a top view showing the rotation state of the circuit board case in the circuit board unit of a gaming machine according to the 17th embodiment of the present invention. [Figure 495] This is a perspective view showing the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 496] This is a side view showing the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 497] This is an exploded perspective view showing the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 498] This is an exploded perspective view showing a transparent plate unit in the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 499] This is an exploded perspective view showing a transparent plate unit in the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 500] This is a front view showing a transparent plate unit in the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 501] This is a rear view showing a transparent plate unit in the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 502] This is a side view showing a transparent plate unit in the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 503] This is an exploded perspective view showing the assembled state of the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 504] This is an exploded perspective view showing the assembled state of the front door of a gaming machine according to the 17th embodiment of the present invention. [Figure 505] This is a perspective view showing the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 506] This is an exploded perspective view showing the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 507] This is an exploded perspective view showing the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 508] This is an exploded side view showing the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 509] This is a front view showing the handle grip of the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 510] This is a rear view showing the handle grip of the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 511] This is a front view showing the base member of the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 512] This is a rear view showing the base member of the launch handle of a gaming machine according to the 17th embodiment of the present invention. [Figure 513] This is a perspective view showing the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 514] This is an exploded perspective view showing the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 515] This is an internal plan view showing the inside of the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 516] This is an internal plan view illustrating the operation of the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 517] This is a left side view illustrating the operation of the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 518]This is an internal plan view illustrating the operation of the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 519] This is a left side view illustrating the operation of the air blowing mechanism of a gaming machine according to the 17th embodiment of the present invention. [Figure 520] This is a perspective view showing the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 521] This is a perspective view showing the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 522] This is a front view showing the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 523] This is an exploded perspective view showing the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 524] This is an exploded perspective view showing the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 525] This is a perspective view showing the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 526] This is a front view showing the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 527] This is a rear view showing the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 528] This is a side view showing the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 529] This is a top view showing a part of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 530] This is a front view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 531] This is a rear view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 532]This is a front view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 533] This is a rear view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 534] This is a perspective view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 535] This is a front view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 536] This is a rear view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 537] This is a side view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 538] This is a perspective view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 539] This is a front view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 540] This is a rear view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 541] This is a side view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 542] This is a top view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 543] This is a perspective view illustrating the operation of the first performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 544]This is a perspective view showing the lower movable body, left movable body, and right movable body in the first performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 545] This is an exploded perspective view showing the lower movable body, left movable body, and right movable body in the first performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 546] This is an exploded perspective view showing the right movable body in the first performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 547] This is a perspective view showing a portion of the lower movable body and the right movable body in the first performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 548] This is a partially cutaway side view showing the lower movable body, left movable body, and right movable body in the first performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 549] This is a perspective view showing the second performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 550] This is a front view showing the second performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 551] This is a top view showing a second performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 552] This is a rear view showing the second performance unit in the main body subunit of a gaming machine according to the 18th embodiment of the present invention. [Figure 553] This is a perspective view illustrating the operation of the upper and lower units in the second performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 554] This is a front view illustrating the operation of the upper and lower units in the second performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 555] This is a rear view illustrating the operation of the upper and lower units in the second performance unit of a gaming machine according to the 18th embodiment of the present invention. [Figure 556] This is a front view showing the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 557]This is an exploded perspective view showing the main parts of the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 558] This is an exploded perspective view showing the main parts of the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 559] This is a perspective view showing the ball passage cover in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 560] This is a rear view showing the ball passage cover in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 561] This is a perspective view showing the opening and closing unit in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 562] This is a perspective view illustrating the operation of the opening and closing unit in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 563] This is a partially cutaway perspective view illustrating the operation of the opening and closing unit in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 564] This is a partially cutaway top view illustrating the operation of the opening and closing unit in the game board of a gaming machine according to the 18th embodiment of the present invention. [Figure 565] This figure shows an example of a game information provision system according to the 19th embodiment of the present invention. [Figure 566] This figure shows an example of the process leading up to the display of the UniMemo menu screen in a gaming machine according to the 19th embodiment of the present invention. [Figure 567] This shows an example of the flow of events after the UniMemo menu screen is displayed in a gaming machine according to the 19th embodiment of the present invention. [Figure 568] This figure shows (A) an example of a character selection screen and (B) an example of character unlocking conditions in a gaming machine according to the 19th embodiment of the present invention. [Figure 569] In the gaming machine according to the 19th embodiment of the present invention, the winning random number determination tables stored in the main ROM of the main control board are (a) a winning random number determination table for the first special symbol and (b) a winning random number determination table for the second special symbol. [Figure 570] In a gaming machine according to the 19th embodiment of the present invention, the symbol determination tables stored in the main ROM of the main control board are (a) a symbol determination table for the first special symbol and (b) a symbol determination table for the second special symbol. [Figure 571] This figure shows a table for determining the type of jackpot stored in the main ROM of the main control board in a gaming machine according to the 19th embodiment of the present invention. [Figure 572] This figure shows an example of a game state transition in a gaming machine according to the 19th embodiment of the present invention. [Figure 573] This is an example of a table referenced in the variable pattern table determination process in a gaming machine according to the 19th embodiment of the present invention. [Figure 574] This flowchart shows an example of the variable pattern table determination process executed by the main CPU in a gaming machine according to the 19th embodiment of the present invention. [Figure 575] This flowchart shows an example of the process for determining the winning table in a gaming machine according to the 19th embodiment of the present invention. [Figure 576] This flowchart shows an example of the process for determining the losing table in a gaming machine according to the 19th embodiment of the present invention. [Figure 577] This figure shows an example of a group of variable pattern tables referenced according to the game state controlled by the main CPU in a gaming machine according to the 19th embodiment of the present invention. [Figure 578] This is an example of a variable mode table ID determination table and a variable pattern table No determination table from the variable pattern table group for NOR1 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 579] This is an example of a variable pattern number determination table from the variable pattern table group for NOR1 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 580] This is an example of a group of variation pattern tables for NOR1 (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 581]This is an example of a group of variation pattern tables for NOR1 (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 582] This is an example of a variable mode table ID determination table and a variable pattern table No determination table, which are part of the variable pattern table group for NOR2 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 583] This is an example of a variable pattern number determination table from the group of variable pattern tables for NOR2 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 584] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group for NOR2 (when winning) in a gaming machine according to the 19th embodiment of the present invention. [Figure 585] This is an example of a variation pattern number determination table among the variation pattern table group for NOR2 (when winning) in a gaming machine according to the 19th embodiment of the present invention. [Figure 586] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group for HJTN (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 587] This is an example of a variable pattern number determination table among the variable pattern table group for HJTN (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 588] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group of HJTN (when winning) in a gaming machine according to the 19th embodiment of the present invention. [Figure 589] This is an example of a variation pattern number determination table among the variation pattern tables for HJTN (when winning) in a gaming machine according to the 19th embodiment of the present invention. [Figure 590]This is an example of a variable mode table ID determination table and a variable pattern table No determination table, which are part of the variable pattern table group for RUSH (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 591] This is an example of a variable pattern number determination table among the variable pattern tables for RUSH (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 592] This is an example of a variable mode table ID determination table and a variable pattern table No determination table, which are part of the variable pattern table group for RUSH (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 593] This is an example of a variable pattern number determination table among the RUSH (winning) variable pattern table group in a gaming machine according to the 19th embodiment of the present invention. [Figure 594] This is an example of a variable mode table ID determination table and a variable pattern table No determination table from the variable pattern table group for JTN1 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 595] This is an example of a variable pattern number determination table among the variable pattern table group for JTN1 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 596] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group of JTN1 (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 597] This is an example of a variation pattern number determination table among the variation pattern table group for JTN1 (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 598] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group for JTN2 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 599]This is an example of a variation pattern number determination table among the variation pattern table group for JTN2 (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 600] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group of JTN2 (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 601] This is an example of a variation pattern number determination table among the variation pattern table group for JTN2 (when winning) in a gaming machine according to the 19th embodiment of the present invention. [Figure 602] This is an example of a variable mode table ID determination table and a variable pattern table No determination table from the variable pattern table group for J1END (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 603] This is an example of a variable pattern number determination table from the variable pattern table group for J1END (when losing) in a gaming machine according to the 19th embodiment of the present invention. [Figure 604] This is an example of a variable mode table ID determination table and a variable pattern table No determination table among the variable pattern table group for J1END (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 605] This is an example of a variation pattern number determination table among the variation pattern table group for J1END (when a win occurs) in a gaming machine according to the 19th embodiment of the present invention. [Figure 606] This is an example of a variation pattern table for special symbols in a gaming machine according to the 19th embodiment of the present invention. [Figure 607] This is an example of a special effect table used in the special effect setting process in a gaming machine according to the 19th embodiment of the present invention. [Figure 608] This flowchart shows an example of a special performance setting process executed by a sub-CPU in a gaming machine according to the 19th embodiment of the present invention. [Figure 609]This flowchart shows an example of the special effect setting process at the start of a variation in a gaming machine according to the 19th embodiment of the present invention. [Figure 610] This flowchart shows an example of the special effect setting process at the end of a variation in a gaming machine according to the 19th embodiment of the present invention. [Figure 611] This figure shows an example of various operations and their relationships when a game state is switched with a change in the main special symbol in a gaming machine according to the 19th embodiment of the present invention, (A) the state during basic operation, (B) the state when a first irregularity occurs, (C) the state when a second irregularity occurs, (D) the state when a third irregularity occurs, (E) the state when a fourth irregularity occurs, and (F) the state when a fifth irregularity occurs. [Figure 612] This figure shows an example of a front view of a game board in a game machine according to the 19th embodiment of the present invention, where the movable mechanism is mechanism type A. [Figure 613] This figure shows an example of a front view of a game board in a game machine according to the 19th embodiment of the present invention, where the movable mechanism is mechanism type B. [Figure 614] This figure shows an example of a front view of a game board in a gaming machine according to the 19th embodiment of the present invention, where the movable mechanism is mechanism type C. [Figure 615] This figure shows an example of a front view of a game board in a gaming machine according to the 19th embodiment of the present invention, where the movable mechanism is mechanism type D. [Figure 616] This is a table or figure for explaining the error recovery operation performed by the sub-CPU in a gaming machine according to the 19th embodiment of the present invention, wherein (A) is a table showing an example of an error recovery operation performed according to the error recovery state, and (B) is a figure showing an example of how the error recovery state transitions according to the transition of the game state, etc. [Figure 617] This figure shows an example of the flow of effects during normal gameplay in a gaming machine according to the 19th embodiment of the present invention. [Figure 618]In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen in a mini-game preview effect displayed in the display area of the liquid crystal display device, and is an example of an effect screen showing the stock position of the stocked characters. [Figure 619] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen showing the mode in which characters are stocked in the mini-game preview effect, and includes (A) an effect screen when the characters appear, and (B) an effect screen indicating that the appeared characters have been stocked. [Figure 620] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen displayed when entering the mini-game effect via a normal reach. [Figure 621] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen of the introduction part of the mini-game effect A. [Figure 622] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen showing the general flow of the mini-game part of the mini-game effect A. [Figure 623] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen specifically showing the flow of the effect in the mini-game part of the mini-game effect A. [Figure 624] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen of the introduction part of the mini-game effect B. [Figure 625] In the gaming machine according to the 19th embodiment of the present invention, it is a figure showing an example of an effect screen in the mini-game part of the mini-game effect B. [Figure 626] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen in the mini-game part of the mini-game effect B, and is a figure showing an effect screen that encourages the possibility of ending the mini-game effect B. [Figure 627] In the gaming machine according to the 19th embodiment of the present invention, it is an example of an effect screen in the mini-game part of the mini-game effect B, and is a figure showing an effect screen that encourages the possibility of developing into a SP reach. [Figure 628]This figure shows an example of a game screen in a gaming machine according to the 19th embodiment of the present invention, where, for example, all 31 characters are successfully gathered in mini-game sequence B, and an SP development display sequence is performed. [Figure 629] This is an example of a presentation screen showing the flow of a branching challenge sequence in a gaming machine according to the 19th embodiment of the present invention. [Figure 630] This is a screen showing an example of a branching challenge main story sequence in a gaming machine according to the 19th embodiment of the present invention, where "EXTRA TIME" does not occur. [Figure 631] This is a screen showing an example of a branching challenge main story sequence when "EXTRA TIME" occurs in a gaming machine according to the 19th embodiment of the present invention. [Figure 632] This is an example of a count-up animation screen that is displayed after an animation screen indicating a jackpot is shown in a gaming machine according to the 19th embodiment of the present invention. [Figure 633] This is a screen showing an example of a minor win animation performed by the sub-CPU when a minor win is achieved in a gaming machine according to the 19th embodiment of the present invention. [Figure 634] This is a screen showing an example of a scenario sequence that occurs when a minor win is achieved in a gaming machine according to the 19th embodiment of the present invention, in a manner that satisfies predetermined conditions. [Figure 635] This is an example of a time chart showing the execution timing and effective period of each performance performed when a minor win is achieved in a gaming machine according to the 19th embodiment of the present invention, and (A) is a time chart when a minor win is achieved once, and (B) is a time chart when minor wins are achieved consecutively. [Figure 636] This figure shows an example of a performance screen in a gaming machine according to the 19th embodiment of the present invention, in which characters are having a conversation using a speaking tube. [Figure 637] This diagram illustrates an example of a step-up effect in a gaming machine according to the 19th embodiment of the present invention, and includes (A) a diagram showing an example of a screen prompting button operation, and (B) a diagram showing an example of an effect flow. [Figure 638] This diagram illustrates an example of a variation effect for decorative symbols in a gaming machine according to the 19th embodiment of the present invention, and is intended to explain the priority order of the effect layers. [Figure 639] The present invention relates to a gaming machine according to the 19th embodiment, and provides a time chart showing an example of the relationship between the variable display status of special symbols (fluctuating / stopped), the status of the notification button effect enabled flag (ON / OFF), the status of the auto button setting enabled flag (ON / OFF), the timing of button operation, and the status of the auto function (enabled / disabled), showing (A) an example of processing when a button operation is performed during the period when the notification button effect enabled flag is set to OFF (notification button effect disabled period) (first processing example), and (B) an example of processing when a button operation is performed during the notification button effect enabled period (second processing example). [Figure 640] The present invention relates to a gaming machine according to the 19th embodiment, and provides a time chart showing an example of the relationship between the variable display status of special symbols, the valid period for the notification button effect, the valid period for the auto button setting, the timing of button operation, and the auto function status (enabled / disabled), including (A) an example of processing to prevent the auto function from being activated unintentionally by the player (third processing example), (B) an example of processing when the notification button effect enabled flag is turned ON before a specified time has elapsed while an operation to enable the auto function is being performed (fourth processing example), and (C) an example of processing when an operation to enable the auto function is performed across the variable display of special symbols (fifth processing example). [Figure 641] The present invention relates to a gaming machine according to the 19th embodiment of the present invention, and provides a time chart showing an example of the relationship between the variable display status of special symbols, the valid period for the notification button effect, the valid period for the auto button setting, the timing of the button operation, and the auto function status (enabled / disabled), wherein (A) an example of processing when a button operation is started during the valid period for the auto button setting, but the variable display of special symbols ends and the standby screen is returned before a specified time has elapsed (6th processing example), and (B) an example of processing when the auto button setting enabled flag is set to OFF after a certain period of time has elapsed since the notification button effect enabled flag was set to ON (7th processing example). [Figure 642] This figure shows the specifications of a gaming machine according to the 20th embodiment of the present invention. [Figure 643] This diagram shows the specifications (distribution of special symbols) in a gaming machine according to the 20th embodiment of the present invention. [Figure 644] This diagram shows the transitions between game states and performance modes in a gaming machine according to the 20th embodiment of the present invention. [Figure 645] This figure shows an example of a display area where a performance image is displayed in a gaming machine according to the 20th embodiment of the present invention. [Figure 646] This figure shows an example of a usable first-half variation pattern table in a gaming machine according to the 20th embodiment of the present invention. [Figure 647] This figure shows an example of a usable second-half variation pattern table in a gaming machine according to the 20th embodiment of the present invention. [Figure 648] (a) This figure shows the first half of the character stock acquisition notification sequence in a gaming machine according to the 20th embodiment of the present invention. (b) This figure shows the second half of the character stock acquisition notification