Gaming machine

The gaming machine addresses complex pachinko machine specifications by integrating control and audio notification systems to manage diverse gameplay and detect abnormalities, ensuring flexible operation and enhanced player experience.

JP7879408B2Active Publication Date: 2026-06-24SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2022-02-28
Publication Date
2026-06-24

AI Technical Summary

Technical Problem

Recent pachinko machines have diverse and complex specifications, necessitating improved monitoring for fraud and gameplay management.

Method used

A gaming machine with a main control means, effect control means, audio output means, and operation input means, including abnormality detection and volume adjustment capabilities, to handle various specifications and notify abnormalities through audio notifications.

Benefits of technology

The gaming machine can flexibly accommodate diverse specifications and effectively manage gameplay abnormalities, enhancing player engagement and operational reliability.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of flexibly supporting a variety of specifications.SOLUTION: In a game machine, abnormality notification sound notifying an occurrence of prescribed abnormality can be outputted in specific volume regardless of an operation status of first and second volume adjustment means when information about the occurrence of the prescribed abnormality is received; while abnormality notification sound is outputted, operation changing volume of sound performance for the first and second volume adjustment means can be performed, and the sound performance is not outputted in volume changed during a period until outputting of the abnormality notification sound is over; and volume of outputted sound performance is set on the basis of setting situations of a switch related to the second volume adjustment means when the operation changing volumes of the sound performance is performed for at least either the first or second volume adjustment means while outputting the abnormality notification sound, power interruption occurs during the prescribed abnormality, power is restored, and prescribed abnormality is resolved afterward.SELECTED DRAWING: Figure 56
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Description

Technical Field

[0001] The present invention relates to a gaming machine having a gaming area where gaming balls are launched.

Background Art

[0002] Conventionally, among various ball shooting gaming machines, a gaming machine so-called a first type pachinko gaming machine displays a plurality of symbols while varying them in a display area such as a liquid crystal display provided substantially at the center of a game board (hereinafter, such a display is referred to as "symbol variation" or "variable display", etc.). When the combination of symbols at the time of stopping a plurality of columns of symbol variations becomes a specific mode, this gaming machine is known to shift to a special game called a so-called jackpot, in which more prize balls can be obtained than in a normal game. The variable display of symbols in the display area not only simply varies a plurality of symbols, but also, like a state called a so-called reach screen, increases the time of variable display in a state where one more symbol is aligned to become a jackpot, etc., in order to enhance the player's sense of anticipation. In addition, the player's sense of anticipation is enhanced by an effect of giving a story to the variable display by using a character in an image such as a symbol, and a preview effect that pre-announces the high degree of anticipation of shifting to a special game (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Patent Document 5

Patent Document 6

[0004] In recent years, the specifications of pachinko machines have become more diverse, and the inclusion of unprecedented functions has become increasingly common. As a result, it has become necessary to adequately handle complex and specialized specifications in terms of monitoring fraud and managing the state of gameplay.

[0005] In view of the above-mentioned problems, the present invention aims to provide a gaming machine that can flexibly accommodate various specifications. [Means for solving the problem]

[0006] To solve the above problems, a gaming machine according to one aspect of the present invention comprises: a main control means for controlling the progress of the game; an effect control means for controlling the effects of the game; an audio output means capable of outputting audio effects controlled by the effect control means; and an operation input means that can transmit predetermined operation information to the effect control means when operated by an operator. The main control means has an abnormality detection means capable of detecting when a predetermined abnormality has occurred. The effect control means includes: a first volume adjustment means that changes the volume of the audio effects output from the audio output means when a volume change operation is performed on the operation input means to change the volume of the audio effects output from the audio output means; and a second volume adjustment means provided on a control board equipped with the effect control means and consisting of a switch that can be operated by an operator, which changes the volume of the audio effects output from the audio output means by changing the setting position of the switch. The volume of the sound effect output from the audio output means can be set based on the operating status of the first volume adjustment means and the second volume adjustment means. When the effect control means receives information from the abnormality detection means of the main control means that a predetermined abnormality has occurred, it can output an abnormality notification sound from the audio output means at a specific volume to notify the occurrence of a predetermined abnormality, regardless of the operating status of the first volume adjustment means and the second volume adjustment means. During the period in which the abnormality notification sound is output from the audio output means, it is possible to perform an operation to change the volume of the sound effect on the first volume adjustment means and the second volume adjustment means. However, until the output of the abnormality notification sound ends, the audio output means will not output the sound effect at the volume changed during that period. If, during the period in which the abnormality notification sound is output from the audio output means, an operation to change the volume of the sound effect is performed on at least one of the first volume adjustment means or the second volume adjustment means, and a power outage occurs during the occurrence of the predetermined abnormality, and then the power is restored and the predetermined abnormality is resolved, the volume of the sound effect output from the audio output means is set based on the setting status of the switch related to the second volume adjustment means.

[0007] In addition, any combination of the above components, or those obtained by mutually replacing the components and expressions of the present invention among a method, an apparatus, a system, a computer program, a recording medium storing the computer program, a data structure, etc. are also effective as aspects of the present invention.

Effects of the Invention

[0008] According to the pachinko gaming machine of the present invention, it is possible to provide a gaming machine that can flexibly respond to various specifications.

Brief Description of the Drawings

[0009] [Figure 1] It is a diagram showing the basic structure on the front side of a pachinko gaming machine. [Figure 2] It is a diagram showing the basic structure on the back side of a pachinko gaming machine. [Figure 3] It is a diagram showing the functional blocks of a pachinko gaming machine. [Figure 4] It is a block diagram showing the functional configuration of the main board. [Figure 5] It is a diagram schematically showing a pass / fail determination table. [Figure 6] It is a diagram schematically showing the range setting of the pass / fail lottery value for each set value. [Figure 7] It is a diagram schematically showing a symbol determination table. [Figure 8] It is a diagram schematically showing a variation pattern table. [Figure 9] It is a diagram schematically showing a pre-pass / fail determination table referred to in the pre-pass / fail determination. [Figure 10] It is a diagram schematically showing a pre-pass / fail determination table corresponding to the game setting. [Figure 11] It is a block diagram showing the configuration of the sub-board. [Figure 12] It is a diagram schematically showing the outline of the mobile cooperation system. [Figure 13] It is a block diagram schematically showing the hardware configuration of the main board and the sub-board. [Figure 14]This is a block diagram that schematically shows the hardware configuration of the performance control system. [Figure 15] This is a flowchart showing the control start process for the main board of a pachinko game machine. [Figure 16] Figure 15 is a flowchart that shows in detail the setting change process in S124. [Figure 17] This flowchart shows in detail the setting confirmation process in S126 in Figure 15. [Figure 18] Figure 15 is a flowchart that shows in detail the main process of S120. [Figure 19] The flowchart shows the details of interrupt handling. [Figure 20] This is a flowchart showing the control start process for a sub-board in a pachinko game machine. [Figure 21] Figure 20 is a flowchart that shows in detail the main process of S518. [Figure 22] This is a flowchart showing the interrupt handling process when a command is received from the main board. [Figure 23] This flowchart shows the interrupt processing when a timer interrupt occurs for controlling the visual effects. [Figure 24] This flowchart shows the interrupt handling when a sub-CPU receives a command from the control CPU. [Figure 25] This flowchart shows the interrupt processing when a timer interrupt occurs for the control of various devices. [Figure 26] This is a flowchart showing the process of displaying special symbol variations. [Figure 27] This is a flowchart showing the process of displaying changing decorative patterns. [Figure 28] This is a flowchart showing the process of the special game. [Figure 29] This is a flowchart showing the process of winning a small prize. [Figure 30] This figure shows an example of a screen display for a visual display device. [Figure 31]This diagram schematically illustrates an example of frame image contraction in screen transformation effects. [Figure 32] This diagram schematically illustrates an example of frame image oscillation in screen transformation effects. [Figure 33] This diagram schematically shows the layer structure of the animation screen in a screen transformation effect. [Figure 34] This diagram schematically illustrates the process of the movable prop effect, which is executed simultaneously with the screen transformation effect. [Figure 35] This diagram schematically shows multiple buffer regions obtained by dividing the frame buffer. [Figure 36] This diagram schematically illustrates the relationship between the display size of a frame image and the capacity of the frame buffer area. [Figure 37] This diagram schematically illustrates the process of transforming a frame image stored in a buffer area. [Figure 38] This figure shows an example screen for the third special effect pattern. [Figure 39] This diagram schematically illustrates the process of using the buffer area in the third special effect pattern. [Figure 40] This diagram shows the correspondence between error types and error signals. [Figure 41] This figure shows a first example of an external information output terminal. [Figure 42] This figure shows a second example of an external information output terminal. [Figure 43] This is a diagram illustrating the output terminal explanation section. [Figure 44] This figure shows a first example of a circuit board case unit for a dispensing control board. [Figure 45] This figure shows a second example of a circuit board case unit for a dispensing control board. [Figure 46] This figure shows an example of the administration menu screen. [Figure 47] This figure shows an example of customization instructions. [Figure 48] This figure shows an example of customization instructions. [Figure 49]This figure shows examples of the volume control screen and the brightness control screen. [Figure 50] This figure shows example screens of an error warning image and a settings menu image during gameplay in the first embodiment. [Figure 51] This figure shows a first example of the error warning image and setting menu image during game waiting in the first embodiment. [Figure 52] This figure shows a second example of the error warning image and setting menu image during the game waiting period in the first embodiment. [Figure 53] This figure shows an example screen displaying a preview image in the screen transformation effect of the third embodiment. [Figure 54] This is a time chart showing the relationship between the right-handed hit notification and the processing after power outage and restoration in the fourth embodiment. [Figure 55] This is a time chart showing the error notification timing for power outage recovery in the fifth embodiment. [Figure 56] This figure shows the state of the movable mechanism and the location of the error notification in the sixth embodiment. [Figure 57] This figure shows the error notification methods for various types of errors. [Figure 58] This diagram shows error notification methods for various performance devices that do not affect the progress of the game. [Modes for carrying out the invention]

[0010] (1st prerequisite technology) In the first prerequisite technology, a pachinko game machine contains multiple games equivalent to what is conventionally called a Type 1 pachinko game machine. The second game is given priority so that the first and second games are not executed simultaneously. In order to balance these gameplay characteristics, the machine is equipped with multiple starting entry points, multiple special symbol display devices, and multiple reserve lamps. The machine is designed so that the payout from a jackpot in the second game is generally greater than the payout from a jackpot in the first game. For example, the second game has a higher probability of resulting in a jackpot with a probability change, and the second game has a larger number of unit games that make up the special game when a jackpot is hit (including cases where long-opening unit games with long opening times for the large prize slot and short-opening unit games with short opening times are mixed in a single special game, and even with the same number of unit games, the second game has more long-opening unit games than the first game). Thus, the second game is designed to be relatively more profitable than the first game. On top of that, the gameplay is designed so that the player initially aims for an initial jackpot in the first game, and after a jackpot in the first game grants a time-saving bonus, the player repeatedly aims for the second game to obtain a large payout.

[0011] Figure 1 shows the basic structure of the front side of a pachinko game machine. The pachinko game machine 100 mainly consists of a game machine frame and a game board. The game machine frame of the pachinko game machine 100 includes an outer frame 101, a front frame 102, a transparent plate 103, a door 104, an upper ball tray 105, a lower ball tray 106, a launching handle 107, a speaker 108, a performance button 109, a directional pad 110, and decorative lamps 111. The outer frame 101 has an opening and is a frame body for fixing the pachinko game machine 100 in the position where it should be installed. The front frame 102 is a frame body that fits into the opening of the outer frame 101 and is attached to the outer frame 101 so as to be openable and closable by a hinge mechanism (not shown). The front frame 102 includes a mechanism for launching game balls, a mechanism for detachably housing the game board, a mechanism for guiding or collecting game balls, etc.

[0012] The transparent plate 103 is made of glass or the like and is supported by the door 104. The door 104 is attached to the front frame 102 so as to be openable and closable by a hinge mechanism (not shown). The upper ball tray 105 has a mechanism for storing game balls, sending game balls to the launch rail, and removing game balls to the lower ball tray 106. The lower ball tray 106 has a mechanism for storing and removing game balls. Speakers 108 are provided on the left and right sides of the top of the door 104, and a means for controlling the effects outputs sound effects and music corresponding to the game state and effects. Most of the resin material that makes up the exterior of the door 104 is semi-transparent, and decorative lamps 111 are provided inside the transparent interior. The decorative lamps 111 are LEDs that emit light in various colors according to the game state and effects according to the means for controlling the effects, and play a role in the effects by flashing, etc.

[0013] The game board 80 is located on a game area 81 demarcated by rails 82 and includes a first start opening 11, a second start opening 12, a big prize opening 20, a first operation opening 31, a second operation opening 32, a general prize opening 33, an out opening 34, a performance display device 60, and a center ornament 64. The center ornament 64 is a decorative resin member provided to form the screen frame of the performance display device 60, extending over the approximate center of the game area 81 and its upper and right sides, and has functions such as a flow path for game balls, protection of the performance display device 60, and decoration. Below the center ornament 64, a stage 65 is formed on which the incoming game balls roll, and depending on how they roll, the direction in which the balls fall from the stage 65 is divided into a direction that enters the first start opening 11 and a direction that does not enter the first start opening 11. Above the center ornament 64, a movable mechanism 66 is provided that is driven according to the performance content and performs performance-like movements. The game area 81 is equipped with multiple game pins, windmills, and other mechanisms (not shown) for forming a path for the game balls. In this specification, "ball entry," "prize entry," and "ball drop-in" may be considered synonymous with each other. In addition, each prize entry opening and each ball entry opening may consist of a "pass-through opening" (also called a "gate" or "through checker") through which the game balls pass, and "ball entry," "prize entry," "ball drop-in," and "pass-through" may also be considered synonymous with each other.