sequence. [Figure 649] This diagram shows a character stock notification effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 650] This diagram shows the occurrence of a special effect (change in the reserved balls) in a gaming machine according to the 20th embodiment of the present invention. [Figure 651] (a) This figure shows the relationship between the occurrence animation and the stocked characters in a gaming machine according to the 20th embodiment of the present invention. (b) This figure shows the relationship between the occurrence animation and the activation timing. [Figure 652] This figure shows the timing patterns for incorporating the addition scale in a gaming machine according to the 20th embodiment of the present invention. [Figure 653] This figure shows an image of the first half of the variable scale in a gaming machine according to the 20th embodiment of the present invention. [Figure 654] This figure shows an image of the second half of the variable scale in a gaming machine according to the 20th embodiment of the present invention. [Figure 655](a) This figure shows the first stage of the occurrence effect (reserve change) in a gaming machine according to the 20th embodiment of the present invention. (b) This figure shows the second stage of the occurrence effect (reserve change). [Figure 656] (a) This diagram shows the third stage of the event animation (reserve change). (b) This diagram shows the fourth stage of the event animation (reserve change). [Figure 657] This is a flowchart (part 1) showing an example of the special symbol variation termination process in a gaming machine according to the 20th embodiment of the present invention. [Figure 658] This is a flowchart (part 2) showing an example of the special symbol variation termination process in a gaming machine according to the 20th embodiment of the present invention. [Figure 659] This figure shows a table for determining the timing of symbol confirmation in a gaming machine according to the 20th embodiment of the present invention. [Figure 660] (a) This figure shows the display area where bonus icons are displayed in a gaming machine according to the 20th embodiment of the present invention. (b) This figure shows the display area when all bonus icons are acquired. [Figure 661] (a) This figure shows an example of a time chart in a gaming machine according to the 20th embodiment of the present invention when bonus icons are displayed one at a time. (b) This figure shows an example of a time chart when two bonus icons are displayed at once. (c) This figure shows an example of a time chart when three bonus icons are displayed at once. [Figure 662] (a) This figure shows an example of a time chart and the number of game balls acquired in a gaming machine according to the 20th embodiment of the present invention. (b) This figure shows a display area where the number of game balls acquired is displayed. [Figure 663] This figure shows a table of the opening times for the big prize slot in a gaming machine according to the 20th embodiment of the present invention. [Figure 664] This figure shows an example of the specifications for the hold display in a gaming machine according to the 20th embodiment of the present invention. [Figure 665] This is a time chart showing an example of the presentation that occurs when a super-minor win is achieved in a gaming machine according to the 20th embodiment of the present invention. [Figure 666] This is a time chart showing another example of the presentation when a super-minor win is achieved in a gaming machine according to the 20th embodiment of the present invention. [Figure 667] This is a time chart for the Treasure Chest Chance in a gaming machine with a high probability of reduced time, according to the 20th embodiment of the present invention. [Figure 668] This is a time chart showing a continuation of Figure 667. [Figure 669] This is a time chart showing a continuation of Figure 668. [Figure 670] This is a time chart showing a continuation of Figure 669. [Figure 671] This is a time chart showing a continuation of Figure 670. [Figure 672] This is a time chart for the Treasure Chest Chance in a gaming machine according to the 20th embodiment of the present invention, when there is a low probability of a shortened time. [Figure 673] This is a time chart showing a continuation of Figure 672. [Figure 674] This is a time chart showing a continuation of Figure 673. [Figure 675] This is a time chart showing a continuation of Figure 674. [Figure 676] This figure shows the presentation of the Treasure Chest Chance (super small win) in a game machine with a low probability of a shortened time, according to the 20th embodiment of the present invention. [Figure 677] This figure shows the presentation of the Treasure Chest Chance (probability change jackpot) in a gaming machine according to the 20th embodiment of the present invention, when there is a low probability time reduction. [Figure 678] This is a flowchart showing a method for determining the lottery table based on the number of minor wins in a gaming machine according to the 20th embodiment of the present invention. [Figure 679] This figure shows the initial lottery table 1 in a gaming machine according to the 20th embodiment of the present invention. [Figure 680] This figure shows the initial lottery table 2 in a gaming machine according to the 20th embodiment of the present invention. [Figure 681]This figure shows the final stage lottery table 1 in a gaming machine according to the 20th embodiment of the present invention. [Figure 682] This figure shows a lottery table 2 for the final stages of a gaming machine according to the 20th embodiment of the present invention. [Figure 683] This figure shows the initial lottery table (rush) 1 in a gaming machine according to the 20th embodiment of the present invention. [Figure 684] This figure shows the initial lottery table (rush) 2 in a gaming machine according to the 20th embodiment of the present invention. [Figure 685] This figure shows the final stage lottery table (rush) 1 in a gaming machine according to the 20th embodiment of the present invention. [Figure 686] This figure shows the final stage lottery table (rush) 2 in a gaming machine according to the 20th embodiment of the present invention. [Figure 687] This is a front view showing a part of the game board in a gaming machine according to the 20th embodiment of the present invention. [Figure 688] (a) A perspective view showing the general prize winning slot unit in a gaming machine according to the 20th embodiment of the present invention. (b) A front view showing the general prize winning slot unit. [Figure 689] (a) A plan view showing a general prize-winning unit in a gaming machine according to the 20th embodiment of the present invention. (b) A cross-sectional view of XP1-XP1 in Figure 283(a). [Figure 690] This is a diagram illustrating the hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 691] This is a diagram illustrating the hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 692] This is a diagram illustrating the hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 693] This is a diagram illustrating the hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 694] This is a flowchart for explaining the hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 695] This is a flowchart illustrating the general prize-winning animation execution process in a gaming machine according to the 20th embodiment of the present invention. [Figure 696] This is a table showing the general prize winning slot presentation table in a gaming machine according to the 20th embodiment of the present invention. [Figure 697] This is a flowchart illustrating the process of executing a hold change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 698] This diagram illustrates a pre-announcement effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 699] This diagram illustrates a pre-announcement effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 700] This is a flowchart for explaining the pre-announcement effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 701] This is a flowchart for explaining the pre-announcement effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 702] This diagram illustrates a pre-announcement effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 703] This is a flowchart for explaining the box change effect in a gaming machine according to the 20th embodiment of the present invention. [Figure 704] This figure shows the specifications of another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 705] This is a flowchart showing the lottery when a prize is won in a reserved ball in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 706] This figure shows an example of the display mode for the pre-read VS reach effect in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 707] This figure is a continuation of Figure 706. [Figure 708] This figure is a continuation of Figure 707. [Figure 709] This figure is a continuation of Figure 708. [Figure 710]This is a flowchart showing the pre-read VS reach performance lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 711] This figure shows a table for determining the content of a pre-read VS reach performance in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 712] This figure shows a false lottery table for 3 possible pre-reading vs. immediate indication scenarios in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 713] This figure shows a different example of a gaming machine according to the 20th embodiment of the present invention, specifically a table showing the number of possible outcomes for the pre-read vs. imminent sign scenario, with 3 possible outcomes resulting in a losing draw. [Figure 714] This figure shows a lottery table for the number of possible pre-reading vs. immediate indication scenarios in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 715] This figure shows an example of a variation pattern in the latter half of the main game in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 716] This figure shows an example of how to calculate the number of possible variations in an intermediate performance in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 717] This figure shows an example of how to calculate the number of possible variations in an intermediate performance in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 718] This is a flowchart showing the pre-read stop order lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 719] This is a flowchart showing a pre-announcement character lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 720] This is a diagram illustrating a pre-announcement character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 721] This is a diagram illustrating the character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 722] This is a diagram illustrating the character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 723]This is a diagram illustrating the character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 724] This is a diagram illustrating the character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 725] This is a diagram illustrating the character prediction lottery in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 726] This is a flowchart showing a setting value suggestion animation in another example of a gaming machine according to the 20th embodiment of the present invention. [Figure 727] This is a diagram illustrating a setting value suggestion effect in another example of a gaming machine according to the 20th embodiment of the present invention. [Modes for carrying out the invention]
[0010] [First Embodiment] Embodiments of the present invention will be described below with reference to the drawings.
[0011] [Functional Flow] Figure 1 is a diagram showing the functional flow of a pachinko game machine according to one embodiment of the present invention. As shown in the figure, a pachinko game is a game in which game balls are launched by the user's operation, and when the game balls hit various prizes, a payout control process for the game balls is performed. Pachinko games also include special symbol games that use special symbols and ordinary symbol games that use ordinary symbols. In this specification, the term "pachinko game machine" may be used in some cases and "pachinko machine" in others.
[0012] When a "jackpot" is achieved in a special symbol game, or when a "win" is achieved in a regular symbol game, the probability of the game balls entering the winning area increases relatively, and the payout control process for the game balls becomes easier to execute.
[0013] In addition, various prizes include the special symbol start prize, which is one of the conditions for the variable display of special symbols in the special symbol game, and the regular symbol start prize, which is one of the conditions for the variable display of regular symbols in the regular symbol game.
[0014] In this specification, "variable display" refers to a concept that can be displayed in a variable manner, and enables, for example, a "variable display" that actually changes and is displayed, or a "stopped display" that actually stops and is displayed.
[0015] Furthermore, in "variable display," for example, a "derived display" can be performed in which a special symbol (identification information) is displayed as a result of a special symbol game. In other words, in this specification, the operation from the start of "variable display" to the "derived display" is referred to as one "variable display."
[0016] The following outlines the processing flow for special symbol games and regular symbol games.
[0017] (1) In the special symbol game, if a special symbol is triggered and awarded, random values (random value for jackpot determination and random value for symbol determination) are extracted from the jackpot determination counter and the symbol determination counter, respectively, and each extracted random value is stored (see the flow of the special symbol triggered and awarded process in the special symbol game shown in Figure 1).
[0018] Furthermore, as shown in Figure 1, in the special symbol control process during the special symbol game, it is first determined whether the conditions for starting the variable display of the special symbol have been met. In this determination process, it is checked whether a random value has been stored due to a special symbol win, and if the random value has been stored, it is determined that the conditions for starting the variable display of the special symbol have been met.
[0019] Next, when the variable display of special symbols begins, a random value for jackpot determination extracted from the jackpot determination counter is referenced, and a jackpot determination is made to determine whether or not it is a "jackpot". After that, the stopping symbol determination process is performed. In this process, the random value for symbol determination extracted from the symbol determination counter and the result of the jackpot determination described above are referenced to determine which special symbol to stop and display.
[0020] Next, the variation pattern determination process is performed. In this process, a random value is extracted from the variation pattern determination counter, and this random value, along with the result of the jackpot determination mentioned above and the special symbol to be displayed as described above, is referenced to determine the variation pattern of the special symbol.
[0021] Next, the performance pattern determination process is performed. In this process, a random value is extracted from the performance pattern determination counter, and this random value, the result of the jackpot determination mentioned above, the special symbols to be stopped and displayed mentioned above, and the variation pattern of the special symbols mentioned above are referenced to determine the performance pattern to be executed in accordance with the variable display of the special symbols.
[0022] Next, based on the determined jackpot result, the special symbols to be stopped and displayed, the variation pattern of the special symbols, and the performance pattern associated with the variable display of the special symbols are referenced, and a variable display control process to control the variable display of the special symbols and a performance control process to perform a predetermined performance are executed.
[0023] Then, once the variable display control process and the performance display control process are completed, it is determined whether or not a "jackpot" has been won. If it is determined in this determination process that a "jackpot" has been won, the jackpot game control process is executed to play the jackpot game. In the jackpot game, the probability of winning the various prizes mentioned above increases. On the other hand, if it is determined that a "jackpot" has not been won, the jackpot game control process is not executed.
[0024] If it is determined that a "jackpot" was not achieved, or if the jackpot game control process has ended, a game state transition control process is performed to change the game state. This game state transition control process manages the normal game state, which is different from the jackpot game state.
[0025] Normal game states include, for example, a game state in which the probability of determining a "jackpot" in the jackpot determination described above increases (hereinafter referred to as the "probability-increasing game state"), and a game state in which it becomes easier to get a special symbol to start and win (hereinafter referred to as the "time-saving game state"). After that, a determination process is made again to see whether or not to start the variable display of the special symbol, and then the various processes of the special symbol control process described above are repeated.
[0026] In the pachinko game machine of this embodiment, if a game ball enters the starting position while a special symbol is being displayed, various data acquired at the time of the starting position (random values for determining a jackpot, random values for determining the symbol, etc.) are reserved.
[0027] In other words, if a game ball enters the game while a special symbol is being displayed in a variable state, the variable display (variation display) of the special symbol corresponding to that entry is put on hold, and the variable display of the reserved special symbol begins after the currently running variable display of the special symbol ends. Hereafter, the reserved variable display of the special symbol will also be referred to as the "reserved ball".
[0028] Furthermore, in the pachinko game machine of this embodiment, as will be described later, two types of special symbols start and win. (A first starting slot entry and a second starting slot entry are provided, and a maximum of 4 reserved balls can be obtained for each special symbol starting slot entry. In other words, in this embodiment, a maximum of 8 reserved balls can be obtained.
[0029] Although not shown in Figure 1, the pachinko game machine of this embodiment may also be equipped with a function to determine whether a held ball is a winner (whether or not a "jackpot" has been won) based on the information of the held balls described above, and to perform a predetermined performance based on that determination result, i.e., a pre-announcement performance function.
[0030] (2) In a regular symbol game, if a regular symbol win occurs, a random value is extracted from the win determination counter and stored (see the flow of the regular symbol win process in a regular symbol game shown in Figure 1).
[0031] Furthermore, as shown in Figure 1, in the normal symbol control process during the normal symbol game, it is first determined whether the condition for starting the variable display of the normal symbols has been met. In this determination process, it is checked whether a random value has been stored due to a normal symbol win, and if the random value has been stored, it is determined that the condition for starting the variable display of the normal symbols has been met.
[0032] Next, when the variable display of the regular symbols begins, a random value extracted from the win determination counter is referenced, and a win determination is made to determine whether or not it is a "win". After that, the variation pattern determination process is performed. In this process, the result of the win determination is referenced to determine the variation pattern of the regular symbols.
[0033] Next, the determined hit result and the variation pattern of the regular symbols are referenced, and a variable display control process that controls the variable display of the regular symbols and a performance control process that performs a predetermined performance are executed.
[0034] Once the variable display control process and the performance display control process are completed, it is determined whether or not it is a "win". If it is determined in this determination process that it is a "win", the win game control process is executed to perform the win game.
[0035] In the winning game control process, the possibilities of the various winning combinations mentioned above, especially the possibility of the game ball landing on a special symbol in the special symbol game, are increased. On the other hand, if it is determined that it is not a "win," the winning game control process is not executed. After that, a determination process is performed again to determine whether or not to start the variable display of the regular symbols, and then the various processes of the regular symbol control process mentioned above are repeated.
[0036] As mentioned above, in pachinko games, the ease with which the payout control process for game balls is performed changes depending on conditions such as whether or not a "jackpot" is achieved in special symbol games, the state of the game transition, and whether or not a "win" is achieved in regular symbol games.
[0037] In this embodiment, a software random number generation method is used as the method for extracting various random values, which involves generating random values by executing a program. However, the present invention is not limited thereto. For example, if a pachinko game machine is equipped with a random number generator that updates random numbers at a predetermined interval, a hardware random number generation method, which extracts random values from a counter (a so-called ring counter) in the random number generator, may be adopted as the method for extracting the various random values described above.
[0038] Furthermore, when using a hardware random number generation method, it is possible to prevent the same random number from being extracted at a predetermined period by determining the initial value of the random number at a timing different from that of the predetermined period.
[0039] [Structure of a Pachinko Gaming Machine] Next, the structure of the pachinko game machine in this embodiment will be described with reference to Figures 2 to 4. Figure 2 is a front view of the pachinko game machine, Figure 3 is a perspective view showing the exterior of the pachinko game machine, and Figure 4 is an exploded perspective view of the pachinko game machine. In the following description, unless otherwise specified, the front side of the pachinko game machine 1 will be referred to as the forward direction, the rear side of the pachinko game machine 1 as the rear direction, the left side when viewed from the front of the pachinko game machine 1 as the left direction, the right side when viewed from the front of the pachinko game machine 1 as the right direction, the top side of the pachinko game machine 1 as the upward direction, the bottom side of the pachinko game machine 1 as the downward direction, the clockwise direction when viewed from the front of the pachinko game machine 1 as the right direction, and the counterclockwise direction as the left direction.
[0040] As shown in Figures 2 and 3, the pachinko game machine 1 comprises a main body 2, a base door 3 attached to the main body 2 so as to be openable and closable, and a glass door 4 attached to the base door 3 so as to be openable and closable.
[0041] [Main unit] The main body 2 is composed of a frame-shaped member having a rectangular opening 2a (see Figure 4). This main body 2 is formed from a material such as wood.
[0042] [Base Door] The base door 3 is composed of a plate-like member having a rectangular outer shape that is approximately the same as the outer shape of the main body 2. The base door 3 is positioned in front of the main body 2 (on the front side of the pachinko game machine 1), and the opening 2a of the main body 2 is opened and closed by rotating the base door 3 around one side end of the main body 2 as an axis.
[0043] As shown in Figure 4, the base door 3 is provided with a rectangular opening 3a. This opening 3a is formed extending from approximately the center of the base door 3 to the upper region and is sized to occupy most of the region.
[0044] Furthermore, the base door 3 can be fitted with a speaker 11, a game board 12, a tray unit 14, a launching device 15, a payout unit 16, and a circuit board unit 17. A liquid crystal display device 13 is fitted to the game board 12. However, the liquid crystal display device 13 may not be fitted to the game board 12, but may be placed on the back side of the game board 12 with a gap between it and the game board 12.
[0045] The speaker 11 is positioned at the top (near the top edge) of the base door 3. The game board 12 is positioned in front of the base door 3 (on the front side of the pachinko game machine 1) and is positioned to cover the opening 3a of the base door 3.
[0046] The game board 12 is made of a light-transmitting plate-shaped resin material. Examples of light-transmitting resins that can be used include acrylic resin, polycarbonate resin, methacrylic resin, and the like.
[0047] Furthermore, a game area 12a is formed on the front surface of the game board 12 (the front surface of the pachinko game machine 1) on which the game balls launched from the launching device 15 roll. This game area 12a is an area surrounded by guide rails (specifically, outer rails 41a, not shown, that surround the opening 4a of the glass door 4, which will be described later), and its outer circumference is roughly circular.
[0048] Furthermore, the game area 12a has several game pins (not shown) driven into it. The configuration of the game board 12 (game area 12a) will be described later with reference to Figure 5(a).
[0049] The liquid crystal display device 13 is mounted on the back side of the game board 12 (opposite the front side of the pachinko game machine 1). This liquid crystal display device 13 has a display area 13a for displaying images. The size of the display area 13a is set to occupy a portion of the surface area of the game board 12. However, the size of the display area 13a of the liquid crystal display device 13 may occupy the entire surface area of the game board 12.
[0050] The display area 13a of this liquid crystal display device 13 displays various images such as identification patterns (decorative patterns) for performance, performance images, and decorative images. The player can view the various images displayed in the display area 13a of the liquid crystal display device 13 via the game board 12.
[0051] In this embodiment, a liquid crystal display device 13 was used as the display device, but the present invention is not limited thereto, and other display devices such as a plasma display, rear projection display, or CRT (Cathode Ray Tube) display may be used instead of the liquid crystal display device 13.
[0052] Furthermore, a spacer 19 is provided on the back side of the game board 12 (opposite the front side of the pachinko game machine 1). This spacer 19 is provided between the back side of the game board 12 (the back surface of the pachinko game machine 1) and the front surface of the liquid crystal display device 13 (the front surface of the pachinko game machine 1), and forms a space that serves as a flow path for the game balls rolling in the game area 12a of the game board 12.
[0053] The spacer 19 is formed of a light-transmitting material. However, the present invention is not limited thereto, and the spacer 19 may, for example, be formed of a material that is partially light-transmitting, or it may be formed of a material that is not light-transmitting.
[0054] The tray unit 14 is positioned below the game board 12. This tray unit 14 has an upper tray 21 and a lower tray 22 positioned below it. The upper tray 21 and the lower tray 22 have payout openings 21a and 22a, respectively, for dispensing game balls and dispensing game balls (prize balls).
[0055] When the predetermined payout conditions are met, game balls are discharged from the payout port 21a or payout port 22a, and the discharged game balls are stored in the upper tray 21 or lower tray 22, respectively. The game balls stored in the upper tray 21 are then launched into the game area 12a by the launching device 15.
[0056] Furthermore, the plate unit 14 is provided with a performance button 23. This performance button 23 is mounted on the upper plate 21. In addition, a jog dial 24 is rotatably mounted on the periphery of the performance button 23.
[0057] The pachinko game machine 1 of this embodiment has a predetermined performance function that is performed using at least one of the performance button 23 and the jog dial 24. When the predetermined performance is to be performed, an image prompting the user to operate at least one of the performance button 23 and the jog dial 24 is displayed in the display area 13a of the liquid crystal display device 13.
[0058] The launching device 15 is positioned on the front of the base door 3 in the lower right area (near the lower right corner). This launching device 15 comprises a launching handle 25 that can be operated by the player and a panel body 26 that engages with the lower right part of the tray unit 14. The launching handle 25 is positioned on the front side of the panel body 26 and is rotatably supported by the panel body 26.
[0059] Although not shown in Figures 2 to 4, a solenoid actuator for controlling the launching of the game balls is provided on the back side of the panel body 26. Also, although not shown in Figures 2 to 4, a touch sensor is provided on the periphery of the launch handle 25, and a launch volume is provided inside the launch handle 25. The launch volume changes its resistance value according to the amount of rotation of the launch handle 25, thereby changing the power supplied to the solenoid actuator.
[0060] In the pachinko game machine 1 of this embodiment, when a player's hand touches the touch sensor on the launch handle 25, the touch sensor outputs a detection signal. This allows the system to detect that the player is gripping the launch handle 25, and enables the launch of the game balls by the solenoid actuator.
[0061] Then, when the player grasps the launch handle 25 and rotates it clockwise (to the right when viewed from the player's side), the resistance value of the launch volume changes according to the rotation angle of the launch handle 25, and power corresponding to that resistance value is supplied to the solenoid actuator. As a result, the game balls stored in the upper tray 21 are launched sequentially, and the launched game balls are guided by the guide rail and released into the game area 12a of the game board 12.
[0062] Although not shown in Figures 2 to 4, a launch stop button is provided on the side of the launch handle 25. The launch stop button is provided to stop the launch of the game balls by the solenoid actuator. When the player presses the launch stop button, the launch of the game balls stops, even if the player is gripping and rotating the launch handle 25.
[0063] The dispensing unit 16 and the circuit board unit 17 are located on the rear side of the base door 3. Game balls are supplied to the dispensing unit 16 from the storage unit (not shown). Based on the fulfillment of the dispensing conditions, the dispensing unit 16 dispenses a predetermined number of game balls from the game balls supplied from the storage unit into the upper tray 21 or the lower tray 22.
[0064] The circuit board unit 17 has various control boards. These control boards are equipped with a main control circuit 70, a sub-control circuit 200, a dispensing / firing control circuit 300, etc., which will be described later (see Figure 8 below).
[0065] [Glass door] The glass door 4 is formed in a rectangular frame shape. The glass door 4 is positioned on the front side of the game board 12 and is large enough to cover the game board 12. An upper decorative unit 58 is provided in the upper region of the front of the glass door 4 that faces the speaker 11. The upper decorative unit 58 is positioned to protrude forward from the pachinko game machine 1.
[0066] Furthermore, in the central part of the glass door 4, an opening 4a is formed in the area facing the game area 12a of the game board 12, which is large enough to expose at least the game area 12a. The opening 4a of the glass door 4 is covered with light-transmitting protective glass 28, thereby closing the opening 4a.
[0067] Therefore, when the glass door 4 is closed relative to the base door 3, the protective glass 28 is positioned to face at least the game area 12a of the game board 12. As shown in Figure 2, illuminated covers 58A to 58C are provided at both the left and right ends and the bottom end of the opening 4a of the glass door 4. LEDs (Light Emitting Diodes) 59A to 59C (see Figure 8) are provided on the rear surfaces of the illuminated covers 58A to 58C. The LEDs 59A to 59C are controlled to light up or flash in conjunction with the effects displayed on the liquid crystal display device 13, the effect buttons, and the illumination of the illuminated covers 58A and 58B.
[0068] [Game board] Next, the configuration of the game board 12 will be explained with reference to Figure 5(a). Figure 5(a) is a front view showing the configuration of the game board 12.
[0069] As shown in Figure 5(a), the front of the game board 12 is provided with a guide rail 41, a ball passage detector 43, a first start opening 44, a second start opening 45, and a standard electric mechanism 46. The front of the game board 12 is also provided with general prize winning openings 51 and 52, a first large prize winning opening 53, a second large prize winning opening 54, an out opening 55, and several game pins (not shown).
[0070] Furthermore, a bulging cover (not shown) is provided on the front of the game board 12 near the second large prize winning opening 54, and the bulging cover protrudes forward from the front of the game board 12. Hereafter, the front of the game board 12 refers to the side of the game board 12 that is on the player's side, and the rear of the game board 12 refers to the side of the game board 12 that is on the opposite side from the player's side. Also, the right side and left side of the game board 12 refer to the right side and left side when the game board 12 is viewed from the front. Therefore, when the game board 12 is viewed from the rear, the right side of the game board 12 becomes the left side on the paper, and the left side of the game board 12 becomes the right side.
[0071] Furthermore, on the front of the game board 12, a special symbol display device 61, a regular symbol display device 62, a regular symbol hold display device 63, a first special symbol hold display device 64, and a second special symbol hold display device 65 are provided in the lower right section (reference numerals are omitted in Figure 5(a), see Figure 8).
[0072] In this embodiment, a notification LED that lights up when the result of the special symbol stop display is a "jackpot," and a round number display LED that displays the number of rounds during a jackpot game may also be provided.
[0073] [Various components of the gaming area] The guide rail 41 extends in an arc shape to demarcate the game area 12a and consists of an outer rail 41a (shown by a dashed line in Figure 5(a)) which surrounds the opening 4a of the glass door 4 (not shown) and an inner rail 41b which is positioned inside (on the inner circumference side) of the outer rail 41a and extends in an arc shape.
[0074] The game area 12a is formed inside the outer rail 41a. The outer rail 41a and the inner rail 41b are arranged to face each other near the left end of the game area 12a when viewed from the player's side, thereby forming a guide path 41c between the outer rail 41a and the inner rail 41b that guides the game balls launched by the launching device 15 to the upper part of the game area 12a.
[0075] Furthermore, a ball discharge opening 41d is formed at the tip of the inner rail 41b located in the upper left part of the game area 12a by the tip of the inner rail 41b and a part of the outer rail 41a facing it. A ball return prevention piece 42 is provided at the tip of the inner rail 41b so as to block the ball discharge opening 41d.
[0076] This ball return prevention piece 42 prevents game balls released from the ball discharge opening 41d into the game area 12a from passing through the ball discharge opening 41d again and entering the guide path 41c.
[0077] The game balls released from the ball release opening 41d flow down from the top to the bottom of the game area 12a. In this process, the game balls collide with various components provided in the game area 12a, such as multiple game nails, the first start opening 44, and the second start opening 45, changing their direction of travel as they flow down from the top to the bottom of the game area 12a.
[0078] A display area 13a of the liquid crystal display device 13 is provided approximately in the center of the game area 12a. An obstacle 13b is provided at the upper edge of this display area 13a. By providing the obstacle 13b, the game ball does not pass over the area within the game area 12a that overlaps with the display area 13a.
[0079] The ball passage detector 43 is positioned near the top of the first large prize winning opening 53 on the right side of the display area 13a, as viewed from the player's side. The ball passage detector 43 is equipped with a passing ball sensor 43a (see Figure 8, described later) for detecting passing game balls. When a game ball passes through the ball passage detector 43, a lottery is held to determine whether or not it is a "win" in the regular symbol game, and the display of the regular symbols changes based on the result of this lottery.
[0080] The first start port 44 is located below the display area 13a, and the second start port 45 is located below the first start port 44. The first start port 44 and the second start port 45 are composed of members capable of receiving game balls.
[0081] Hereafter, when a game ball enters or passes through the first start opening 44 or the second start opening 45, it will be referred to as "winning a prize." When a game ball wins a prize in the first start opening 44 or the second start opening 45, a predetermined number of balls will be awarded. (For example, 3) game balls are dispensed.
[0082] Furthermore, when a game ball enters the first starting opening 44, a lottery is held to determine whether it is a "jackpot" or a "minor win," and based on the result of this lottery, the display of the first special symbol begins to change. In addition, when a game ball enters the second starting opening 45, a lottery is held to determine whether it is a "jackpot," and based on the result of this lottery, the display of the second special symbol begins to change. The first special symbol and the second special symbol may be referred to as Special Symbol 1 and Special Symbol 2, respectively.
[0083] The first start port 44 has a first start port prize ball sensor 44a for detecting the prize ball that has entered the port. (See Figure 8 below) is provided. In addition, the second start port 45 is provided with a second start port winning ball sensor 45a (see Figure 8 below) for detecting game balls that have entered the second start port 45. Game balls that have entered the first start port 44 and the second start port 45 are transported to a game ball collection section (not shown) by passing through a collection port (not shown) provided in the game board 12.
[0084] The standard electric mechanism 46 is installed in the second start opening 45. The standard electric mechanism 46 is a wing-shaped member that opens and closes to tilt forward and retract in the front-to-back direction of the game board 12, and is configured to switch between an open state that allows game balls to enter the second start opening 45 and a closed state that makes it impossible or difficult for game balls to enter the second start opening 45. The standard electric mechanism 46 is driven to open and close by the standard electric mechanism solenoid 46a (see Figure 8, described later).
[0085] In this embodiment, when the standard electric mechanism 46 is in the closed state, the opening shape of the pair of wing members may be set to a shape that makes it difficult for the game ball to enter, rather than a shape that makes it impossible to win. Also, the standard electric mechanism 46 is not limited to one that operates by opening and closing wing-shaped members in the front-to-back direction, but may also be a so-called electric tulip type that widens the starting opening by rotating in the left-to-right direction of the game board 12, or a tongue-shaped member that opens and closes the starting opening by moving horizontally in the front-to-back direction of the game board 12.
[0086] The general prize entry point 51 is located near the lower left of the game area 12a, as viewed from the player's side. The general prize entry point 52 is located to the right of the ball passage detector 43 and near the lower right of the game area 12a, as viewed from the player's side.
[0087] The general prize slots 51 and 52 are composed of components capable of receiving game balls. Hereinafter, the act of a game ball entering or passing through the general prize slot 51 or 52 is also referred to as "winning a prize." When a game ball wins a prize in the general prize slot 51 or 52, a predetermined number of game balls (for example, 10) are dispensed.
[0088] The general prize slot 51 is equipped with a general prize ball sensor 51a (see Figure 8 below) for detecting the game ball that has entered the prize slot. The general prize slot 52 is equipped with a general prize ball sensor 52a (see Figure 8 below) for detecting the game ball that has entered the general prize slot 52.
[0089] The first large prize opening 53 and the second large prize opening 54 are located below the ball passage detector 43 and to the right of the first start opening 44 and the second start opening 45. The first large prize opening 53 and the second large prize opening 54 are arranged vertically along the flow path of the game balls, with the first large prize opening 53 located above the second large prize opening 54.
[0090] The first large prize slot 53 and the second large prize slot 54 are both so-called attacker-type opening and closing devices, each having openable and closable shutters 53a and 54a, and solenoid actuators (first large prize slot solenoid 53b and second large prize slot solenoid 54b in Figure 8, described later) that drive these shutters 53a and 54a.
[0091] The first large prize slot 53 and the second large prize slot 54 each accept game balls when their corresponding shutters 53a and 54a are open (open state), and when the shutters are closed... When closed, it will not accept game balls.
[0092] In the following, the entry or passage of a game ball into the first major prize slot 53 or the second major prize slot 54 is also referred to as "winning." When a game ball enters the first major prize slot 53, a predetermined number of game balls (for example, 10) are dispensed. On the other hand, when a game ball enters the second major prize slot 54, a predetermined number of game balls are dispensed. (For example, 15) game balls are dispensed.
[0093] Additionally, the first large prize slot 53 is equipped with a count sensor 53c for counting the winning game balls. (See Figure 8 below) is provided. Furthermore, the second large prize slot 54 is equipped with a count sensor 54c (see Figure 5(a) and Figure 8 below) for counting the game balls that have entered the slot.
[0094] In the pachinko game machine 1 of this embodiment, the first large prize winning opening 53 is formed on the front of the game board 12 as an opening with a relatively large width so that multiple game balls can be won at the same time, while the second large prize winning opening 54 is formed on a part of the upper end surface of a bulging cover (not shown) as an opening with a relatively small size so that one game ball can be won at a time.
[0095] The shutter 53a, which corresponds to the first large prize opening 53, opens and closes to tilt forward or backward in the front-to-back direction of the game board 12, thereby switching the first large prize opening 53 between an open state and a closed state, and is positioned to cover the first large prize opening 53 when closed. In other words, the shutter 53a is driven by the first large prize opening solenoid 53b (see Figure 8 described later) to change between an open state in which game balls can enter the first large prize opening 53 and a closed state in which it is impossible or difficult for game balls to enter.
[0096] The shutter 54a, which corresponds to the second large prize opening 54, switches the second large prize opening 54 between an open state and a closed state by moving horizontally in the front-to-back direction of the game board 12, and is positioned to cover the second large prize opening 54 when closed. In other words, the shutter 54a is driven by the second large prize opening solenoid 54b (see Figure 8 described later) to change between an open state in which game balls can enter the second large prize opening 54 and a closed state in which it is impossible or difficult for game balls to enter.
[0097] Furthermore, in the pachinko game machine 1 of this embodiment, a specific area 38A and a non-specific area 38B are provided inside the bulging cover, through which game balls detected by the count sensor 54c after passing through the second large prize opening 54 can pass. The ball passage for game balls from the second large prize opening 54 to the specific area 38A and the non-specific area 38B is formed by a partition wall (not shown) provided on the inner surface of the bulging cover. Game balls that enter the second large prize opening 54 pass through either the specific area 38A or the non-specific area 38B and are then guided to the back of the game board 12 for collection. A count sensor 54c is positioned at an intermediate point in the ball passage from the second large prize opening 54 to the specific area 38A and the non-specific area 38B. A specific area sensor 380A is positioned in the specific area 38A, and the passage of game balls through the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is located in the non-specific area 38B, and the passage of a game ball into the non-specific area 38B is detected by the non-specific area sensor 380B. In addition, a displacement member 39 for opening and closing the specific area 38A is provided near it.
[0098] The displacement member 39 moves horizontally in the front-rear direction of the game board 12, switching the specific region 38A between an open state and a closed state. In the closed state, it is positioned to cover the specific region 38A. That is, the displacement member 39 is driven by the displacement member solenoid 390 (see Figure 8, described later) to change between an open state, which allows easy passage of game balls into the specific region 38A, and a closed state, which makes passage impossible or difficult. When the specific region 38A is in the closed state, game balls that cannot pass through the specific region 38A will pass through the non-specific region 38B.
[0099] In the following, the passing of a game ball through a specific area 38A may be referred to as a "V-win." The second large prize opening 54, which is provided with the specific area 38A, may be referred to as a "V-attacker." In the pachinko game machine 1 of this embodiment, after the end of a jackpot game state in which a V-win has been achieved, the game transitions to a probability variation game state. Therefore, a V-win may be referred to as a "V-probability." The displacement member 39 may be referred to as a "V-tongue."
[0100] Furthermore, a configuration as shown in Figure 5(b) may be used to achieve a V-prize. Specifically, a ball passage is formed inside the second large prize opening 54 to guide the game ball downwards, and a specific area 38A and a non-specific area 38B are provided adjacent to each other on the left and right at the lower end of the ball passage. A count sensor 54c is positioned where the ball enters the ball passage from the second large prize opening 54. A specific area sensor 380A is placed in the specific area 38A, and a V-prize for a game ball entering the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is placed in the non-specific area 38B, and the passage of a game ball into the non-specific area 38B is detected by the non-specific area sensor 380B. In the ball passage, a displacement member 39 that can rotate left and right is provided near the specific area 38A and the non-specific area 38B. The displacement member 39 is in its open position after displacement, as shown by the solid line, and in its normal closed position, as shown by the dashed line.