[0014] The first starting opening 11 is provided as a starting prize entry point corresponding to the first game, and the second starting opening 12 is provided as a starting prize entry point corresponding to the second game. The first starting opening 11 and the second starting opening 12 are configured so that the player can aim to enter one of them by adjusting the strength of the shot of the game ball according to the player's will. The first starting opening 11 is located approximately in the lower center of the game area 81, and the second starting opening 12 is located directly below the first starting opening 11. When the player hits the ball relatively weakly, aiming to direct it towards the left-hand passage of the center decoration 64, it is possible or easy for the ball to enter both the first starting opening 11 and the second starting opening 12. On the other hand, when the player hits the ball relatively strongly, aiming to direct it towards the right-hand passage of the center decoration 64, it is possible or easy for the ball to enter the second starting opening 12, but it is impossible or difficult for the ball to enter the first starting opening 11. This is how the flow path is formed by the arrangement of the game pins. However, under normal circumstances, the opening of the second start port 12 is covered by the first start port 11, preventing the inflow of game balls. Therefore, unless the expansion mechanism of the second start port 12 is opened, it is impossible or difficult for balls to enter the second start port 12. The win / loss lottery is a draw to determine whether or not to transition to a special game, which is more advantageous to the player than normal gameplay, and is performed each time a ball enters the first start port 11 or the second start port 12.

[0015] Furthermore, the first starting opening 11 and the second starting opening 12 may be positioned far enough apart from each other to allow for targeting of either opening depending on the strength of the ball's launch. The first starting opening 11 and the second starting opening 12 may be positioned far apart on the left and right sides of the game area 81, respectively, so that a ball aimed at one opening is unlikely to enter the other. For example, the first starting opening 11 may be positioned so that a ball can enter or enters easily when shot to the left, i.e., when aimed relatively weakly to direct the ball towards the left-hand passage of the center decoration 64. The second starting opening 12 may be positioned so that a ball can enter or enter easily when shot to the right, i.e., when aimed relatively strongly to direct the ball towards the right-hand passage of the center decoration 64.

[0016] The first starting port 11 is equipped with a first starting prize detection device 16. The first starting prize detection device 16 is a sensor that detects when a game ball enters the first starting port 11 and generates first starting prize information indicating the ball's entry when it enters. The second starting port 12 is equipped with a second starting prize detection device 17, a standard electric mechanism 90 (a so-called electric tulip) which is an expansion and closing mechanism, and a standard electric mechanism solenoid 91 for opening and closing the standard electric mechanism 90. The second starting prize detection device 17 is a sensor that detects when a game ball enters the second starting port 12 and generates second starting prize information indicating the ball's entry when it enters.

[0017] The first operating port 31 is located on the left side of the game area 81 and includes a first passage detection device 36. The first passage detection device 36 is a sensor that detects the passage of a game ball into the first operating port 31 and generates passage information indicating the passage when the ball passes through. The second operating port 32 is located on the right side of the game area 81 and includes a second passage detection device 37. The second passage detection device 37 is a sensor that detects the passage of a game ball into the second operating port 32 and generates passage information indicating the passage when the ball passes through. The passage of a game ball into the first operating port 31 or the second operating port 32 triggers an opening lottery to determine whether or not to open the normal electric mechanism 90. When a game ball passes through the first operating port 31 or the second operating port 32, a normal symbol, which is a symbol indicating the result of the opening lottery, is displayed in the normal symbol display unit 45. Therefore, the opening lottery is also called the "normal symbol lottery". After a predetermined time has elapsed since the start of the variation, the variation display of the normal symbol stops. When the regular symbols stop on a winning symbol, the regular electric mechanism 90 expands due to the driving force of the regular electric mechanism solenoid 91, increasing the probability of balls entering the second start opening 12. As a modified example, the number of operating openings may be reduced to one and installed on the left side of the game area 81.

[0018] Each of the three general prize slots 33 is equipped with a general prize detection device 38 for detecting the entry of a game ball. The general prize detection device 38 is a sensor that detects the entry of a game ball into the general prize slot 33 and generates general prize information indicating the entry when a ball enters.

[0019] The large prize slot 20 includes a large prize detection device 25 for detecting the entry of a game ball and a large prize slot solenoid 92 for opening and closing the large prize slot 20. The large prize detection device 25 is a sensor that detects the entry of a game ball into the large prize slot 20 and generates large prize slot entry information indicating the entry when a ball enters. The large prize slot 20 is a horizontal rectangular prize slot that opens as a "jackpot" when the first special symbol 51 or the second special symbol 52 stops in a predetermined manner. The large prize slot 20 is located in the upper right position of the out slot 34. As a modification, another large prize slot may be provided in the lower center of the game area 81 or above or below the large prize slot 20, resulting in a configuration with multiple large prize slots. The out slot 34 is an outlet from which game balls that did not enter any of the prize slots are discharged and is equipped with an out detection device 39. The out detection device 39 is a sensor that detects game balls being discharged after passing through the out opening 34, and generates discharge information indicating the detection when detected. The out opening 34 is located at the lowest center of the game area 81 so that all game balls that do not enter any of the prize winning slots can be guided through it. Multiple out detection devices 39 may be installed side by side while ensuring a sufficiently wide passage for game balls to prevent ball jamming in the out opening 34.

[0020] A symbol display unit 120 is positioned below and outside the game area 81 on the game board 80. The symbol display unit 120 is equipped with various display sections, including a first special symbol display section 41, a second special symbol display section 42, a first special symbol hold display section 71, a second special symbol hold display section 72, a normal symbol display section 45, a normal symbol hold display section 75, a game status display section 76, and an abnormality notification section 77. Specifically, the first special symbol display section 41, which corresponds to the first game, and the second special symbol display section 42, which corresponds to the second game, are arranged side by side on the lower left side, displaying the changes of the first special symbol 51 and the second special symbol 52.

[0021] The first special symbol 51 is a symbol corresponding to the result of the first win / fail lottery triggered by the entry of a game ball into the first start opening 11, and a jackpot as a special game occurs when it stops in a predetermined winning pattern. The second special symbol 52 is a symbol corresponding to the result of the second win / fail lottery triggered by the entry of a game ball into the second start opening 12, and a jackpot as a special game occurs when it stops in a predetermined winning pattern. The first special symbol display unit 41 and the second special symbol display unit 42 are 8-segment LED display devices consisting of 8 segments, for example, 7 segments forming a "figure 8" and 1 segment representing a "dot". An 8-segment LED can represent 8 bits of numerical value by combining 8 segments. The first special symbol 51 and the second special symbol 52, represented by combinations of segments, do not necessarily take the form of letters or numbers, and may be symbols that do not generally have meaning, formed by combinations of segments. These symbols rapidly change one after another and are displayed on the first special symbol display unit 41 and the second special symbol display unit 42, or a predetermined display (e.g., "-") and non-display (e.g., all lights off) are repeated for a predetermined time, after which a symbol corresponding to the judgment result is displayed, thereby realizing the symbol variation display of the first special symbol 51 and the second special symbol 52. In addition, the first special symbol display unit 41 and the second special symbol display unit 42 may use LED dot arrays other than 8-segment LEDs, and multiple types of the first special symbol 51 and the second special symbol 52 may be represented by combinations of lighting patterns and lighting colors.

[0022] Furthermore, since the first special symbol 51 and the second special symbol 52 do not necessarily need to have a visual effect, in the first prerequisite technology they are displayed in an inconspicuous size in the first special symbol display section 41 and the second special symbol display section 42 located in the lower left of the game area 81. However, if a method is adopted to express them without using decorative symbols by giving the special symbols themselves a visual effect, the special symbols may be displayed on another display device, such as a liquid crystal display, instead of an 8-segment LED.