[0101] The displacement member 39 switches the specific region 38A between an open state and a closed state. When the displacement member 39 is in the open position shown by the solid line, it opens the specific region 38A, making it easy for the game ball to enter the V-zone in the specific region 38A. At this time, the displacement member 39 guides the game ball to the specific region 38A on the right side of the ball passage. As a result, the game ball that has been guided from the second large prize opening 54 into the ball passage passes through the specific region 38A and enters the V-zone. Also, when the displacement member 39 is in the closed position shown by the dashed line, it closes the specific region 38A, making it impossible or difficult for the game ball to enter the V-zone in the specific region 38A, and guides the game ball to the non-specific region 38B on the left side of the ball passage. As a result, the game ball that has been guided from the second large prize opening 54 into the ball passage passes through the non-specific region 38B without passing through the specific region 38A. Even with this configuration, a V-zone can be achieved. Alternatively, the system may be configured to dispense prize balls when the count sensor 54c detects the passage of a game ball, and to determine whether or not a game ball has been ejected from the second large prize opening 54 (i.e., whether or not a game ball remains in the second large prize opening 54) based on signals from the count sensor 54c, the specific area sensor 380A, and the non-specific area sensor 380B.
[0102] The outlet 55 is located at the bottom of the game area 12a. This outlet 55 accepts game balls that did not enter any of the first start 44, second start 45, general prize 51, 52, first major prize 53, and second major prize 54.
[0103] If the arrangement of the various components in the game area 12a of this embodiment is as shown in Figure 5(a), when a game ball is hit into the right-hand area of the game area 12a by a player (so-called right-handed play), the game ball is guided to the second starting opening 45 by the game pins, etc.
[0104] In this case, the possibility of the ball entering the first starting opening 44 becomes almost zero. Furthermore, in this embodiment, entering the second starting opening 45 makes it easier for the player to receive a "jackpot" draw, which is more advantageous for the player, than entering the first starting opening 44.
[0105] Therefore, in the so-called "time-saving game state," where it becomes relatively easy to win a prize at the second starting gate 45, playing to the right can reduce the possibility of winning a prize at the first starting gate 44 (the possibility of being in a disadvantageous game state for the player).
[0106] The bulging cover is located below the first large prize opening 53, and the upper surface of the bulging cover is formed as an inclined surface. This inclined surface slopes downward from the upper right to the lower left when viewed from the player's side. The inclined surface guides the game balls flowing down from the top to the bottom of the game area 12a to the second large prize opening 54. When a game ball rolling on the inclined surface collides with a rib or the like (not shown), the speed of the game ball decreases, making it easier for the game ball to enter the second large prize opening 54, where the shutter 54a is open.
[0107] Furthermore, as shown in Figure 5(a), illuminated covers 58E to 58H are provided around the display area 13a of the game board 12, and LEDs 59e to 59h (see Figure 8) are provided on the rear surface of the illuminated covers 58E to 58H. The illuminated covers 58E to 58H display effects by lighting up or flashing the LEDs 59e to 59h.
[0108] [Liquid crystal display device] The liquid crystal display device 13 is composed of liquid crystal and performs various visual effects in its display area 13a.
[0109] Specifically, in this embodiment, the special symbols displayed in the special symbol display device 61 (described later) and the associated (corresponding) performance images are displayed in the display area 13a. In this case, for example, when the special symbols are being displayed in a variable manner in the special symbol display device 61, except in certain cases, multiple performance identification symbols (decorative symbols) consisting of, for example, numbers from 1 to 8 or various characters are displayed in a variable manner in the display area 13a.
[0110] Then, when a special symbol is displayed in the special symbol display device 61, multiple decorative symbols corresponding to the special symbol are also displayed in the display area 13a in a stopped state.
[0111] Then, if the special symbol displayed in the special symbol display device 61 is in a specific state (the result of the display is "jackpot"), a visual effect image is displayed in the display area 13a to inform the player that it is a "jackpot".
[0112] One way to make players aware that they have hit the jackpot is to first have multiple decorative symbols that have stopped appear in a specific configuration (for example, identical decorative symbols aligning in a predetermined direction), and then display an image announcing the jackpot.
[0113] In this embodiment, the display area 13a of the liquid crystal display device 13 displays the display content of the first special symbol hold display device 64 and the second special symbol hold display device 65, which will be described later, and related performance images. For example, the display area 13a displays hold information that notifies the number of hold variable display special symbols (for example, the same number of hold symbols as the number of hold symbols). Also, for example, in the pachinko game machine 1 of this embodiment, a pre-announcement performance is performed based on the information of the hold balls of the special symbols, and the pre-announcement notification at this time is also displayed in the display area 13a.
[0114] Furthermore, in this embodiment, if the ordinary symbols displayed in the ordinary symbol display device 62 (described later) are in a predetermined configuration, a function may be provided to display a special image in the display area 13a of the liquid crystal display device 13 to allow the player to grasp that information.
[0115] [Special Pattern Display Device] The special symbol display device 61 is located in the lower right corner of the display area 13a of the liquid crystal display device 13. The special symbol display device 61 is a display device that displays special symbols in a variable manner (variable display and stopped display) in the special symbol game. In this embodiment, the special symbol display device 61 is configured by a 7-segment display that displays special symbols as patterns consisting of numbers, symbols, etc.
[0116] The present invention is not limited thereto, and the special pattern display device 61 may be configured, for example, with multiple LEDs. In this case, the display pattern formed by the lighting and extinguishing of the multiple LEDs is represented as the special pattern.
[0117] The special symbol display device 61 indicates that a game ball has entered the first starting port 44 or the second starting port 45. When a special symbol is triggered to win, the special symbol (identification information) is displayed in a variable state. The special symbol display device 61 then displays the variable state of the special symbol for a predetermined time, and then displays the stopped state of the special symbol.
[0118] In the following, the special symbol that is displayed on the special symbol display device 61 when a game ball enters the first starting opening 44 will be referred to as the first special symbol. The special symbol that is displayed on the special symbol display device 61 when a game ball enters the second starting opening 45 will be referred to as the second special symbol.
[0119] In the special symbol display device 61, if the first special symbol or the second special symbol that is stopped and displayed is in a specific state (the "jackpot" state), the game state transitions from the normal game state to the jackpot game state, which is advantageous to the player.
[0120] In other words, a "jackpot" occurs when the special symbol display device 61 stops displaying either the first special symbol or the second special symbol in a manner that indicates a transition to a jackpot game state.
[0121] In the jackpot state, the first jackpot opening 53 or the second jackpot opening 54 is opened. Specifically, in this embodiment, when a game ball enters the first start opening 44 and the first special symbol is displayed in a specific manner on the special symbol display device 61, the first jackpot opening 53 is opened.
[0122] On the other hand, if a game ball enters the second starting opening 45 and the second special symbol is displayed in a specific manner on the special symbol display device 61, the second large prize opening 54 will be opened.
[0123] Each large prize slot remains open until a predetermined number of game balls enter, or until a certain period of time (for example, 30 seconds) has elapsed. When the elapsed time of each large prize slot being open satisfies either of these conditions, the open prize slot closes.
[0124] In the following, a round game refers to a game in which the first or second large prize slot 53 or 54 is in an open state (open) that makes it easy to accept game balls. During a round game, the large prize slots are closed.
[0125] Furthermore, round games are counted as rounds, such as round 1, round 2, etc. For example, the first round game is called round 1, and the second round game is called round 2.
[0126] Furthermore, if the special symbol displayed in the special symbol display device 61 is in a state other than a specific state (the "losing" state), the game state will not change unless the player wins the fall-out lottery.
[0127] In other words, the special symbol game is a game in which the special symbol is displayed in a variable manner by the special symbol display device 61, then the special symbol is displayed as stopped, and the game state is transitioned or maintained depending on the result.
[0128] Furthermore, in the pachinko game machine 1 of this embodiment, if a game ball enters the first starting slot 44 while the first special symbol or the second special symbol is being displayed in a variable form, the variable display of the first special symbol corresponding to the entry will be displayed. The (reserved ball) is reserved.
[0129] Then, when the first or second special symbol, which is currently being displayed in a variable state, stops, the variable display of the first special symbol, which was being held back, begins. In this embodiment, the number of variable displays of the first special symbol that are held back (the so-called "number of held back balls") is set to a maximum of 4 times (balls).
[0130] Furthermore, in this embodiment, if a game ball enters the second starting port 45 while the first special symbol or the second special symbol is being displayed in a variable form, the variable display (reserved ball) of the second special symbol corresponding to that entry is reserved.
[0131] Then, when the first or second special symbol, which is currently being displayed in a variable state, stops, the variable state of the second special symbol, which was being held in reserve, begins. In this embodiment, the number of variable displays of the second special symbol that are held in reserve (number of reserved symbols) is set to a maximum of 4 times (symbols). Therefore, in this embodiment, the total number of reserved variable displays of special symbols is a maximum of 8.
[0132] Furthermore, in this embodiment, when reserved balls of the first special symbol and reserved balls of the second special symbol are mixed, the variation display of one special symbol is performed with priority over the variation display of the other special symbol. Specifically, the reserved balls of the second special symbol are consumed with priority over the reserved balls of the first special symbol. However, the present invention is not limited thereto, and when reserved balls of the first special symbol and reserved balls of the second special symbol are mixed, the variation display of the special symbols may be performed in the order in which they were reserved.
[0133] [Standard Pattern Display Device] The regular symbol display device 62 is located in the lower right corner of the display area 13a of the liquid crystal display device 13. In this embodiment, the regular symbol display device 62 is located to the left of the special symbol display device 61 when viewed from the player's side.
[0134] The standard symbol display device 62 is a display device that displays standard symbols in a variable manner (variable display and stopped display) in a standard symbol game, and the standard symbol display device 62 is composed of multiple LEDs (standard symbol display LEDs). The standard symbol display device 62 represents the standard symbols by the display patterns formed by the lighting and extinguishing of each standard symbol display LED.
[0135] The regular symbol display device 62, upon detecting that a game ball has passed through the ball passage detector 43, alternately lights up and turns off two regular symbol display LEDs to display a changing regular symbol. After displaying the changing regular symbol for a predetermined time, the regular symbol display device 62 displays a stopped regular symbol.
[0136] In the ordinary symbol display device 62, if the stopped ordinary symbol is in a predetermined state ("winning" state), the ordinary electric mechanism 46 opens from a closed state for a predetermined period of time. On the other hand, if the stopped ordinary symbol is in a state other than the predetermined state ("losing" state), the ordinary electric mechanism 46 remains in a closed state.
[0137] In other words, the regular symbol game is a game in which the regular symbol is displayed in a variable manner by the regular symbol display device 62, then the regular symbol is displayed as stopped, and the regular electric mechanism 46 operates according to the result.
[0138] Furthermore, if a game ball passes the ball passage detector 43 while a regular symbol is being displayed in a variable state, the variable display of the regular symbol is put on hold. Then, when the regular symbol currently being displayed in a variable state is displayed as stopped, the variable display of the reserved regular symbol is restarted. In this embodiment, the number of reserved variable displays of regular symbols (i.e., the "number of reserved" displays) is set to a maximum of 4 times (units).
[0139] [Normal Symbol Hold Display Device] The standard symbol hold display device 63 is located in the lower right corner of the display area 13a of the liquid crystal display device 13.
[0140] The regular symbol hold display device 63 is a device that displays the number of regular symbols that are being held in the variable display. The regular symbol hold display device 63 is equipped with multiple regular symbol hold display LEDs, and the regular symbol hold display device 63 displays the number of regular symbols that are being held in the variable display by turning each regular symbol hold display LED on and off.
[0141] Specifically, the regular symbol hold display device 63 displays the regular symbol hold display LEDs according to the number of regular symbol variable displays that are held, and up to four regular symbol hold display LEDs light up according to the number of regular symbol variable displays that are held.
[0142] [First Special Symbol Hold Display Device] The first special symbol hold display device 64 is located in the lower right corner of the display area 13a of the liquid crystal display device 13.
[0143] The first special symbol hold display device 64 is a device that displays information regarding the variable display of the first special symbol that is being held (the held ball of the first special symbol). In this embodiment, the first special symbol hold display device 64 is equipped with a plurality of first special symbol hold display LEDs.
[0144] Specifically, the first special symbol hold display device 64 displays the first special symbol hold display LED according to the number of hold variable displays of the first special symbol, and up to four of the first special symbol hold display LEDs light up according to the number of hold variable displays of the first special symbol.
[0145] [Second Special Symbol Hold Display Device] The second special symbol hold display device 65 is located in the lower right corner of the display area 13a of the liquid crystal display device 13.
[0146] The second special symbol hold display device 65 is a device that displays information regarding the variable display of the second special symbol that is being held (the held ball of the second special symbol), and the second special symbol hold display device 65 is equipped with multiple second special symbol hold display LEDs.
[0147] Specifically, the second special symbol hold display device 65 displays the second special symbol hold display LED according to the number of hold variable displays of the second special symbol, and up to four second special symbol hold display LEDs light up according to the number of hold variable displays of the second special symbol.
[0148] [CCD camera] Figures 6 and 7 show the area captured by the CCD camera.
[0149] Figure 6 is a schematic side view of a partially cutaway section of a pachinko game machine. As shown in Figure 6, a CCD camera 1000 is installed on the rear side of the upper decorative unit 58 in the pachinko game machine 1. The CCD camera 1000 is mounted on the upper rear of the glass door 4 and is positioned in front of the game board 12 when the glass door 4 is closed relative to the base door 3. This allows the front of the game board 12 to be photographed using the CCD camera 1000.
[0150] In Figures 6 and 7, the area captured by the CCD camera 1000 is indicated by a thick line. Figure 7 shows the area captured by the CCD camera 1000 as viewed from the front of the pachinko game machine 1. As shown in Figure 7, the CCD camera 1000 can capture images with a relatively wide field of view θ, and most of the game board 12 is included in the shooting range. In particular, the game area 12a formed on the game board 12 is entirely included in the shooting range. Therefore, the image captured by the CCD camera 1000 will include the game balls rolling in the game area 12a.
[0151] [The circuit configuration of a pachinko gaming machine] Next, the configuration of the various circuits included in the pachinko game machine 1 of this embodiment will be described with reference to Figure 8. Figure 8 is a block diagram showing the circuit configuration of the pachinko game machine 1.
[0152] As shown in Figure 8, the pachinko game machine 1 has a main control circuit 70 that mainly controls game operations, a sub-control circuit 200 that controls performance operations according to the progress of the game, and a payout / launch control circuit 300 that mainly controls the payout and launch of game balls.
[0153] [Main control circuit] The main control circuit 70 comprises a main CPU (Central Processing Unit) 71, a main ROM (Read Only Memory) 72, and a main RAM (Random Access Memory: also abbreviated as "RWM" for Read Write Memory) 73. The main control circuit 70 also includes a reset clock pulse generation circuit 74, an initial reset circuit 75, and a serial communication IC. The system includes an Integrated Circuit 76. As described above, in this embodiment, a lottery process for special symbols is performed when a ball enters the first start port 44 or the second start port 45, and this process is controlled by the main control circuit 70. That is, the main control circuit 70 also serves as a means (lottery means) for performing a lottery process to determine whether or not to transition the game state to a state advantageous to the player.
[0154] The main CPU 71 is connected to the main ROM 72, main RAM 73, reset clock pulse generation circuit 74, initial reset circuit 75, serial communication IC 76, etc. The main ROM 72 stores various programs and data tables for controlling the operation of the pachinko game machine 1 by the main CPU 71.
[0155] The main CPU 71 executes various processes according to the program stored in the main ROM 72. The main RAM 73 functions as a temporary storage area when the main CPU 71 executes various processes, and stores the values of various flags and variables that the main CPU 71 needs for the processes.
[0156] In this embodiment, the main RAM 73 is used as the temporary storage area of the main CPU 71, but the present invention is not limited thereto, and any recording medium that is readable and writable may be used as the temporary storage area.
[0157] The reset clock pulse generation circuit 74 generates a clock pulse at a predetermined period (e.g., 2 milliseconds) in order to execute the system timer interrupt processing described later. The initial reset circuit 75 generates a reset signal when the power is turned on. The serial communication IC 76 then supplies commands to the sub-control circuit 200.
[0158] Furthermore, as shown in Figure 8, various devices that operate in response to output signals sent from the main control circuit 70 are connected to the main control circuit 70.
[0159] Specifically, the main control circuit 70 is connected to a special symbol display device 61, a regular symbol display device 62, a regular symbol hold display device 63, a first special symbol hold display device 64, and a second special symbol hold display device 65.
[0160] Each of these devices performs a predetermined operation based on an output signal sent from the main control circuit 70. For example, when a predetermined output signal is transmitted from the main control circuit 70 to the special symbol display device 61, the special symbol display device 61 controls the variable display operation of the special symbols in the special symbol game based on that output signal.
[0161] Furthermore, the main control circuit 70 is connected to the ordinary electric mechanism solenoid 46a, the first large prize slot solenoid 53b, and the second large prize slot solenoid 54b. The main control circuit 70 then drives and controls the ordinary electric mechanism solenoid 46a to open or close the pair of vane members of the ordinary electric mechanism 46.
[0162] Furthermore, the main control circuit 70 drives and controls the first large prize opening solenoid 53b and the second large prize opening solenoid 54b, respectively, to open or close the first large prize opening 53 and the second large prize opening 54.
[0163] Furthermore, as shown in Figure 8, the main control circuit 70 is connected to various sensors and receives output signals from these sensors. Specifically, the main control circuit 70 is connected to count sensors 53c and 54c, general prize ball sensors 51a and 52a, passing ball sensor 43a, first start-out prize ball sensor 44a and second start-out prize ball sensor 45a, specific area sensor 380A and non-specific area sensor 380B, backup clear switch 121, and the like.
[0164] The count sensor 53c counts the number of game balls that enter the first large prize slot 53 and outputs a predetermined output signal indicating the result to the main control circuit 70. The count sensor 54c counts the number of game balls that enter the second large prize slot 54 and outputs a predetermined output signal indicating the result to the main control circuit 70.
[0165] The general prize ball sensor 51a outputs a predetermined detection signal to the main control circuit 70 when a game ball enters the general prize slot 51. The general prize ball sensor 52a outputs a predetermined detection signal to the main control circuit 70 when a game ball enters the general prize slot 52.
[0166] Furthermore, the ball passage sensor 43a outputs a predetermined detection signal to the main control circuit 70 when a game ball passes through the ball passage detector 43.
[0167] The first start-up slot ball entry sensor 44a outputs a predetermined detection signal to the main control circuit 70 when a game ball enters the first start-up slot 44. The second start-up slot ball entry sensor 45a outputs a predetermined detection signal to the main control circuit 70 when a game ball enters the second start-up slot 45.
[0168] The specific area sensor 380A outputs a predetermined detection signal to the main control circuit 70 when a game ball passes through the specific area 38A. The non-specific area sensor 380B outputs a predetermined detection signal to the main control circuit 70 when a game ball passes through the non-specific area 38B.
[0169] The backup clear switch 121 outputs a predetermined detection signal to the main control circuit 70 and the payout / launch control circuit 300 when the backup data is cleared in response to an operation by the manager of the amusement parlor, such as during a power outage.
[0170] The main control circuit 70 is connected to the payout / launch control circuit 300. Here, the main control circuit 70 determines the number of prize balls, which is the number of game balls to be dispensed, on the condition that predetermined payout conditions are met. The predetermined payout conditions are that game balls have entered the various starting openings and prize winning openings mentioned above.
[0171] Furthermore, the main control circuit 70 transmits information including the number of prize balls determined as described above to the payout / launch control circuit 300 as a prize ball control command.
[0172] [Dispensing / Firing Control Circuit] The payout / launch control circuit 300 is equipped with a microcomputer including a CPU, ROM, and RAM. The payout device 170 is connected to the payout / launch control circuit 300, and the microcomputer of the payout / launch control circuit 300 controls, for example, the payout operation of the game balls by the payout device 170.
[0173] Furthermore, the payout / launch control circuit 300 is connected to a launching device 15 for launching game balls, an external terminal board 140, and a card unit 150. A data display 141 is connected to the external terminal board 140, and a lending operation unit 151 is connected to the card unit 150.
[0174] Here, the card unit 150 determines the number of game balls to be dispensed, which is the number of game balls to be dispensed, provided that a predetermined payout condition is met. The predetermined payout condition is that the dispensing operation unit 151 described above has been operated.
[0175] The payout and launch control circuit 300 supplies power to the solenoid actuator of the launching device 15 according to the angle of rotation when the launching handle 25 is grasped by the player and rotated in a clockwise direction. This controls the launching device 15 to launch the game balls.
[0176] The external terminal board 140 is used to transmit data to the hall computer that manages all the pachinko machines in the hall (amusement parlor). The data display unit 141 is installed, for example, on top of the pachinko machine 1 as an ancillary facility of the hall, and has functions to call a hall staff member and to display the number of wins.
[0177] When operated by a player, the dispensing operation unit 151 outputs a signal to the card unit 150 requesting the dispensing of game balls. When the card unit 150 receives the signal from the dispensing operation unit 151 requesting the dispensing of game balls, it transmits a dispensing control signal containing information on the determined number of balls to be dispensed to the dispensing / launching control circuit 300.
[0178] This dispensing and launching control circuit 300 receives prize ball control commands transmitted from the main control circuit 70 and ball lending control signals transmitted from the card unit 150, and transmits predetermined signals to the dispensing device 170. As a result, the dispensing device 170 dispenses game balls.
[0179] [Sub-control circuit] The sub-control circuit 200 is connected to the serial communication IC 76 of the main control circuit 70. The sub-control circuit 200 then performs various commands transmitted from the main control circuit 70, including display control on the liquid crystal display device 13, control of sound generated from the speaker 11, control of LEDs 59A-59E and 59e-59h, and control of performance operations using various mechanical devices.
[0180] In other words, the sub-control circuit 200 executes various effects in accordance with the progress of the game based on commands from the main control circuit 70. In this embodiment, the sub-control circuit 200 is configured not to supply signals to the main control circuit 70, but the present invention is not limited thereto, and may also include a configuration that allows the sub-control circuit 200 to transmit signals to the main control circuit 70.
[0181] As shown in Figure 8, the sub-control circuit 200 includes a sub-CPU 201, a program ROM 202, a work RAM 203, a display control circuit 205, an audio control circuit 206, an LED control circuit 207, and a drive control circuit 208. The sub-CPU 201 is connected to the program ROM 202, the work RAM 203, the display control circuit 205, the audio control circuit 206, the LED control circuit 207, and the drive control circuit 208.
[0182] The program ROM 202 stores various programs and data tables for controlling the performance operations of the pachinko game machine 1 by the sub-CPU 201. The sub-CPU 201 then executes various processes according to the programs stored in the program ROM 202. In particular, the sub-CPU 201 controls the entire sub-control circuit 200 according to various commands transmitted from the main control circuit 70.
[0183] In this embodiment, the main ROM 72 and program ROM 202 are used as storage means for storing programs and various tables, but the present invention is not limited thereto. As such storage means, any storage medium that can be read by a computer equipped with control means may be used, for example, a hard disk drive, CD-ROM and DVD-ROM, or a ROM cartridge may be used.
[0184] Furthermore, each program may be recorded on a separate storage medium. In addition, programs may be pre-recorded on a recording medium, or they may be downloaded from an external source after power-on and recorded in the main RAM 73, work RAM 203, etc.
[0185] The work RAM 203 functions as a temporary storage area when the sub-CPU 201 executes various processes, and stores the values of various flags and variables required by the sub-CPU 201 for these processes. In this embodiment, the work RAM 203 is used as the temporary storage area for the sub-CPU 201, but the present invention is not limited to this, and any recording medium that is readable and writable may be used as the temporary storage area.
[0186] The display control circuit 205 controls the display of images related to the performance on the liquid crystal display device 13. Although not shown in the figure, the display control circuit 205 includes an image data processor (hereinafter referred to as VDP (Video Display Processor)), an image data ROM, a frame buffer, and a D / A (Digital to Analog) converter, etc.
[0187] The image data ROM stores data for generating various types of image data. The frame buffer temporarily stores the image data. The D / A converter converts image data (digital electrical signals) into image signals (analog electrical signals).
[0188] The display control circuit 205 performs various processes to display an image in the display area 13a of the liquid crystal display device 13 based on data supplied from the sub-CPU 201. The display control circuit 205 also temporarily stores image data such as decorative pattern image data indicating decorative patterns (display identification patterns), background image data, and performance image data in the frame buffer based on performance specification information (messages) supplied from the sub-CPU 201.
[0189] The display control circuit 205 then supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies that image signal to the liquid crystal display device 13 at a predetermined timing. As a result, a predetermined animation image is displayed in the display area 13a of the liquid crystal display device 13.
[0190] The audio control circuit 206 includes a sound source IC for controlling audio, an audio data ROM for storing various audio data, and an amplifier (hereinafter referred to as AMP) for amplifying audio signals.
[0191] The sound source IC controls the sound generated from speaker 11. Based on the performance specification information (message) supplied by sub-CPU 201, the sound source IC selects one audio data from multiple audio data stored in the audio data ROM.
[0192] The sound source IC then reads the selected audio data from the audio data ROM, converts the read audio data into a predetermined audio signal, and supplies it to the amplifier. The amplifier then amplifies the audio signal and generates sound from the speaker 11.
[0193] The LED control circuit 207 includes a drive circuit for supplying LED control signals and an LED data ROM that stores multiple types of LED lighting patterns. Based on the performance specification information (message) supplied from the sub-CPU 201, the drive circuit selects one LED lighting / flashing pattern from multiple lighting / flashing patterns stored in the LED data ROM. As a result, LEDs 59 (59A~59E, 59e~59h) light up or flash according to the lighting / flashing pattern.
[0194] The drive control circuit 208 drives the performance drive motors 60 for operating various mechanical devices based on performance specification information (messages) supplied from the sub-CPU 201.
[0195] Furthermore, the sub-control circuit 200 is connected to an effect button switch 230 that detects when the effect button 23 is pressed, and a jog dial switch 240 that detects the direction of rotation and the amount of rotation when the jog dial 24 is rotated. The sub-CPU 201 controls the system so that a predetermined effect display is performed in response to the detection signals (input signals) from the effect button switch 230 and the jog dial switch 240.
[0196] Furthermore, the sub-control circuit 200 is connected to the CCD camera 1000. The sub-CPU 201 performs various processing on the image data input by the CCD camera 1000.
[0197] This sub-control circuit 200 displays a predetermined animation image on the liquid crystal display device 13, generates sound from the speaker 11, and performs animations by lighting or flashing LEDs 59A-59E and 59e-59h. The sub-control circuit 200 also analyzes the image (camera image) captured by the CCD camera 1000 and performs control according to the analysis results.
[0198] [Overview of animation request construction process] Referring to Figure 9, we will explain the overview of the animation request construction process. Figure 9 is a diagram illustrating the overview of the operation (generation of various requests) during animation request construction.
[0199] The sub-CPU 201 (host control circuit) receives various commands from the main control circuit 70. The sub-CPU 201 (host control circuit) also receives image data (camera video) captured by the CCD camera 1000. Based on the received commands and data, the sub-CPU 201 generates a request called an animation request, which includes information specifying the content of the performance (not shown). Subsequently, based on the generated animation request, the sub-CPU 201 generates various requests (performance start requests) such as drawing requests, sound requests, lamp requests, and prop requests.
[0200] Subsequently, the sub-CPU 201 outputs each generated request to the corresponding control circuit (controller) of the performance device. Specifically, the sub-CPU 201 outputs sound requests and lamp requests to the sound / LED control circuits 206 and 207, outputs drawing requests to the display control circuit 205, and outputs special effect requests to the drive control circuit 208. The sound control circuit 206 and LED control circuit 207 may be separate units or may be composed of a single control circuit.
[0201] The audio and LED control circuits 206 and 207 control the audio playback operation by the speaker 11 based on the input sound request. The audio and LED control circuits 206 and 207 also control the light emission effect (LED animation) operation by the lamp (LED) group 59 based on the input lamp request. The display control circuit 205 controls the image display effect operation by the liquid crystal display device 13 based on the input drawing request. The drive control circuit 208 controls the effect operation by various special effects based on the generated special effect request.
[0202] [Speaker drive control method] Next, we will explain the drive control processing for the speaker 11 that is executed by the audio / LED control circuits 206 and 207 when a sound request is output from the host control circuit (sub-CPU 201) of the pachinko game machine 1 to the audio / LED control circuits 206 and 207. Figure 10(a) is a signal flow diagram when the speaker is driven (sound playback).
[0203] When speaker 11 is outputting audio, first the host control circuit in the sub-control circuit 200 is activated. Sound requests are output from the sub-CPU 201 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control processing of the sub-CPU 201 (the sub-control main processing shown in Figure 26, described later) is performed at a predetermined FPS cycle (for example, 30 FPS), so the process of sending drawing requests to the display control circuit 205 and the process of sending sound requests to the audio / LED control circuits 206 and 207 are also performed at a predetermined FPS cycle.
[0204] Next, when a sound request is input to the audio / LED control circuits 206 and 207, the audio / LED control circuits 206 and 207 transmit an audio signal (audio data) to the built-in relay board to set the audio output pattern from the speaker 11 based on the sound request.
[0205] The built-in relay board then amplifies the received audio signal and outputs it to the speaker 11, driving the speaker 11. This enables the speaker 11 to perform audio playback (sound effects).
[0206] [Lamp (LED) drive control method] Next, we will explain the various drive control processes for multiple LEDs included in the lamp (LED) group 59 that are executed by the audio / LED control circuits 206 and 207 when a lamp request is output from the host control circuit (sub-CPU 201) to the audio / LED control circuits 206 and 207. Note that in the lamp control method of this embodiment described below, LEDs are used as an example of light-emitting elements, but the present invention is not limited to LEDs, and the lamp control method of this embodiment can be similarly applied to any other light-emitting element. Figure 10(b) shows LED driving. This is a signal flow diagram for when the light is on / off.
[0207] When the LEDs are driven (turned on / off), a lamp request (LED control request) is first output from the host control circuit (sub-CPU 201) in the sub-control circuit 200 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control processing of the sub-CPU 201 (the sub-control main processing shown in Figure 26, described later) is performed at a predetermined FPS cycle, so the transmission of the lamp request to the audio / LED control circuits 206 and 207 is also performed at a predetermined FPS cycle.
[0208] Next, when a lamp request is input to the audio / LED control circuits 206 and 207, the audio / LED control circuits 206 and 207 send LED data (drive data) to each LED driver in the LED group 59 to set the LED lighting pattern (LED animation) based on the lamp request.
[0209] The LED driver then turns the connected LED 59 on and off in a predetermined pattern based on the received LED data. This executes an LED animation. For example, LED 59 is controlled to blink at a predetermined interval (e.g., every 12 milliseconds) as part of the animation.
[0210] The light emission mode based on the LED data is controlled by a signal (control signal) generated based on the LED data transmitted from the LED driver to the LED 59. Specifically, the light emission mode of the LED 59, such as on, off, blinking, and brightness, is controlled by the electrical waveform parameters (voltage value, current value, pulse width duty cycle, etc.) of the signal transmitted from the LED driver to the LED 59.
[0211] Next, the data configuration of the main control circuit 70 will be explained with reference to Figures 11 to 13.
[0212] [Winning Random Number Determination Table] Figure 11 shows the winning random number determination table stored in the main ROM 72 of the main control circuit 70. This diagram shows the (first starting gate, second starting gate). The winning random number determination table (first starting gate) is referenced to determine by lottery whether it is a "big win," a "minor win," or a "miss" based on the random number value for winning determination obtained when a game ball enters the first starting gate 44. The winning random number determination table (second starting gate) is referenced to determine by lottery whether it is a "big win" or a "miss" based on the random number value for winning determination obtained when a game ball enters the second starting gate 45.
[0213] The random value used for determining a win is a random value used to determine the result of a lottery that takes place when a prize is awarded at the starting slot. More specifically, the random value used for determining a win is a value that indicates the lottery result for the special symbols (the first special symbol and the second special symbol). In this embodiment, the random value used for determining a win is selected from 0 to 65535 (65536 types).
[0214] In this embodiment, when a game ball enters the first starting opening 44, one of the following is determined by lottery: "Big Win," "Small Win," or "Miss." Therefore, the winning random number determination table (when a ball enters the first starting opening) defines the relationship between the range (width) of random numbers used for determining the win for each probability variation flag value ("0 (=off)" or "1 (=on)") and the corresponding determination value data ("Big Win Determination Value Data," "Small Win Determination Value Data," and "Miss Determination Value Data"). The probability variation flag is one of the management flags stored in the main RAM 73 and is a flag for managing whether the game state is a "probability variation game state." If the game state is a "probability variation game state," the probability variation flag is "1," and if it is a "non-probability variation game state," the probability variation flag is "0."
[0215] In this embodiment, when the ball enters the first starting slot 44, if the probability variation flag is "0" and the random value for determining the win is one of "0" to "204", a "jackpot" is awarded and the "jackpot determination value data" is determined. In other words, the probability of winning a "jackpot" in this case (jackpot probability) is 205 / 65536 (≒1 / 319).
[0216] Furthermore, when the ball enters the first starting slot 44, if the probability variation flag is "0" and the random value used for determining the win is one of "205" to "409", a "minor win" is awarded and the "minor win determination value data" is determined. In other words, the probability of winning a "minor win" in this case is 205 / 65536 (≒1 / 319).
[0217] Furthermore, when the ball enters the first starting slot 44, if the probability variation flag is "0" and the random value used for determining the win is not any of the values from "0" to "409", then a "miss" is awarded and the "miss determination value data" is determined.
[0218] On the other hand, when the ball enters the first starting slot 44, if the probability variation flag is "1" and the random value for determining the win is one of "0" to "1092", then a "jackpot" is won and the "jackpot determination value data" is determined. In other words, the probability of winning a "jackpot" in this case (jackpot probability) is 1093 / 65536 (≒1 / 60), which is higher than when the probability variation flag is "0".
[0219] Furthermore, when the ball enters the first starting slot 44, if the probability variation flag is "1" and the random value for determining the win is one of "1093" to "1297", a "minor win" is awarded and the "minor win determination value data" is determined. In other words, the probability of winning a "minor win" in this case is 205 / 65536 (≒1 / 319), which is the same as when the probability variation flag is "0".
[0220] Furthermore, when the ball enters the first starting slot 44, if the probability variation flag is "1" and the random value used for determining the win is not any of the values from "0" to "1297", then a "miss" is awarded and the "miss judgment value data" is determined.
[0221] As described above, in this embodiment, when a game ball enters the first starting port 44, the probability of winning a jackpot changes depending on whether the game state at the time of entry is a "probability variation game state". Specifically, when a game ball enters the first starting port 44 while the game state is a "probability variation game state", the probability of winning a jackpot is about five times higher than when the game state is not a "probability variation game state".
[0222] Similarly, when the ball enters the second starting slot 45, if the probability variation flag is "0" and the random value for determining the win is one of "0" to "204", then a "jackpot" is won and the "jackpot determination value data" is determined. In other words, the probability of winning a "jackpot" in this case is 205 / 65536 (≒1 / 319).
[0223] Furthermore, when the ball enters the second starting slot 45, if the probability variation flag is "0" and the random value used for determining the win is not any of "205" to "409", then a "miss" is awarded and the "miss determination value data" is determined.
[0224] On the other hand, when the ball enters the second starting slot 45, if the probability variation flag is "1" and the random value for determining the win is one of "0" to "1092", then a "jackpot" is won and the "jackpot determination value data" is determined. In other words, the probability of winning a "jackpot" in this case (jackpot probability) is 1093 / 65536 (≒1 / 60), which is higher than when the probability variation flag is "0".