[0023] Above the first special symbol display unit 41, a first special symbol reserve display unit 71 is provided as a reserve lamp for special symbol variations corresponding to the first game, and above the second special symbol display unit 42, a second special symbol reserve display unit 72 is provided as a reserve lamp for special symbol variations corresponding to the second game. The first special symbol reserve display unit 71 consists of two lamps, and the number of lamps lit or flashing indicates the number of winning / losing lottery values ​​reserved in the first game (hereinafter, the number of winning / losing lottery values ​​reserved will also simply be called the "reserved number"). The reserved number in the first special symbol reserve display unit 71 is the number of times (number) that a lottery value has been acquired based on entering the first start opening 11 during the variation of the first special symbol 51 or the execution of the special game, and indicates the number of winning balls for which a symbol variation has not yet been performed. The second special symbol reserve display unit 72 also consists of two lamps, and the number of lamps lit or flashing indicates the reserved number for the second game. The number of reserved balls in the second special symbol reserved display unit 72 represents the number of times (number of) a lottery value has been obtained based on a ball entering the second start opening 12 during the variation of the second special symbol 52 or the execution of a special game, and indicates the number of balls that have entered before the symbol variation has been executed. The number of reserved winning / losing lottery values ​​is also displayed at the bottom of the screen of the performance display device 60 in the form of the number of lit reserved lamps.

[0024] A regular symbol display section 45 is provided on the right side of the symbol display unit 120. For convenience, the regular symbol display section 45 is composed of two lamps, and the display state of the regular symbol is expressed by the combination of their illumination. First, the variation of the regular symbol is expressed by simultaneously flashing the first lamp and the second lamp, and finally, the stopping symbol of the regular symbol is expressed by the combination of the illumination states of the first lamp and the second lamp. For example, the illumination of the first lamp and the extinguishing of the second lamp express the stopping symbol of a losing outcome, the extinguishing of the first lamp and the illumination of the second lamp express the first winning outcome, and the illumination of both the first lamp and the second lamp expresses the second winning outcome.

[0025] Furthermore, a regular symbol reserve indicator unit 75 is provided to the right of the regular symbol display unit 45 as a reserve lamp for regular symbol variations. The regular symbol reserve indicator unit 75 also consists of two lamps, and the number of lit or blinking lamps indicates the number of regular symbol variations that have been reserved. The number of regular symbol variations that have been reserved is the number of game balls that have passed through the first operation port 31 or the second operation port 32 during the regular symbol variation, and indicates the number of regular symbol draws in which the regular symbol variation has not yet been executed.

[0026] The symbol display unit 120 is also provided with a game state display unit 76 and an abnormality notification unit 77. The game state display unit 76 is a display unit that displays game states corresponding to specific game states, such as those described later, and is composed of, for example, one lamp and one 7-segment LED. For example, it notifies the game state by lighting up when probability fluctuations are in progress, flashing when ball entry is easy, and turning off when the game is in a normal state, and during the execution of a special game, it displays the number of unit games (rounds) to be played in that special game using the 7-segment LED. The abnormality notification unit 77 is a display unit that notifies abnormalities in part of the game machine, and is composed of, for example, multiple lamps that notify the abnormality by lighting patterns according to the type of abnormality. These display units do not have to be consolidated in the symbol display unit 120, but each display unit may be configured individually, or they may be divided into multiple display devices as appropriate. Furthermore, the notification of game states such as specific game states may be configured to be made only for a predetermined period, such as a certain time after power is restored from a power outage.

[0027] Approximately in the center of the game area 81, a performance display device 60 is provided so that the screen is exposed from a screen frame formed by a center ornament 64, and displays the variation of performance images, including decorative symbols 61 that are linked to the first special symbol 51 or the second special symbol 52. Hereinafter, such displays will be referred to as "symbol variation" or "variation display," etc.

[0028] The performance display device 60 is a display device consisting of a liquid crystal display that displays decorative symbols 61 in a manner that is linked to the changing display of the first special symbol 51 or the second special symbol 52. The decorative symbols 61 are symbols that visually enhance the display of the lottery result indicated by the first special symbol 51 and the second special symbol 52. The performance display device 60 displays, as decorative symbols 61, a moving image of multiple rows of symbols that mimic a slot machine game, for example, in the central area of ​​the screen. In the first premise technology, symbols consisting of the numbers "0" to "9" are displayed in three rows and changed, and the combination of three symbols that are finally stopped and displayed indicates a win or a loss. Each of the multiple symbols that make up the decorative symbols 61 consists of numbers, letters, or symbols that are decorated with colors or patterns, but these numbers, letters, and symbols may be combined by adding a common image to all symbols or a different image for each symbol to unify them. This pattern is a pattern depicting a motif related to the theme of the decoration or performance set for the pachinko game machine 100, and may, for example, be a pattern depicting a person or an animal character. The decorative pattern 61 may be configured to switch between being displayed as a whole pattern and being displayed separately, with only the numbers, letters, or symbols changing, in accordance with the development of the performance. In the background of the changing display of the decorative pattern 61, a moving image having a theatrical effect related to the theme of the decoration or performance set for the pachinko game machine 100 is displayed in conjunction with the pattern change.

[0029] The display device 60 is composed of a liquid crystal display, which is a high-definition dot matrix type display device. The width of its display area may be about half the width of the game area, or it may be a large size exceeding half. In the case of a large size, the game ball passage on the right side of the display device is formed with a passage width that allows one game ball to pass through, and the player can almost certainly pass the game ball through the right passage by shooting with maximum force in what is called "right-handed shooting," allowing for differentiation between so-called "left-handed shooting" and "right-handed shooting." The display device 60 may consist not only of a single display device, but also of a combination of multiple display devices. In the case of multiple displays, displays of different sizes, such as a main LCD and a sub-LCD, may be combined. The sub-LCD may be placed adjacent to the main LCD, or it may be installed in a location other than the game board, for example, near the launch handle (upper ball tray, right-side decorative lamp, etc.). When installed near the launch handle, it may be configured in the form of a touch panel that the player can operate. The display device 60 is not limited to a liquid crystal display, but may consist of a display device such as an organic EL display, or it may consist of a mechanical display means such as a drum rotation type or an LED matrix type.

[0030] The performance button 109 is an input means that a player presses to input a predetermined instruction to the game machine according to the performance content, and the performance content changes depending on how it is pressed. The performance button 109 is provided on the front frame 102. The performance button 109 is normally housed inside the front frame 102, but a rod-shaped member is attached to the back of the performance button 109, and the rod-shaped member and the performance button 109 are provided to protrude in a direction approximately perpendicular to the game board. When the rod-shaped member and the performance button 109 are protruding outwards, they function as a performance lever 112, and the player can grasp the performance button 109 and pull the performance lever 112 downwards. This also allows the player to input a predetermined instruction to the game machine. The directional pad 110 is an input means that a player presses to input directional instructions to the game machine, and is provided on the left outer wall surface of the upper ball tray 105.