[0225] Furthermore, when the ball enters the second starting slot 45, if the probability variation flag is "1" and the random value used for determining the win is not any of the values from "0" to "1092", then a "miss" is awarded and the "miss determination value data" is determined.
[0226] As described above, in this embodiment, when a game ball enters the second starting opening 45, it does not result in a "minor win." Instead, the probability of a big win changes depending on whether the game state at the time of entry is a "probability variation game state." When the game state is a "probability variation game state," the probability of a big win is approximately five times higher than when it is not a "probability variation game state."
[0227] [Pattern Determination Table] Figure 12 shows the symbol determination table (first start gate, second start gate) stored in the main ROM 72 of the main control circuit 70. The symbol determination table (first start gate, second start gate) is referenced to select the "winning symbol selection command" and the "symbol specification command" that determine the stopping symbol, based on the symbol random value acquired when a game ball enters the first start gate 44 or the second start gate 45 and the aforementioned determination value data. The "winning symbol selection command" is a command to specify the winning symbol determined according to the type of win when a win is achieved, and the "symbol specification command" is a command to specify the symbol that will be displayed when the special symbol stops moving. The symbol random value is extracted from, for example, 0 to 99 (100 types).
[0228] According to the symbol determination table (first start gate) of this embodiment, if a jackpot determination value data is obtained and the symbol random value is any of "0" to "49", there is a 50 / 100 probability that "z0" will be selected as the winning symbol selection command and "zA1" will be selected as the symbol specification command. Also, if a jackpot determination value data is obtained and the symbol random value is any of "50" to "99", there is a 50 / 100 probability that "z1" will be selected as the winning symbol selection command and "zA1" will be selected as the symbol specification command. Also, if a minor win determination value data is obtained and the symbol random value is any of "0" to "99", there is a 50 / 100 probability that "z2" will be selected as the winning symbol selection command and "zA2" will be selected as the symbol specification command. On the other hand, if a loss determination value data is obtained and the symbol random value is any of "0" to "99", there is no winning symbol selection command and "zA3" will be selected as the symbol specification command.
[0229] Furthermore, according to the symbol determination table (second starting port) of this embodiment, if a jackpot determination value data is obtained and the symbol random value is any of "0" to "49", there is a 50 / 100 probability that "z3" will be selected as the winning symbol selection command and "zA4" will be selected as the symbol specification command. Also, if a jackpot determination value data is obtained and the symbol random value is any of "50" to "99", there is a 50 / 100 probability that "z4" will be selected as the winning symbol selection command and "zA5" will be selected as the symbol specification command. On the other hand, if a loss determination value data is obtained and the symbol random value is any of "0" to "99", no winning symbol selection command will be selected, and "zA6" will be selected as the symbol specification command.
[0230] [Table for determining the type of jackpot] Figure 13 shows the jackpot type determination table stored in the main ROM 72 of the main control circuit 70. The jackpot type determination table is referenced to determine the type of jackpot, such as the number of rounds and the ease of V-entry, according to the winning symbol command related to the jackpot. In this embodiment, regardless of the type of jackpot, if a jackpot is won, the time-saving flag is set to "1", and the number of time-saving rounds is set to, for example, 100. Also, only if a V-entry occurs during the jackpot game state, the number of probability-changing rounds is set to, for example, 124. The time-saving flag is one of the management flags stored in the main RAM 73, and is a flag for managing whether the game state is a "time-saving game state". If the game state is a "time-saving game state", the time-saving flag is "1", and if it is a "non-time-saving game state", the time-saving flag is "0". The "Shortened Time Count" is the number of spins in the special symbol game that allows the shortened time game state to continue, and the "Probability Count" is the number of spins in the special symbol game that allows the probability jackpot game state to continue. In other words, if the shortened time game state is completed for the number of shortened time counts (100 spins) without winning a jackpot, the shortened time game state ends and the game transitions to a non-shortened time game state. If the probability jackpot game state is completed for the number of probability jackpot counts without winning a jackpot, the probability jackpot game state ends and the game transitions to a non-probability jackpot game state.
[0231] According to the jackpot type determination table of this embodiment, when the winning symbol selection command is "z0", a jackpot with "10" rounds and difficulty in achieving a V-win is determined. When the winning symbol selection command is "z1", a jackpot with "10" rounds and ease of achieving a V-win is determined. When the winning symbol selection command is "z3", a jackpot with "4" rounds and ease of achieving a V-win is determined. When the winning symbol selection command is "z4", a jackpot with "16" rounds and ease of achieving a V-win is determined.
[0232] The following shows the various processes performed by the pachinko game machine 1.
[0233] [Power-on processing] Figure 14 shows the power-on processing by the main CPU 71. When the power to the pachinko game machine 1 is turned on, the main CPU 71 sets the initial value to the stack pointer, as shown in the figure (step S11).
[0234] Next, the main CPU 71 determines whether the power outage detection signal is ON or OFF (step S12). The power outage detection signal turns ON, for example, when the voltage drops to a predetermined level. If the power outage detection signal is ON, the main CPU 71 determines that a power outage has been detected and repeats the process in step S12 until the power outage detection signal turns OFF. If the power outage detection signal is OFF, the main CPU 71 determines that a power outage has been detected and proceeds to the process in step S13.
[0235] In step S13, the main CPU 71 grants access to the RWM (main RAM).
[0236] Next, the main CPU 71 performs a sub-control receive acceptance wait process, waiting until the sub-control circuit 200 is able to accept a signal (step S14).
[0237] Next, the main CPU 71 performs initialization processing on the various devices built into the CPU (step S15).
[0238] Next, the main CPU 71 determines whether the backup clear signal is ON or OFF (step S16). The backup clear signal is a signal used to command the clearing of the backup contents of the main RAM 73 provided in the main CPU 71 which constitutes the main control circuit 70, and the RAM (not shown) which constitutes the payout / launch control circuit 300. If the backup clear signal is ON, the main CPU 71 proceeds to the process in step S23. If the backup clear signal is OFF, the main CPU 71 proceeds to the process in step S17.
[0239] In step S17, the main CPU 71 determines whether the power outage detection flag is set to ON or OFF. The power outage detection flag is a flag that indicates that power outage processing has been executed in response to a power outage. If the power outage detection flag is set to ON, the main CPU 71 proceeds to the processing in step S18. If the power outage detection flag is set to OFF, the main CPU 71 proceeds to the processing in step S23.
[0240] In step S18, the main CPU 71 performs a check for damage to the work area of the main RAM 73, for example, using a checksum.
[0241] Next, the main CPU 71 determines whether the work area is normal or not (step S19). If the work area is normal, the main CPU 71 proceeds to step S20. If the work area is not normal, the main CPU 71 proceeds to step S23.
[0242] In step S20, the main CPU 71 performs the initial setup of the work area, which requires initial values when power is restored after an interruption.
[0243] Next, the main CPU 71 sets the notification settings for the high-probability game state (probability variation game state) when the power is restored (step S21).
[0244] Next, the main CPU 71 performs the process of sending a power-on command (power-off recovery command) to the sub-control circuit 200 (step S22). After completing this process, the main CPU 71 terminates the power-on process.
[0245] In step S23, the main CPU 71 performs a process to clear the working area of the main RAM 73.
[0246] Next, the main CPU 71 performs the initial setup of the work area, which requires initial values during RWM (main RAM) initialization (step S24).
[0247] Next, the main CPU 71 sends an RWM initialization command (initialization command) to the sub-control circuit 200 (step S25). After completing this process, the main CPU 71 terminates the power-on processing.
[0248] [System Timer Interrupt Processing] Figure 15 shows the system timer interrupt processing by the main CPU 71. The system timer interrupt processing is executed, for example, every 2ms. As shown in the figure, the main CPU 71 saves the values of each register to the stack area of the main RAM 73 (step S31).
[0249] Next, the main CPU 71 performs a random number update process to update various random values (step S32).
[0250] Next, the main CPU 71 performs a switch input detection process to detect input signals from various switches (step S33). The switch input detection process will be described later with reference to Figure 16.
[0251] Next, the main CPU 71 performs a timer update process to update the values of various timers (step S34).
[0252] Next, the main CPU 71 performs command output processing to output (send) various commands to the sub-control circuit 200 (step S35).
[0253] Next, the main CPU 71 performs game information output processing to output (transmit) various game information to the sub-control circuit 200 (step S36). The game information is information related to the game that is processed in the main control circuit 70, sub-control circuit 200, payout / launch control circuit 300, etc., and is transmitted to the sub-control circuit 200, payout / launch control circuit 300, and hall computer.
[0254] Next, the main CPU 71 performs the process of restoring the values of each saved register (step S37). Once this process is complete, the main CPU 71 terminates the system timer interrupt processing.
[0255] [Switch input detection process] Figure 16 shows the switch input detection process performed by the main CPU 71. The switch input detection process is called as a subroutine during the execution of the system timer interrupt process described above. As shown in the figure, the main CPU 71 performs the start gate entry detection process (step S41). The start gate entry detection process will be described later with reference to Figure 17.
[0256] Next, the main CPU 71 performs a general prize slot passage detection process (step S42). In the general prize slot passage detection process, for example, when a prize is awarded in the general prize slots 51 and 52, payout information such as the number of prizes to be paid out is set.
[0257] Next, the main CPU 71 performs a big prize slot passage detection process (step S43). In the big prize slot passage detection process, for example, when a prize is awarded in the first big prize slot 53 or the second big prize slot 54, payout information indicating the number of prizes to be paid out is set.
[0258] Next, the main CPU 71 performs ball passage detection processing (step S44). In ball passage detection processing, the main CPU 71 obtains the lottery result (random value) for the regular symbol game in response to the detection of game ball passage by the ball passage detector 43. After this processing is completed, the main CPU 71 terminates the switch input detection processing.
[0259] [Start gate entry prize detection process] Figure 17 shows the start-out entry detection process by the main CPU 71. The start-out entry detection process is called as a subroutine during the execution of the switch input detection process described above. As shown in the figure, first, the main CPU 71 determines whether or not a game ball has been detected by the first start-out entry ball sensor 44a (step S51). If a game ball is detected by the first start-out entry ball sensor 44a, the main CPU 71 proceeds to the process in step S52. If no game ball is detected by the first start-out entry ball sensor 44a, the main CPU 71 proceeds to the process in step S59.
[0260] In step S52, the main CPU 71 performs a process to set payout information corresponding to the entry into the first starting slot.
[0261] Next, the main CPU 71 determines whether the number of reserved balls for the first starting slot (the number of reserved first special symbols) is less than 4 (step S53). If the number of reserved balls is less than 4, the main CPU 71 proceeds to step S54. If the number of reserved balls is 4, the main CPU 71 proceeds to step S59.
[0262] In step S54, the main CPU 71 performs a process to increment the number of reserved balls that have entered the first starting slot by 1.
[0263] Next, the main CPU 71 obtains random values for determining the hit and random values for the symbols, and stores these random values in the main RAM 73 (step S55).
[0264] Next, the main CPU 71 performs the first special stop symbol determination process (step S56). In the first special stop symbol determination process, based on the random value for hit determination and the random value for symbols, the CPU refers to the hit random number determination table (first start gate), the symbol determination table (first start gate), and the jackpot type determination table to determine the symbol specification command and the symbol selection command at the time of a hit related to the first special symbol that is scheduled to be displayed.
[0265] Next, the main CPU 71 executes the variation pattern determination process (step S57). In the variation pattern determination process, the variation pattern related to the first special symbol is determined based on the symbol specification command, judgment value data, game state, etc.
[0266] Next, the main CPU 71 performs a process to set a command to increase the number of reserved balls for the first starting slot (step S58). The command to increase the number of reserved balls for the first starting slot is a command that indicates to increase the number of reserved balls for the first special symbol by 1, and is sent to the sub-control circuit 200 along with a command indicating the variation pattern determined in the process of step S57 (variation pattern specification command).
[0267] Next, the main CPU 71 determines whether or not a game ball has been detected by the second start-out prize ball sensor 45a (step S59). If a game ball is detected by the second start-out prize ball sensor 45a, the main CPU 71 proceeds to the process in step S60. If no game ball is detected by the second start-out prize ball sensor 45a, the main CPU 71 terminates the start-out prize detection process.
[0268] In step S60, the main CPU 71 performs a process to set payout information corresponding to the entry into the second starting slot.
[0269] Next, the main CPU 71 determines whether the number of reserved balls for the second starting slot (the number of reserved second special symbols) is less than 4 (step S61). If the number of reserved balls is less than 4, the main CPU 71 proceeds to step S62. If the number of reserved balls is 4, the main CPU 71 terminates the starting slot ball entry detection process.
[0270] In step S62, the main CPU 71 performs a process to increment the number of reserved balls that have entered the second starting slot by 1.
[0271] Next, the main CPU 71 obtains random values for determining the hit and random values for the symbols, and stores these random values in the main RAM 73 (step S63).
[0272] Next, the main CPU 71 performs the second special stop symbol determination process (step S64). Similar to the first special stop symbol determination process, the second special stop symbol determination process also refers to the win random number determination table (second start gate), the symbol determination table (second start gate), and the jackpot type determination table based on the win determination random number value and the symbol random number value, and determines the symbol specification command and win selection symbol command related to the second special symbol that is scheduled to be displayed.
[0273] Next, the main CPU 71 executes a variation pattern determination process (step S65). This variation pattern determination process also determines the variation pattern related to the second special symbol based on the symbol specification command, judgment value data, game state, etc.
[0274] Next, the main CPU 71 performs a process to set a command to increase the number of reserved balls for the second starting slot (step S66). The command to increase the number of reserved balls for the second starting slot is a command that indicates to increase the number of reserved balls for the second special symbol by 1, and is sent to the sub-control circuit 200 along with a command indicating the variation pattern determined in the process of step S65 (variation pattern specification command). After this process is completed, the main CPU 71 terminates the starting slot entry detection process.
[0275] [Main control processing] Figure 18 shows the main control processing performed by the main CPU 71. When power is turned on to the pachinko game machine 1, the main CPU 71 performs initial setup processing (step S81), as shown in the figure. In this process, the main CPU 71 performs the power-on processing and other processes mentioned above.
[0276] Next, the main CPU 71 performs an initial random number update process (step S82). In this process, the main CPU 71 updates the initial random number counter.
[0277] Next, the main CPU 71 performs special symbol control processing (step S83). The special symbol control processing will be described later with reference to Figure 19.
[0278] Next, the main CPU 71 performs normal symbol control processing (step S84). The normal symbol control processing will be described later with reference to Figure 25.
[0279] Next, the main CPU 71 performs a symbol display device control process (step S85). In this process, the main CPU 71 stores control signals in the main RAM 73 to drive the special symbol display device 61 and the normal symbol display device 62, according to the results of the special symbol control process and the normal symbol control process stored in the main RAM 73 in steps S83 and S84. As a result, the main CPU 71 transmits control signals to the special symbol display device 61 and the normal symbol display device 62, and the special symbol display device 61 and the normal symbol display device 62 display the special symbols and normal symbols in a variable and stopped manner based on the received control signals.
[0280] Next, the main CPU 71 performs game information data generation processing (step S86). In this process, the main CPU 71 generates game status commands related to game information data to be transmitted to the sub-control circuit 200, the payout / launch control circuit 300, and the hall computer, and stores them in the main RAM 73.
[0281] Next, the main CPU 71 performs a memory and game state data generation process (step S87). In this process, the main CPU 71 generates memory and game state data to be transmitted to the sub-control circuit 200 based on the value of the probability variation flag and the value of the time reduction flag, and stores the memory and game state data in the main RAM 73. After completing this process, the main CPU 71 moves on to the process in step S82.
[0282] [Special Symbol Control Processing] Figure 19 shows the special symbol control process performed by the main CPU 71. The special symbol control process is called as a subroutine during the execution of the main control process described above. The numbers ("00" to "08") written in parentheses to the right of each process shown in the figure indicate the value of the control state flag. This control state flag is stored in a predetermined memory area in the main RAM 73. The main CPU 71 advances the special symbol game by executing processes according to the values of the control state flags.
[0283] As shown in Figure 19, the main CPU 71 performs a process to load the control state flag (step S91). In this process, the main CPU 71 reads the value of the control state flag stored in the main RAM 73. Based on the value of the read control state flag, the main CPU 71 determines whether or not to execute each of the processes in steps S92 to S100 described below. This control state flag indicates the state of the special symbol game and makes any of the processes in steps S92 to S100 executable. The main CPU 71 also executes each of the processes in steps S92 to S100 at a predetermined timing determined according to the waiting time set for each process. Before reaching this predetermined timing, the main CPU 71 executes processes related to other subroutines instead of executing each process. Of course, the aforementioned system timer interrupt process (see Figure 15) is also executed at a predetermined period.
[0284] Next, the main CPU 71 performs a special symbol memory check process (step S92). In this process, if the control state flag is set to a value indicating the special symbol memory check process ("00"), the main CPU 71 checks the number of reserved special symbols for variable display. If the number of reserved symbols is not "0" (i.e., there are reserved balls), it obtains the win determination result, the special symbol determination result, the special symbol variation pattern determination result, etc., obtained in the start-out entry detection process. In addition, in this process, the main CPU 71 sets the control state flag to a value indicating the special symbol variation time management process (step S93) described later ("01"), and sets the variation time of the special symbol corresponding to the variation pattern obtained in this process in the waiting time timer. That is, after the variation time of the special symbol corresponding to the variation pattern determined in the start-out entry detection process has elapsed, the special symbol display time management process described later is executed. On the other hand, if the number of reserved symbols is "0" (i.e., there are no reserved balls), the main CPU 71 performs a demo display process to display the demo screen. This special pattern memory check process will be described in detail with reference to Figure 20.