[0031] The method of playing and the control flow in a gaming machine configured as described above will be outlined below. When a player rotates the launch handle 107 by hand, the game balls stored in the upper ball tray 105 are guided one by one onto the rail 82 and launched into the game area 81 with a force corresponding to the angle of rotation. When the player fixes the rotation position of the launch handle 107 by hand, the launch of game balls is repeated at regular time intervals. The game balls launched into the upper part of the game area 81 fall in directions corresponding to how they hit multiple game pins, windmills, center decorations 64, etc. When a game ball falls into one of the prize winning openings, such as the general prize winning opening 33, the first starting opening 11, the second starting opening 12, or the large prize winning opening 20, prize balls corresponding to the type of prize winning opening are dispensed into the upper ball tray 105 or the lower ball tray 106. Game balls that fall into each prize-winning slot, such as the general prize-winning slot 33, are treated as safe balls, and game balls that fall into the out-winning slot 34 are treated as out-winning balls. The discharge of safe balls may be excluded from detection by the out-winning detection device 39, or safe balls may be guided to an area where the out-winning detection device 39 is provided, and all of their discharge may be detected by the out-winning detection device 39. Alternatively, the guidance of safe balls and detection of safe balls by the out-winning detection device 39 may not be performed, and the number of safe balls detected may be added to the number of out-winning balls to determine the total number of balls discharged.

[0032] Furthermore, when a game ball passes through the first operating port 31 or the second operating port 32, a normal symbol is displayed in the normal symbol display unit 45 in a variable state, and after the variable display time determined prior to the display has elapsed, it is displayed in a stopped state. If the normal symbol is displayed in the first winning state or the second winning state, the normal electric mechanism 90 is expanded based on the winning state of the displayed symbol and the game state at the time of the display. That is, if the game state at the time the symbol stops is the normal game state and the normal symbol is displayed in the first winning state, a short opening of 0.1 seconds is performed as the opening of the normal electric mechanism 90. Also, if the normal symbol is displayed in the first winning state during a specific game state (for example, the easy ball entry state), or if the normal symbol is displayed in the second winning state during normal play or during a specific game state (for example, the easy ball entry state), a long opening of 6 seconds is performed as the opening of the normal electric mechanism 90. Here, the probability of winning with a regular symbol and the probability of executing a long opening are set to differ depending on the game state. Specifically, in the opening lottery in the normal state, there is a 1 / 100 chance of winning with a regular symbol, and in that case, the probability of executing a short opening (the probability of selecting the winning symbol of the first winning mode) is set to 1 / 3, and the probability of executing a long opening (the probability of selecting the winning symbol of the second winning mode) is set to 2 / 3. Also, in the opening lottery in a specific game state (for example, the easy ball entry state), there is a 99 / 100 chance of winning with a regular symbol, and although the selection probabilities of the first and second winning modes are the same as in the normal game state, the setting is such that a long opening is executed regardless of which mode is won. In this state of easy ball entry, the ease of ball entry into the second starting opening 12 is enhanced by a function that changes the probability of winning with normal symbols (the probability changes from 1 / 100 to 99 / 100) and a function that extends the opening time (extending the opening time when the first winning pattern is displayed from 0.1 seconds to 6.0 seconds). The function that extends the operating period of the normal electric mechanism 90 (long opening) is sometimes called "opening extension".

[0033] As mentioned above, the specification is such that the probability of a long opening is higher than the probability of a short opening in the normal state, so that a long opening occurs a certain percentage of the time even in the normal state when a normal symbol is won. As variations, the specification may be such that the probability of a short opening is higher than the probability of a long opening in the normal state, or the probabilities of both may be the same, or it may be such that it always opens short. Furthermore, in the easy ball entry state, the specification may be such that the ease of ball entry into the second start opening 12 is enhanced by using three functions, including a function to shorten the variation time of the normal symbol. In that case, the variation time of the normal symbol is, for example, 10 seconds in the normal state and 2 seconds in the easy ball entry state. The probability of winning the opening lottery in the normal state may be set to zero (0 / 100), and the specification may be such that the normal electric mechanism 90 can only be expanded when the opening lottery is performed in the easy ball entry state. Furthermore, when the regular electric mechanism 90 expands, it is possible to notify the player in advance, or to predict the holding of regular symbol changes and notify the player before the regular symbol changes begin, or to notify the player during the regular symbol changes.

[0034] As a variation of the opening pattern when the ordinary electric mechanism 90 of the second starting port 12 is opened for a long period, the total opening time may be extended to about 6 seconds by repeating a 2-second opening, which is longer than the short opening, three times. Alternatively, multiple combinations of opening time and number of openings may be provided, and one of them may be selected. For example, the total opening time is the same when there are three 2-second openings compared to one 6-second opening, but the former is longer when the interval period is included. Therefore, especially in the modified configuration where the second starting port 12 is positioned in the direction of right-handed play, it can be said that the former offers a longer chance of the ball entering the port if the player notices the opening and adjusts their ball direction to the second starting port 12 from that point onward. Furthermore, the system may be configured to have multiple types of winning patterns for the ordinary symbols, and the opening pattern of the expansion mechanism may differ depending on the type of winning pattern. For example, if a regular symbol is the first win, the opening may be 0.1 seconds once in the normal state and 1 second three times in the easy ball entry state. If a regular symbol is the second win, the opening may be 6 seconds once in the normal state and 2 seconds twice in the easy ball entry state.

[0035] On the other hand, when a ball enters the first start opening 11 or the second start opening 12, the first special symbol 51, the second special symbol 52, and the decorative symbol 61 are displayed in a variable manner in the first special symbol display unit 41, the second special symbol display unit 42, and the performance display device 60. The variable display of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stops after a predetermined variable display time has elapsed. The first special symbol 51 and the second special symbol 52 are displayed in a variable manner according to a predetermined variable pattern, from the start to the stop of their variation. The decorative symbol 61 is displayed in a variable manner according to a predetermined variable performance pattern, from the start to the stop of its variation. Multiple types of variable patterns and variable performance patterns are available, each with varying variable times of different lengths. While the first special symbol 51 and the second special symbol 52 are displayed in a variable manner according to a variable pattern, the decorative symbol 61 is displayed in a variable performance pattern with the same variable time. Each variation pattern has a defined variation display time as a condition for ending the variation, and when that variation display time has elapsed, the variation of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stops. Below, examples of the variation display of the decorative symbol 61 displayed according to the variation performance pattern are shown, and the variation performance patterns are briefly explained. Details such as the variation patterns and how the variation performance patterns are determined will be explained separately.

[0036] One example of how the decorative symbols 61 are displayed is that, at the start of the variation, all three rows of symbols are made to change like the reels of a slot machine, and then, as the variation nears its end, they are stopped one row at a time to display the final combination of symbols as they stop. Alternatively, the behavior of the decorative symbols 190 when they stop can be controlled to stop multiple rows simultaneously instead of one row at a time, allowing attention to be drawn to other visual effects during the variation display, or to display the symbol variation in a shorter variation time. Furthermore, the behavior of the decorative symbols 190 when they start to change can be controlled to delay the start of some rows' variation depending on the subsequent developments (type of visual effect pattern, etc.) in that variation, thereby creating a sense of anticipation.