[0285] Next, the main CPU 71 performs special symbol variation time management processing (step S93). In this process, the main CPU 71 sets the control state flag to a value ("02") indicating the special symbol variation time management processing (step S94) when the special symbol variation time has elapsed, and sets a post-confirmation waiting time (for example, 600ms) in the waiting time timer. In other words, the special symbol display time management processing described later is executed after the post-confirmation waiting time set in step S93 has elapsed. This special symbol variation time management processing will be described in detail with reference to Figure 21.
[0286] Next, the main CPU 71 performs special symbol display time management processing (step S94). In this process, the main CPU 71 determines whether the result of the win determination is a "big win" or a "minor win" when the control state flag is set to a value ("02") indicating special symbol display time management processing, and the post-confirmation waiting time set in step S93 has elapsed. If the result of the win determination is a "big win" or a "minor win", the main CPU 71 sets the control state flag to a value ("03") indicating the big win start interval management processing (step S95) described later, and sets the waiting time timer to the time corresponding to the big win start interval. In other words, the big win start interval management processing described later is set to be executed after the time corresponding to the big win start interval set in step S94 has elapsed. On the other hand, if the result of the hit detection is neither a "big win" nor a "minor win," the main CPU 71 sets a value in the control state flag that indicates the special symbol game termination process (step S100) described later. Set ("08"). In other words, in this case, the special symbol game termination process described later will be executed. The special symbol display time management process will be described later with reference to Figure 22.
[0287] Next, the main CPU 71 performs a jackpot start interval management process (step S95). In this process, the main CPU 71 updates a variable located in the main RAM 73 based on data read from the main ROM 72 in order to open the first jackpot opening 53 or the second jackpot opening 54 when the control state flag is set to a value ("03") indicating the jackpot start interval management process (step S94) and the time corresponding to the jackpot start interval set in step S94 has elapsed. In addition, in this process, the main CPU 71 sets the control state flag to a value ("04") indicating the jackpot opening process (step S96) described later, and sets the jackpot opening time timer to the upper limit time for opening the jackpot (for example, 30 seconds). In other words, this process sets the system so that the jackpot opening process described later is executed.
[0288] Next, the main CPU 71 performs the process of keeping the big prize opening open (step S96). In this process, first, if the control status flag is a value ("04") indicating the process of keeping the big prize opening open, the main CPU 71 determines whether one of the following conditions has been met (the predetermined closing condition has been met): that the big prize opening counter is at or above a predetermined number, and that the upper limit of the opening time has elapsed (the big prize opening time timer is "0"). If either condition is met, the main CPU 71 updates a variable located in the main RAM 73 in order to close the first big prize opening 53 or the second big prize opening 54. Then, the main CPU 71 sets the control status flag to a value ("05") indicating the process of monitoring balls remaining in the big prize opening (step S97), which will be described later, and sets the time for monitoring balls remaining in the big prize opening in the waiting time timer. In other words, this process sets the system so that after the time set in step S96 for monitoring balls remaining in the prize pocket has elapsed, the ball monitoring process in the prize pocket described later will be executed. Immediately before the end of this prize pocket open process, a round-interval display command is sent to the sub-control circuit 200.
[0289] Next, the main CPU 71 performs a monitoring process for balls remaining in the prize pocket (step S97). In this process, the main CPU 71 determines whether the conditions are met, such as the control status flag being set to a value indicating the monitoring process for balls remaining in the prize pocket ("05"), and the value of the prize pocket opening count counter being equal to or greater than the maximum number of times the prize pocket has been opened (it is the final round), after the monitoring time for balls remaining in the prize pocket has elapsed. If it is determined that the above conditions are not met, the main CPU 71 sets the control status flag to a value indicating the waiting time management process for the re-opening of the prize pocket ("06"). The main CPU 71 also sets the waiting time timer to a time corresponding to the interval between rounds. In other words, this process sets the system so that the pre-reopening waiting time management process for the prize pocket, described later, is executed after the time corresponding to the interval between rounds has elapsed. On the other hand, if the above conditions are determined to be met in step S97, the main CPU 71 sets a value ("07") indicating the jackpot completion interval processing to the control state flag and sets the time corresponding to the jackpot completion interval (jackpot completion interval time) to the waiting time timer. In other words, the jackpot completion interval processing described later is set to be executed after the time corresponding to the jackpot completion interval set in this process has elapsed.
[0290] Next, if the main CPU 71 determines that the value of the big prize slot opening count counter is not equal to or greater than the maximum number of times the big prize slot has been opened, it performs a waiting time management process before the big prize slot is reopened (step S98). In this process, the main CPU 71 updates the memory of the big prize slot opening count counter by increasing it by "1" when the control status flag is set to a value indicating the waiting time management process before the big prize slot is reopened ("06") and the time corresponding to the interval between rounds has elapsed. The main CPU 71 also sets the control status flag to a value indicating the big prize slot is open ("04"). Then, the main CPU 71 sets the opening limit time (for example, 30 seconds) in the big prize slot opening time timer. In other words, this process sets the big prize slot open process (step S96) described above to be executed again. Immediately before the end of the waiting time management process before the big prize slot is reopened, a big prize slot open display command is sent to the sub-control circuit 200.
[0291] Furthermore, the main CPU 71 performs a jackpot termination interval process (step S99) when it determines that the value of the jackpot opening count counter is equal to or greater than the maximum number of times the jackpot opening has been opened. In this process, the main CPU 71 sets the control state flag to a value indicating the jackpot termination interval process ("07") and, when the time corresponding to the jackpot termination interval has elapsed, to a value indicating the special symbol game termination process ("08"). In other words, this process sets the system so that the special symbol game termination process described later is executed after the process in step S99. At this time, if a V-entry was successful during the jackpot, the main CPU 71 controls the game state to transition to a probability variation game state, and if a V-entry was unsuccessful during the jackpot, it controls the game state to transition to a non-probability variation game state. If the jackpot symbol corresponds to a "minor win", the main CPU 71 controls the game state to maintain it.
[0292] Next, the main CPU 71 performs a special symbol game termination process (step S100) when the big win game state or the small win game state ends, or when a "miss" is won. In this process, if the control state flag is a value indicating the special symbol game termination process ("08"), the main CPU 71 updates the memory to decrease the data indicating the number of reserved symbols (start memory information) by "1". The main CPU 71 also updates the special symbol memory area in order to display the next special symbol variation. Furthermore, the main CPU 71 sets the control state flag to a value indicating the special symbol memory check process ("00"). In other words, this process sets the system so that the special symbol memory check process (step S92) described above is executed after the process in step S100. When this special symbol game termination process is completed, the main CPU 71 terminates the special symbol control process.
[0293] As described above, in the pachinko game machine 1 of this embodiment, the special symbol game is advanced by sequentially setting various values to the control state flag. Specifically, when the game state is neither a big win game state nor a small win game state, and the result of the win judgment is "miss", the main CPU 71 sets the control state flag in the order of "00", "01", "02", and "08". As a result, the main CPU 71 executes the special symbol memory check process (step S92), the special symbol variation time management process (step S93), the special symbol display time management process (step S94), and the special symbol game termination process (step S100) in this order at predetermined timings.
[0294] Furthermore, if the game state is neither a jackpot game state nor a minor jackpot game state, and the result of the win determination is "jackpot" or "minor jackpot", the main CPU 71 sets the control state flags in the order of "00", "01", "02", and "03". As a result, the main CPU 71 performs the special symbol memory check process (step S92) and the special symbol variation time management process described above. (Step S93) The special symbol display time management process (Step S94) and the jackpot start interval management process (Step S95) are executed in this order at predetermined timings to perform control for transitioning to the jackpot game state or the minor jackpot game state.
[0295] Furthermore, when the control for transitioning to a jackpot game state or a minor jackpot game state is executed, the main CPU 71 sets the control state flags in the order of "04", "05", and "06". As a result, the main CPU 71 executes the above-mentioned process of opening the jackpot opening (step S96), monitoring the balls remaining in the jackpot opening (step S97), and managing the waiting time before reopening the jackpot opening (step S98) in this order at predetermined timings, and then executes the jackpot game or minor jackpot game.
[0296] Furthermore, if the conditions for ending the jackpot game state are met during the jackpot game state, the main CPU 71 sets the control state flags in the order of "04", "05", "07", and "08". As a result, the main CPU 71 executes the above-mentioned jackpot opening process (step S96), jackpot remaining ball monitoring process (step S97), jackpot ending interval process (step S99), and special symbol game ending process (step S100) in this order at predetermined timings, and ends the jackpot game state.
[0297] As described above, the special symbol control process branches the processing flow according to the status. Similarly, the normal symbol control process in step S84 of the main control process shown in Figure 18 (see Figure 25 below) also branches the processing flow according to the status, just like the special symbol control process.
[0298] The processing program in this embodiment is programmed so that when branching processing according to the status, a call instruction enables a pure return process from the submodule to the parent module. As a result, compared to the case where a jump table is used to execute the above processing, the program size can be reduced in this embodiment.
[0299] [Special Symbol Memory Check Process] Figure 20 shows the special symbol memory check process performed by the main CPU 71. The special symbol memory check process is called as a subroutine during the execution of the special symbol control process described above. As shown in the figure, first, the main CPU 71 reads the control status flag from a predetermined memory area in the main RAM 73 by a load process (step S101).
[0300] Next, the main CPU 71 determines whether the read control status flag is a value ("00") indicating the special symbol memory check process (step S102). If it determines that the control status flag is not "00", the main CPU 71 terminates the special symbol memory check process. On the other hand, if it determines that the control status flag is "00", the main CPU 71 proceeds to the process in step S103.
[0301] In step S103, the main CPU 71 determines whether the number of reserved balls for the second start slot (variable display of the second special symbol) is "0". If it determines that the number of reserved balls for the second start slot is not "0", the main CPU 71 proceeds to step S104. If it determines that the number of reserved balls for the second start slot is "0", the main CPU 71 proceeds to step S109.
[0302] In step S104, the main CPU 71 subtracts "1" from the value of the second start memory number corresponding to the number of reserved balls that have entered the second start slot. In this embodiment, the main CPU 71 determines whether or not data is stored in the second special symbol start memory area (0) to the second special symbol start memory area (4) provided in the main RAM 73, and determines whether or not there is a start memory for the special symbol game corresponding to the variable display of the second special symbol that is in motion or reserved. The second special symbol start memory area (0) stores data (information) for the special symbol game corresponding to the variable display of the second special symbol that is in motion as start memory information. The second special symbol start memory area (1) to the second special symbol start memory area (4) stores data (information) for the special symbol game corresponding to the four reserved variable displays (reserved balls) of the second special symbol as start memory information. Furthermore, the start memory information in each second special symbol start memory area includes data such as random values for determining the win, random values for symbols, and determined fluctuation patterns acquired when the ball enters the second start opening 45.
[0303] Next, the main CPU 71 performs a special symbol memory transfer process based on the entry into the second starting slot (step S105). In this process, the main CPU 71 shifts the data from the second special symbol starting memory areas (1) to (4) to the second special symbol starting memory areas (0) to (3), respectively. At this time, the main CPU 71 also sends a hold subtraction command to the sub-control circuit 200. After that, the main CPU 71 moves on to the process in step S106.
[0304] In step S106, the main CPU 71 sets the control state flag to a value ("01") indicating the special symbol variation time management process. At the same time, the main CPU 71 also sends a special symbol effect start command to the sub-control circuit 200.
[0305] Next, the main CPU 71 performs a big win / minor win determination process (step S107). In this process, the main CPU 71 obtains determination value data by referring to a win random number determination table (see Figure 11) corresponding to the type of entry starting slot, based on the random number value for big win determination that is extracted when the ball enters the starting slot and that has been previously set in the first special symbol starting memory area (0) or the second special symbol starting memory area (0). Then, the main CPU 71 determines whether the result is a "big win," a "minor win," or a "miss" based on the obtained determination value data. (Perform collision detection).
[0306] Next, the main CPU 71 sets the variation time corresponding to the determined variation pattern of the special symbol in the waiting timer (step S108). Once this process is complete, the main CPU 71 terminates the special symbol memory check process.
[0307] In step S109, the main CPU 71 determines whether the number of reserved balls (number of second start memories) for the first start slot entry (variable display of the first special symbol) is "0". If it determines that the number of reserved balls for the first start slot entry is not "0", the main CPU 71 proceeds to step S110. If it determines that the number of reserved balls for the first start slot entry is "0", the main CPU 71 proceeds to step S112.
[0308] In step S110, the main CPU 71 subtracts "1" from the value of the first start memory number corresponding to the number of reserved balls that have entered the first start slot. In this embodiment, the main CPU 71 determines whether or not data is stored in the first special symbol start memory area (0) to the first special symbol start memory area (4) provided in the main RAM 73, and determines whether or not there is a start memory for the special symbol game corresponding to the variable display of the first special symbol that is in motion or reserved. The first special symbol start memory area (0) stores data (information) for the special symbol game corresponding to the variable display of the first special symbol that is in motion as start memory information. The first special symbol start memory area (1) to the first special symbol start memory area (4) stores data (information) for the special symbol game corresponding to the four reserved variable displays (reserved balls) of the first special symbol as start memory information. Furthermore, the start memory information in each first special symbol start memory area includes data such as random values for determining the win, random values for symbols, and determined fluctuation patterns acquired when the first start opening 44 is hit.
[0309] Next, special symbol memory transfer processing is performed based on the entry into the first starting slot (step S111). In this process, the main CPU 71 shifts the data from the first special symbol starting memory areas (1) to (4) to the first special symbol starting memory areas (0) to (3), respectively. At this time, the main CPU 71 also sends a hold subtraction command to the sub-control circuit 200. After that, the main CPU 71 moves on to the processing in step S106.
[0310] In step S112, the main CPU 71 performs a demo display process to display a demo screen. In this process, the main CPU 71 determines whether a predetermined time has elapsed since the special symbols stopped changing on the special symbol display device 61, and if it determines that the predetermined time has elapsed, it sends a demo display command to the sub-control circuit 200.
[0311] In this embodiment, if, after the special symbol display device 61 stops changing, no winning entries occur in the first start port 44 and the second start port 45 for a predetermined period of time, a demo screen is displayed.
[0312] Specifically, the main CPU 71 turns on the demo transition timer when the waiting time timer (variation time corresponding to the variation pattern of the special symbols) set in step S108 becomes 0 (see step S122 in Figure 21). In other words, the main CPU 71 starts measuring the time that has elapsed since the variation of the special symbols stopped. Then, in step S112, the main CPU 71 determines whether the value of the demo transition timer is equal to or greater than a predetermined value (for example, a value corresponding to 3 minutes), and if it determines that the value of the demo transition timer is equal to or greater than the predetermined value, it sends a demo display command to the sub-control circuit 200. Upon receiving the demo display command, the sub-control circuit 200 performs processing related to the display of the demo screen.
[0313] Furthermore, if a prize is awarded to the first start port 44 or the second start port 45 before the value of the demo transition timer reaches a predetermined value, the main CPU 71 turns off the demo transition timer. Specifically, in step S51 of Figure 17, if the main CPU 71 determines that a game ball has been detected by the first start port prize ball sensor 44a, it turns off the demo transition timer. Also, in step S59 of Figure 17, if the main CPU 71 determines that a game ball has been detected by the second start port prize ball sensor 45a, it turns off the demo transition timer. As a result, the main CPU 71 ends measuring the time elapsed since the special symbol change stopped.
[0314] In this embodiment, when the above process is executed, if a predetermined time has elapsed after the special symbol variation has stopped and no winning entries have occurred in the start slots (first start slot 44 and second start slot 45), the system will transition to the demo screen. After the process in step S112 is completed, the main CPU 71 terminates the special symbol memory check process.
[0315] [Special Symbol Variation Time Management Processing] Using Figure 21, the special symbol variation time management process performed in step S93 of Figure 19 will be explained. Figure 21 is a flowchart of the special symbol variation time management process executed by the main CPU 71. This special symbol variation time management process is executed in the following step units.
[0316] As shown in Figure 21, in step S121, the main CPU 71 determines whether the control status flag is a value indicating special symbol variation time management ("01"). If the main CPU 71 determines that it is a value indicating special symbol variation time management ("01"), it proceeds to step S122. On the other hand, the main CPU 71 determines whether the control status flag is a value indicating special symbol variation time management If it is determined that the result is not ("01"), the special symbol variation time management processing routine is terminated.
[0317] In step S122, the main CPU 71 determines whether the waiting time timer is "0". If the main CPU 71 determines that the waiting time timer is "0", it proceeds to step S123. If it determines that the waiting time timer is not "0", it terminates the special symbol variation time management processing routine.
[0318] In step S123, the main CPU 71 sets (stores) a value ("02") indicating special symbol display time management in the control state flag, and then proceeds to step S124.
[0319] In step S124, the main CPU 71 performs a process to set a special symbol effect stop command. In this process, the main CPU 71 sets (stores) the special symbol effect stop command in the main RAM 73. The special symbol effect stop command is then supplied from the main CPU 71 of the main control circuit 70 to the sub-CPU 81 of the sub-control circuit 200 as a symbol stop command, so that the sub-control circuit 200 recognizes the symbol stop. When this process is completed, the process moves on to step S125.
[0320] In step S125, the main CPU 71 performs a process to set the post-confirmation waiting time in the area of the main RAM 73 that functions as a waiting time timer. When this process is completed, the special symbol variation time management processing routine is terminated.
[0321] [Special Symbol Display Time Management Processing] Figure 22 shows the special symbol display time management process performed by the main CPU 71. The special symbol display time management process is called as a subroutine during the execution of the special symbol control process described above. As shown in the figure, the main CPU 71 determines whether the control status flag is a value indicating the special symbol display time management process ("02") (step S131). If it is determined that the control status flag is not a value indicating the special symbol display time management process ("02"), the main CPU 71 terminates the special symbol display time management process. On the other hand, if it is determined that the control status flag is a value indicating the special symbol display time management process ("02"), the main CPU 71 proceeds to the process in step S132.