[0037] Next, we will briefly explain the variable animation patterns. Variable animation patterns include normal miss animation patterns, reach miss animation patterns, and reach jackpot animation patterns. Normal miss animation patterns are the animation patterns used when displaying a normal losing combination of symbols. Reach miss animation patterns are the animation patterns used when displaying a losing combination of symbols after going through the reach state, where one more symbol is needed to win a jackpot. Reach jackpot animation patterns are the animation patterns used when displaying a winning combination of symbols after going through the reach state. In particular, patterns that go through the reach state include patterns with varying lengths of variation time. Reach patterns with relatively short variation times are called "normal reaches," and reach patterns with long variation times are called "super reaches." Normal miss animation patterns, reach miss animation patterns, and reach jackpot animation patterns each have a normal pattern displayed in the normal state and a time-saving pattern displayed in the time-saving state. However, even in the normal state, if the second symbol variation corresponds to a ball entering the second starting port 12, it can be said that this is a chance state where the probability of a jackpot accompanied by a probability variation or the probability of a large number of unit games in special games is higher than the first variation corresponding to a ball entering the first starting port 11. Therefore, a chance effect pattern can be used to indicate that there is a chance of a relatively advantageous jackpot occurring. In the first premise technology, a time-saving pattern is used in the time-saving state, but since the probability variation state is accompanied by a time reduction, a time-saving pattern is also used in the probability variation state. However, in the modified version, a different probability variation pattern may be used in the probability variation state than the time-saving pattern. Alternatively, a common pattern may be used for both the time-saving and probability variation states, or a pattern for the probability variation state may be used in the probability variation state without using a separate time-saving pattern.

[0038] Furthermore, when the number of reserved symbols for the win / loss draw reaches a predetermined number (for example, 3), the symbol change time in the case of a loss is shortened to improve game efficiency (hereinafter also referred to as "shortened change"). Similarly, when the number of reserved symbols for the win / loss draw reaches 4, the symbol change time in the case of a loss is shortened even further than in the case of 3 to further improve game efficiency (hereinafter also referred to as "ultra-shortened change"). After the symbol change described above, if the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stop in a manner indicating a jackpot, the game transitions to a special game state which is more advantageous to the player than normal gameplay, and the opening and closing operation of the large prize slot 20 begins. The stopping manner of the decorative symbol 61 indicating a jackpot is, for example, a combination in which the types of three symbols match.

[0039] There are two types of special games: regular special games and shortened special games, and there is a significant difference in the profit from the prize balls won. Regular special games begin with the display of a presentation screen called the start demo time. After the start demo time screen is displayed, the large prize slot 20 opens and remains open for about 30 seconds, or after 9 or more game balls have fallen in, it is closed. This opening and closing of the large prize slot 20 is basically called a unit game, but it is possible to repeat short openings multiple times within one unit game. After the opening and closing of the large prize slot 20 or the unit game is repeated a predetermined number of times, for example, 4 or 10 times, the regular special game ends with the display of a presentation screen called the end demo time. In regular special games, it is quite possible to expect 9 or more balls to enter per unit game, and 10 unit games will yield a sufficient amount of prize balls (also called "payout balls"), resulting in a large profit. A special game consisting of 10 repeated unit games may also be referred to as a "10R jackpot," and a special game consisting of 4 repeated unit games may also be referred to as a "4R jackpot." Although the unit games are repeated 10 times, it is also possible to achieve a regular special game (sometimes referred to as an "effective nR jackpot") that is effectively the same as a game consisting of a small number of repeated unit games by opening the large prize winning slot 20 for a shorter time than usual (for example, 1.6 seconds) during some unit games.

[0040] On the other hand, in a shortened special game, the start and end demo times are short or almost nonexistent (e.g., 0.1 seconds), and the large prize slot 20 is opened for only 1.6 seconds in one unit game. The shortened special game is completed by repeating this unit game twice. In a shortened special game, the large prize slot 20 is only opened for a very short time twice, so it is almost impossible for balls to enter the large prize slot 20, and the payout is practically zero or very small (for example, a few balls to a few dozen balls, or a payout corresponding to the number of balls that enter per round). A special game in which two unit games are repeated is also sometimes referred to as a "2R jackpot". Note that a shortened special game can also be achieved by keeping the number of unit games the same as in a normal special game, but opening the large prize slot 20 for a shorter time than usual in all unit games.

[0041] Furthermore, after the aforementioned symbol changes, if the first special symbol 51 or the second special symbol 52 and the decorative symbol 61 at the time of stopping are in a predetermined minor win pattern, the game transitions to a minor win game consisting of one unit game, and the opening and closing operation of the large prize opening 20 is performed. In one unit game that constitutes a minor win game, the large prize opening 20 is open for only about 1.6 seconds, and the operation pattern visually resembles that of a 2R big win.

[0042] If a special game occurs and the winning symbols at that time are in a specific configuration (for example, "777"), a probability variation mode, which is one of the specific games, will start after the special game ends. During the probability variation mode, a win / loss lottery is conducted with a higher probability of winning than in the normal probability state, and a new special game may occur relatively quickly. It is also possible to have a latent probability variation state in which the result of the win / loss lottery is a specific jackpot, i.e., a jackpot accompanied by a probability variation mode, and this is not explicitly indicated by decorative symbols or performance content. In that case, even during a probability variation mode, it is not explicitly indicated on the performance display device 60 whether it is a probability variation mode or not. It is also possible to indicate whether it is a probability variation mode or not on the performance display device 60 when predetermined conditions are met.

[0043] During normal gameplay after the special game has ended, one of the specific game states, the Easy Ball Entry State, is activated. In the Easy Ball Entry State, the probability of winning the opening lottery is increased compared to normal, and the opening time of the normal electric mechanism 90 is extended. This can increase the number of normal symbol wins per certain period of time, and also increases the ease of ball entry into the second starting opening 12, making it highly likely that the number of balls entering the second starting opening 12 will increase. Consequently, the opportunity to win prize balls by entering the second starting opening 12 increases, making it possible to continue playing with almost no decrease in the number of balls held, or even gradually increasing the number of balls held.

[0044] In the easy ball entry state, as one of the specific game states, a so-called time-saving feature is further implemented, in which the variation time of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 is shortened compared to the normal state. The variation time of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 returns to the original variation time after a predetermined number of variation displays, for example 100 times. However, if a jackpot occurs before reaching that number of variation displays, the time-saving feature also ends. Because the variation time of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 is shortened during the time-saving feature, the time until a jackpot occurs can be shortened compared to the normal state where the symbols vary at the normal variation time, thus relatively increasing the ease of winning a jackpot. In a modified example, the specification may be such that the time-saving feature for the special symbols is not implemented in the easy ball entry state.

[0045] Figure 2 shows the basic structure of the back side of the pachinko game machine. The power switch 150 is a switch that turns the power of the pachinko game machine 100 on and off. The main board 200 controls the overall operation of the pachinko game machine 100, and in particular processes all game operations, such as the lottery when a ball enters the first start opening 11 and the second start opening 12. The sub-board 300 is equipped with a liquid crystal unit 151 and controls the display content of the performance display device 60, and in particular changes the performance display content according to the judgment result of the main board 200. The back set mechanism 152 includes a prize ball tank 153, a flow path for prize balls, and a payout device 154 that dispenses prize balls. The payout device 154 dispenses game balls supplied from the prize ball tank 153 to the upper ball tray 105 in accordance with the entry of a ball into each prize opening. The payout control board 155 controls the payout operation by the payout device 154. The launching device 156 launches the stored balls from the upper ball tray 105 one by one into the game area 81. The launching control board 157 controls the launching operation of the launching device 156. The power supply board 158 supplies power to each part of the pachinko game machine 100. A performance display unit 159 is provided on the main board 200. The performance display unit 159 consists of four 7-segment LEDs that display, for example, a four-digit number, the ratio of the total number of prize balls to the total number of launched balls, which is the sum of safe balls and out balls.