[0322] In step S132, the main CPU 71 determines whether the value of the waiting time timer (waiting time) is "0". In this process, the main CPU 71 determines whether the waiting time after the change is confirmed (waiting time before the change starts) set in the waiting time timer has been consumed. If it is determined that the value of the waiting time timer is not "0", the main CPU 71 terminates the special symbol display time management process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 71 proceeds to the process in step S133.
[0323] In step S133, the main CPU 71 determines whether the special symbol game is a "jackpot" or not. If it determines that the special symbol game is a "jackpot", the main CPU 71 proceeds to the process in step S142. On the other hand, if it determines that the special symbol game is not a "jackpot", the main CPU 71 proceeds to the process in step S134.
[0324] In step S134, the main CPU 71 further determines whether the special symbol game is a "minor win" or not. If it determines that the special symbol game is a "minor win", the main CPU 71 proceeds to the process in step S137. On the other hand, if it determines that the special symbol game is not a "minor win", that is, if the special symbol game is a "miss", the main CPU 71 proceeds to the process in step S135.
[0325] In step S135, the main CPU 71 performs a time-saving / probability-increase reduction process. This time-saving / probability-increase reduction process will be described later with reference to Figure 23.
[0326] Next, the main CPU 71 performs a process to set the control state flag to a value ("08") indicating the special symbol game termination process (step S136). After this process is completed, the main CPU 71 terminates the special symbol display time management process.
[0327] In step S137, the main CPU 71 performs a process to set a minor win flag indicating a minor win. After completing this process, the main CPU 71 moves on to the process in step S138.
[0328] In step S138, the main CPU 71 performs a process to set the control state flag to a value ("03") that indicates the jackpot start interval management process.
[0329] Next, the main CPU 71 performs a process to set the waiting timer for the jackpot start interval time (for example, 5000ms) corresponding to the special symbol (first special symbol or second special symbol) (step S139).
[0330] Next, the main CPU 71 performs the process of setting a jackpot start command or a minor win start command corresponding to the special symbol in the main RAM 73 (step S140). As a result, the jackpot start command or minor win start command is transmitted to the sub-control circuit 200.
[0331] Next, the main CPU 71 refers to the jackpot type determination table (see Figure 13) and sets the upper limit of the number of rounds (upper limit of the number of times the jackpot opening is opened) corresponding to the special symbol (type of symbol specification command) in the main RAM 73, and sets the round number display LED pattern flag (step S141). The round number display LED pattern flag is a flag that indicates whether or not to display the remaining number of rounds in a predetermined pattern. After this process is completed, the main CPU 71 terminates the special symbol display time management process.
[0332] In step S142, the main CPU 71 performs a process to set a jackpot flag indicating a jackpot. After completing this process, the main CPU 71 moves on to the process in S143.
[0333] In step S143, the main CPU 71 performs a process to clear the time-saving state change count counter, as well as the time-saving flag and the probability change flag. After completing this process, the main CPU 71 moves on to the process in step S138.
[0334] [Time reduction / Reduction of number of bonus rounds] Figure 23 shows the time-saving / probability-changing count reduction process performed by the main CPU 71. The time-saving / probability-changing count reduction process is called as a subroutine during the execution of the special symbol display time management process described above or the jackpot end interval process described below. As shown in the figure, the main CPU 71 determines whether the value of the time-saving state change count counter is 0 or not (step S151). The time-saving state change count counter is a subtraction counter that counts until the set number of time-saving rounds (100 rounds as an example in this embodiment) becomes 0. If the value of the time-saving state change count counter is 0, the main CPU 71 proceeds to the process in step S155. If the value of the time-saving state change count counter is not 0, the main CPU 71 proceeds to the process in step S152.
[0335] In step S152, the main CPU 71 performs a process to decrement the value of the time-saving state change count counter by 1.
[0336] Next, the main CPU 71 determines again whether the value of the time-saving state change count counter is 0 or not (step S153). If the value of the time-saving state change count counter is 0, the main CPU 71 proceeds to the process in step S154. If the value of the time-saving state change count counter is not 0, the main CPU 71 proceeds to the process in step S155.
[0337] In step S154, the main CPU 71 performs a process to set the time-saving flag to "0". After completing this process, the main CPU 71 moves on to the process in step S155.
[0338] In step S155, the main CPU 71 determines whether the value of the probability variation state count counter is 0. The probability variation state count counter is a subtraction counter that counts until the set number of probability variations (124 times as an example in this embodiment) becomes 0. If the value of the probability variation state count counter is 0, the main CPU 71 terminates the time reduction / probability variation count subtraction process. If the value of the probability variation state count counter is not 0, the main CPU 71 proceeds to the process in step S156.
[0339] In step S156, the main CPU 71 performs a process to decrement the value of the probability variation state count counter by 1.
[0340] Next, the main CPU 71 determines again whether the value of the probability variation state count counter is 0 or not (step S157). If the value of the probability variation state count counter is 0, the main CPU 71 proceeds to the process in step S158. If the value of the probability variation state count counter is not 0, the main CPU 71 terminates the time reduction / probability variation count reduction process.
[0341] In step S158, the main CPU 71 performs a process to set the probability variation flag to "0". After this process is completed, the main CPU 71 terminates the time reduction / probability variation count reduction process.
[0342] [Big win end interval processing] Figure 24 shows the jackpot termination interval processing by the main CPU 71. The jackpot termination interval processing is called as a subroutine during the execution of the special symbol control processing described above. As shown in the figure, the main CPU 71 determines whether the control state flag is a value indicating the jackpot termination interval processing ("07") (step S161). If it is determined that the control state flag is not a value indicating the jackpot termination interval processing ("07") (S step 161: NO), the main CPU 71 terminates the jackpot termination interval processing. On the other hand, if it is determined that the control state flag is a value indicating the jackpot termination interval processing ("07"), the main CPU 71 proceeds to the processing in step S162.
[0343] In step S162, the main CPU 71 determines whether the value of the waiting timer is "0". In this process, the main CPU 71 determines whether the jackpot completion interval time set in the waiting timer has been consumed. If it determines that the value of the waiting timer is not "0", the main CPU 71 terminates the jackpot completion interval process. On the other hand, if it determines that the value of the waiting timer is "0", the main CPU 71 proceeds to the process in step S163.
[0344] In step S163, the main CPU 71 clears the LED pattern flag for displaying the number of times the big prize slot opens. The LED pattern flag for displaying the number of times the big prize slot opens is used as a management flag to indicate whether or not to display the number of rounds during a big win using the LED lighting pattern.
[0345] Next, the main CPU 71 clears the round number distribution flag (step S164). This round number distribution flag is one of the management flags stored in the main RAM 73, and it indicates whether or not to periodically open and close the first large prize slot 53 or the second large prize slot 54 a predetermined number of times even during a round. If the first large prize slot 53 or the second large prize slot 54 is to be periodically opened and closed even during a round, the round number distribution flag becomes "1". At this time, the main CPU 71 also sends a special symbol win end display command to the sub-control circuit 200.
[0346] Next, the main CPU 71 performs a process to set the control state flag to a value ("08") that indicates the termination of the special symbol game (step S165).
[0347] Next, the main CPU 71 determines whether the special symbol game is a "jackpot" or not (step S166). If it determines that the special symbol game is a "jackpot", the main CPU 71 proceeds to step S167. On the other hand, if it determines that the special symbol game is not a "jackpot", the main CPU 71 proceeds to step S174.
[0348] In step S167, the main CPU 71 performs a process to clear the value of the jackpot flag.
[0349] Next, the main CPU 71 determines whether or not a V-entry was successful during the jackpot (step S168). If a V-entry is successful, the main CPU 71 proceeds to step S169. If a V-entry is unsuccessful, the main CPU 71 proceeds to step S171.
[0350] In step S169, the main CPU 71 performs a process to set the probability change flag to "1".
[0351] Next, the main CPU 71 performs a process to set a predetermined number of probability variation counts (124 times as an example in this embodiment) in the probability variation state variation count counter (step S170).
[0352] Next, the main CPU 71 performs a process to set the time-saving flag to "1" (step S171).
[0353] Next, the main CPU 71 performs a process to set a predetermined number of time reductions (100 times as an example in this embodiment) in the time reduction state variation counter (step S172). After completing this process, the main CPU 71 terminates the jackpot termination interval process.
[0354] In step S174, the main CPU 71 performs a process to clear the value of the minor win flag.
[0355] Next, the main CPU 71 executes the aforementioned time-saving / probability-increasing count reduction process (step S175). Once this process is complete, the main CPU 71 terminates the jackpot end interval process.
[0356] [Normal pattern control processing] Figure 25 shows the normal symbol control process performed by the main CPU 71. The normal symbol control process is called as a subroutine during the execution of the main control process described above. The numbers ("00" to "04") written in parentheses to the right of each process in the flowchart shown in Figure 25 indicate the normal symbol control status flag, and this normal symbol control status flag is stored in a predetermined memory area in the main RAM 73. The main CPU 71 advances the normal symbol game by executing each process corresponding to the numerical value of the normal symbol control status flag.
[0357] As shown in Figure 25, the main CPU 71 performs a process to load the normal symbol control status flag (step S191). In this process, the main CPU 71 reads the normal symbol control status flag stored in the main RAM 73. Based on the value of the read normal symbol control status flag, the main CPU 71 determines whether or not to execute the various processes in steps S192 to S196 described below. This normal symbol control status flag indicates the state of play in the normal symbol game and enables the execution of any of the processes in steps S192 to S196. The main CPU 71 also executes each process in steps S192 to S196 at a predetermined timing determined according to the waiting time set for each process. Before reaching this predetermined timing, the main CPU 71 executes other subroutine processes instead of executing each process. Of course, the aforementioned system timer interrupt process (see Figure 15) is also executed at a predetermined period.
[0358] Next, the main CPU 71 performs a normal symbol memory check process (step S192). In this process, if the normal symbol control status flag is set to a value indicating the normal symbol memory check process ("00"), the main CPU 71 checks the number of reserved variable normal symbols, and if the number of reserved symbols is not "0", it performs a hit determination process. In this process, the main CPU 71 also sets the normal symbol control status flag to a value indicating the normal symbol variation time monitoring process (step S193) described later ("01"), and sets the variation time determined in this process to the waiting time timer. In other words, the process in step S192 sets the normal symbol variation time monitoring process described later to be executed after the determined variation time of the normal symbols has elapsed.
[0359] Next, the main CPU 71 performs a normal symbol variation time monitoring process (step S193). In this process, the main CPU 71 sets the normal symbol control status flag to a value ("02") indicating the normal symbol variation time monitoring process (step S194) when the normal symbol variation time has elapsed, and sets a post-confirmation waiting time (for example, 0.5 seconds) in the waiting time timer. In other words, the process in step S193 sets the system so that the normal symbol display time monitoring process (step S194) described later is executed after the set post-confirmation waiting time has elapsed.
[0360] Next, the main CPU 71 performs a normal symbol display time monitoring process (step S194). In this process, the main CPU 71 determines whether the result of the win determination is "win" or not when the normal symbol control state flag is set to a value indicating the normal symbol display time monitoring process ("02") and the post-confirmation waiting time set in step S193 has elapsed. If the result of the win determination is "win", the main CPU 71 performs the normal electric mechanism opening setting process and sets the normal symbol control state flag to a value indicating the normal electric mechanism opening process (step S195) described later ("03"). In other words, this process sets the system to execute the normal electric mechanism opening process described later. On the other hand, if the result of the win determination is not "win", the main CPU 71 sets the normal symbol control state flag to a value indicating the normal symbol game termination process (step S196) described later ("04"). In other words, in this case, the system is set to execute the normal symbol game termination process described later.
[0361] Next, if the main CPU 71 determines in step S194 that the result of the hit determination is "hit", it performs the normal electric mechanism opening process (step S195). In this process, if the normal symbol control state flag is set to a value indicating the normal electric mechanism opening process ("03"), the main CPU 71 determines whether one of the following conditions has been met: that a predetermined number of wins have occurred while the normal electric mechanism 46 is open, and that the maximum opening time for the normal electric mechanism 46 has elapsed (the normal electric mechanism opening time timer is "0"). If either of the above conditions is met, the main CPU 71 updates a variable located in the main RAM 73 in order to close the wing-shaped component which is the normal electric mechanism 46. Then, the main CPU 71 sets the normal symbol control state flag to a value indicating the normal symbol game termination process (step S196) described later ("04"). In other words, this process sets the system to execute the normal symbol game termination process described later.
[0362] Next, the main CPU 71 performs the normal symbol game termination process (step S196). In this process, if the normal symbol control status flag is set to a value indicating the normal symbol game termination process ("04"), the main CPU 71 updates the memory to decrease the data indicating the number of reserved variable normal symbol displays by "1". The main CPU 71 also updates the normal symbol memory area in order to perform the next variable normal symbol display. Furthermore, the main CPU 71 sets the normal symbol control status flag to a value indicating the normal symbol memory check process ("00"). That is, after the process in step S196, the above-mentioned normal symbol memory check process (step S192) is set to be executed. After this process is completed, the main CPU 71 terminates the normal symbol control process.
[0363] [Sub-control circuit main processing] On the other hand, the sub-control circuit 200 will execute the sub-control circuit main process. This sub-control circuit main process will be explained using Figure 26. Note that this sub-control circuit main process is started when the power is turned on.
[0364] As shown in Figure 26, the sub-CPU 201 performs initialization processes such as granting RAM access permissions, initializing the work area, initializing hardware, initializing devices, initializing applications, and initializing backups (step S201).
[0365] Next, the sub-CPU 201 performs a process to clear the counter value of the watchdog timer (step S202). The watchdog timer has a reset time (e.g., 2000ms) set at startup, and a power-off process is performed if no service pulse is written (timeout).
[0366] Next, the sub-CPU 201 executes the operation means input processing (step S203). The operation means input processing will be described later with reference to Figure 28.
[0367] Next, the sub-CPU 201 executes the command analysis process (step S204). The command analysis process will be described later with reference to Figure 29.
[0368] Next, the sub-CPU 201 executes the performance mode determination process (step S205). In this process (animation request construction process), the sub-CPU 201 generates an animation request that includes information specifying the performance content, and based on this animation request, generates various requests (drawing request, sound request, lamp request, and prop request) to operate various performance devices. The performance mode determination process will be explained later with reference to Figure 30.
[0369] Next, the sub-CPU 201 executes drawing control processing (step S206). In this process, the sub-CPU 201 sends a drawing request to the display control circuit 205. Based on the message (drawing request) sent from the sub-CPU 201, the display control circuit 205 performs drawing control to display an image on the liquid crystal display device 13.
[0370] Next, the sub-CPU 201 performs voice control processing (step S207). In this process, the sub-CPU 201 sends a sound request to the voice control circuit 206. Based on the message (sound request) sent from the sub-CPU 201, the voice control circuit 206 performs voice control to output sound to the speaker 11.
[0371] Next, the sub-CPU 201 executes LED control processing (step S208). In this process, the sub-CPU 201 sends a lamp request to the LED control circuit 207. Based on the message (lamp request) sent fr...
Claims
[Claim 1] A first starting area is located in the game area and through which the game medium can pass, A second starting area is located in the aforementioned game area and through which the game medium can pass, It comprises a main control means capable of performing control related to the game, The main control means is A first game execution control means capable of executing a first game based on the fact that the game medium has passed through the first starting region, A second game execution control means capable of executing a second game different from the first game based on the fact that the game medium has passed through the second starting region, A calculation processing means for performing calculations to control the operation of the game, The system includes a storage means that stores information necessary for the execution of the calculation process by the calculation processing means, The storage means is provided with at least two work areas, including a first work area and a second work area. The information used to perform processing using each work area includes specific information to identify the work area being used. When the calculation processing means processes information using one of the first work area and the second work area, it selects the work area to be used based on the specific information attached to the information to be processed. In the work area selection process by the calculation processing means, the calculation processing means specifies the address of the work area to be used based on the specific information, The processing related to the first game by the calculation processing means is performed using the first work area. The processing related to the second game by the calculation processing means is performed using the second work area. The system comprises an out-of-area work area that is different from the at least two work areas and is a work area for processes that do not directly involve the progress of the game performed by the player, and an in-area work area that includes the at least two work areas and is involved in the progress of the game performed by the player, In the calculation processing means, if the game is not playable, the specific processing by the out-of-bounds work area is not performed, and if the game is playable, the specific processing by the out-of-bounds work area is performed in the interrupt-prohibited section. A lottery means that conducts a lottery based on the fulfillment of the first predetermined condition, Variable control means for performing variable display, A means for providing benefits to players based on the results of the aforementioned lottery, A specific performance control means that performs a specific performance in a predetermined display area, The system includes a special performance control means that performs a special performance to which the user transitions from the aforementioned specific performance, and which, when a second predetermined condition is met, is more likely to grant the aforementioned benefit than the aforementioned specific performance. The aforementioned specific performance is, An effect comprising: a first effect in which a predetermined character is displayed; a second effect including specific effect content in which the same character as the character displayed in the first effect is displayed; and a third effect including predetermined effect content different from the specific effect content in which a specific character different from the predetermined character, which is not displayed in the first effect, is displayed, wherein the second effect is executed before the third effect. The special performance control means is In the aforementioned specific performance, the first performance, the second performance, and the third performance are performed, and if the predetermined character is displayed in the second performance and the specific character is displayed in the third performance, the system is configured to enable the execution of the special performance after the execution of the third performance. Regarding the second performance described above, an introductory performance is given, and this introductory performance can suggest the execution of the second performance. A gaming machine characterized by the following features.
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