[0046] A setting change device 170 is provided on the main board 200. The setting change device 170 is a device for changing the setting to one of several settings (also called game settings) that correspond to multiple game specifications. For example, six levels of game settings (setting 1 to setting 6) are available, and the probability of hitting a jackpot can be made different depending on the game setting. Specifically, the higher the numerical value among settings 1 to 6, the more advantageous the game specification becomes for the player, and if the jackpot probabilities for settings 1 to 6 are M1 to M6, the jackpot probabilities for each setting can be set so that M1 ≤ M2 ≤ M3 ≤ M4 ≤ M5 ≤ M6. It is not necessary to assign different jackpot probabilities to different game settings, and the jackpot probabilities may be the same across different game settings. For example, the same jackpot probability may be assigned to all game settings from setting 1 to setting 6.

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

[0048] When the game transitions to the settings change state, the setting display unit 173 displays the number "1" as the initial value for the game setting, and the setting can be changed by pressing the setting change button 172. The setting display unit 173 consists of a 7-segment LED that displays a single digit number. Each time the setting change button 172 is pressed, the setting value displayed on the setting display unit 173 changes sequentially from 1→2→3→4→5→6→1→... After changing the setting, when the setting key inserted into the setting key cylinder 171 is returned to the off state, the setting value displayed on the setting display unit 173 at that time is stored in the setting memory, the setting change is confirmed, and the game becomes playable. On the other hand, when the game transitions to the settings confirmation state, the setting value stored in the setting memory is displayed on the setting display unit 173. In the settings confirmation state, even if the setting change button 172 is pressed, the setting value displayed on the setting display unit 173 does not change, and the setting cannot be changed. After that, when the setting key inserted into the setting key cylinder 171 is returned to the off state, the game becomes playable. Furthermore, if the setting key is turned off and the machine is ready to play, the setting display unit 173 will turn off, making it impossible to see the current setting value.

[0049] The setting change button 172 may also be used as the RAM clear switch. In this case, if the setting key is not turned (setting key off) and the RAM clear switch is pressed while the power is turned on, a RAM clear will be performed. On the other hand, if the setting key is turned (setting key on) and the RAM clear switch is pressed while the power is turned on, a RAM clear will be performed and the system will transition to the setting change state. Also, if the setting key is off and the RAM clear switch is not pressed while the power is turned on, the system will be restored to power without a RAM clear. On the other hand, if the setting key is on and the RAM clear switch is not pressed while the power is turned on, the system will transition to the setting confirmation state. The setting display unit 173 may also be used as the performance display unit 159. In this case, the combined display unit may function as the performance display unit 159 when the system is playable, and as the setting display unit 173 when the system is in the setting change state or the setting confirmation state. Alternatively, the setting change device 170 may be omitted, making it impossible to change the game settings.

[0050] <Function Block> Figure 3 shows the functional blocks of the pachinko game machine 100. The functions realized using each component will be explained below, but in this specification, in order to align the physical configuration with the functional configuration, the terms already described as physical components, such as the main board 200, payout control board 155, and launch control board 157, may be used as they are for convenience.

[0051] The pachinko game machine 100 is configured in a way that divides functions among a power supply board 158 that generates power for use inside the game machine based on an AC power supply (AC24V, etc.) supplied from outside the game machine, a main board 200 which serves as a primary control device that controls the basic operation and progress of the game, a payout control board 155 which serves as a frame control device that controls the payout of prize balls, a launch control board 157 which controls the launch of game balls into the game area, and a sub-board 300 which serves as a secondary control device that controls the performance-related operations and processing.

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

[0053] Data transmission and reception between the main board 200 and the sub-board 300 are unidirectional, from the main board 200 to the sub-board 300. The components necessary for achieving overall operation through unidirectional data transmission are arranged on both the main board 200 and the sub-board 300. Because the unidirectional nature of data transmission from the main board 200 to the sub-board 300 is maintained, data cannot be transmitted from components on the sub-board 300 to components on the main board 200, nor can data transmission requests be made. Therefore, the sub-board 300 cannot access information generated by the main board 200 unless that information is transmitted. Furthermore, data transmission and reception between the main board 200 and the dispensing control board 155, and between the dispensing control board 155 and the launch control board 157 are bidirectional. However, similar to the relationship between the main board 200 and the sub-board 300, a configuration of unidirectional data transmission and reception from the main board 200 to the dispensing control board 155, or from the dispensing control board 155 to the launch control board 157, is also possible.

[0054] The functional blocks included in the main board 200, dispensing control board 155, firing control board 157, and sub-board 300 described below are merely examples, and some functional blocks may be mounted on other boards as variations. For example, the functional blocks included in the main board 200 may be mounted on the sub-board 300, or the functional blocks included in the firing control board 157 may be mounted on the dispensing control board 155. Alternatively, some of the functional blocks included in the main board 200 may be mounted on the main board 200, while the remaining portion is mounted on the dispensing control board 155, or a portion of the functional block may be divided and provided on multiple boards so that the whole constitutes a single functional block.

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

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

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

[0058] <General drawing lottery method 213> The regular symbol lottery means 213 obtains random numbers used for determining the success or failure of regular symbols and random numbers used for determining the stopping symbols of regular symbols from the random number generation means 202 when a game ball passes through the first operation opening 31 or the second operation opening 32, and executes the lottery. The regular symbol lottery means 213 maintains a regular symbol success or failure determination table (not shown) which is referenced for determining the success or failure of regular symbols, and a regular symbol determination table which is referenced for determining the stopping symbols of regular symbols to be displayed on the regular symbol display unit 45. The regular symbol success or failure determination table defines the correspondence between lottery values ​​for success or failure and success, and the regular symbol determination table defines the correspondence between lottery values ​​for determining the stopping symbols and regular symbols. Based on the aforementioned success probability and symbol selection probability, the success or failure of regular symbols and the stopping symbols are determined. The regular symbol lottery means 213 determines the stopping symbol for the regular symbol by referring to the regular symbol determination table if the lottery value for determining the win or loss of the regular symbol corresponds to a win, and always determines the losing symbol pattern of 1 if the lottery value for determining the win or loss of the regular symbol corresponds to a loss. If the result of the regular symbol win or loss determination corresponds to a win and the regular symbol stops on a predetermined symbol (first winning pattern or second winning pattern), the opening / closing control means 275, described later, expands the regular electric mechanism 90 of the second start opening 12 according to the pattern of the stopped symbol and the game state. The expansion time is 0.1 seconds for short opening and 6 seconds for long opening. The lottery value for the regular symbol is temporarily held by the hold control means 240, described later. However, the lottery value is held only if it does not exceed the predetermined upper limit of holds held by the hold control means 240.

[0059] <First lottery means 211 and second lottery means 212> The first lottery means 211 includes a first lottery value acquisition means 216, a first win / fail determination means 221, a first symbol determination means 226, and a first variation pattern determination means 231, and performs a first win / fail lottery as a win / fail lottery corresponding to the ball entering the first start opening 11. Based on the various lottery results by the first lottery means 211, the main display control means 250 displays the variation of the first special symbol 51 in the first special symbol display unit 41. In addition, based on the information transmitted from the command communication means 205, the variation of the decorative symbol 61 is displayed in the display area of ​​the performance display device 60. The second lottery means 212 includes a second lottery value acquisition means 217, a second win / fail determination means 222, a second symbol determination means 227, and a second variation pattern determination means 232, and performs a second win / fail lottery as a win / fail lottery corresponding to the ball entering the second start opening 12. Based on the various lottery results from the second lottery means 212, the main display control means 250 displays the second special symbol 52 in the second special symbol display unit 42. In addition, based on the information transmitted from the command communication means 205, the decorative symbol 61 is displayed in the display area of ​​the performance display device 60 in a variable manner.

[0060] <First lottery value acquisition means 216 and second lottery value acquisition means 217> The first lottery value acquisition means 216 acquires random numbers from the random number generation means 202 for various lotteries and decisions by the first lottery means 211, triggered by the ball entering the first start opening 11. Specifically, it acquires the first win / fail lottery value for win / fail determination by the first win / fail determination means 221, the first symbol lottery value for determining the stopping pattern of the first special symbol 51 by the first symbol determination means 226, and the first pattern lottery value for determining the variation pattern (variation time) of the first special symbol 51 by the first variation pattern determination means 231, each from the corresponding random number generation means. The second lottery value acquisition means 217 acquires random numbers from the random number generation means 202 for various lotteries and decisions by the second lottery means 212, triggered by the ball entering the second start opening 12. Specifically, the second win / failure lottery value for win / failure determination by the second win / failure determination means 222, the second symbol lottery value for determining the stopping pattern of the second special symbol 52 by the second symbol determination means 227, and the second pattern lottery value for determining the variation pattern (variation time) of the second special symbol 52 by the second variation pattern determination means 232 are obtained from the corresponding random number generation means.

[0061] The first win / fail determination means 221 performs a win / fail determination to determine whether or not to proceed to a special game based on the first win / fail lottery value. The second win / fail determination means 222 performs a win / fail determination to determine whether or not to proceed to a special game based on the second win / fail lottery value. More specifically, the win / fail determination determines whether the outcome is a "big win," indicating a transition to a special game; a "minor win," indicating a transition to a minor win game; or a "miss," indicating no transition to a special game or minor win game. The first win / fail determination means 221 and the second win / fail determination means 222 maintain a win / fail determination table that is referenced in the win / fail determination. The win / fail determination performed when starting the symbol change will be referred to as the "main win / fail determination" as appropriate, in order to distinguish it from the pre-win / fail determination described later. In this specification, when we refer to "table" or "selection criteria," we mean not only data in which the correspondence between a first parameter, such as a lottery value, and a second parameter, such as a value indicating a choice, is defined in a table structure, but also broadly include cases where such a correspondence is implemented using a program structure that derives the second parameter from the first parameter. Including these, the term "selection criteria" will be used as appropriate, as it is essentially synonymous with "table." Furthermore, when using a table structure, a selection criterion that is essentially one type may be composed of a combination of multiple structurally subdivided tables, but when we refer to "multiple types of selection criteria," we mean the actual number of types of tables, not the number of subdivided tables.

[0062] The first win / fail determination means 221 and the second win / fail determination means 222 each maintain a table corresponding to their respective win / fail determinations, which is used as a win / fail determination table for the win / fail determination. Specifically, they maintain a win / fail determination table for the win / fail determination by the first win / fail determination means 221 (also called the "first win / fail determination table") and a win / fail determination table for the win / fail determination by the second win / fail determination means 222 (also called the "second win / fail determination table"), and select the table to refer to according to the win / fail determination to be performed. Multiple win / fail determination tables associate the results of big win, small win, and miss determinations with win / fail lottery values, and the win / fail probability is determined according to the range setting of the big wins that are associated. In addition, multiple types of win / fail determination tables are provided to correspond to multiple game settings, for example, for each of the game settings from setting 1 to setting 6, a win / fail determination table is provided that has a different correspondence between the win / fail lottery value and the win / fail determination result. Furthermore, if the probabilities of big wins, small wins, and losses are the same across multiple game settings, a common win / loss determination table may be provided for all multiple game settings.

[0063] Figure 5 is a schematic diagram of the win / loss determination table. This figure shows a win / loss determination table corresponding to a specific game setting, and shows the win / loss determination table corresponding to setting 6. In the win / loss determination table in this figure, the determination results of big win, small win, and loss are associated with win / loss lottery values, and the probability of winning a big win and the probability of winning a small win are determined according to the respective range settings associated. The first win / loss determination means 221 and the second win / loss determination means 222 refer to the win / loss determination table in this figure as the main determination for win / loss determination. In both the first win / loss lottery by the first win / loss determination means 221 and the second win / loss lottery by the second win / loss determination means 222, under normal circumstances, a big win occurs only when the win / loss lottery value falls within the range of 0 to 299. During probability variation, the range of big wins is expanded, and a big win occurs not only when the win / loss lottery value falls within the range of 0 to 299, but also when it falls within the range of 300 to 2999. Thus, the range of wins changes depending on the game state. In this diagram, the range of wins for both normal and probability-increasing modes is shown using a single win / loss judgment table, but separate win / loss judgment tables may be prepared for normal mode and probability-increasing mode, or separate tables may be prepared for the first win / loss lottery and the second win / loss lottery.

[0064] In the first premise technology, even if the winning / losing value does not fall within the winning range, it will be considered a minor win if it falls within a predetermined range. In the example shown in this figure, a minor win occurs when the winning / losing value acquired by the first winning / losing determination means 221 falls within the range of 56500 to 65535, and a minor win occurs when the winning / losing value acquired by the second winning / losing determination means 222 falls within the range of 64000 to 65535. In other words, the range for minor wins is wider in the first winning / losing determination means than in the second winning / losing determination means, making minor wins more likely. Thus, if it does not result in a big win, it is technically all "misses," but in the example shown in this figure, the winning / losing value range in cases where it does not result in a big win and also does not result in a minor win is specifically referred to as a "miss." In other words, if "winning / losing" is considered from the perspective of "whether or not it is a big win," then "minor wins" can be considered as being included in a broader definition of "misses" in the sense of "not a big win." Furthermore, if "win or loss" is considered from the perspective of "whether or not it is a win," then "minor wins" can be considered together with "major wins" as "wins" in a broader sense. In this diagram, an example is shown in which the judgment table for whether or not it is a major win and the judgment table for whether or not it is a minor win are implemented in the form of a single win / loss judgment table, but they may also be implemented as separate tables. In addition, "minor wins" may be provided in only one of the first or second games, or not provided in either game. In that case, the corresponding value for minor wins will not be set in the corresponding win / loss judgment table.

[0065] Figure 6 schematically shows the range settings for the winning / losing lottery values ​​for each setting value. Figure (a) shows the correspondence between the first winning / losing lottery value acquired by the first winning / losing determination means 221 and the winning / losing determination result. Figure (b) shows the correspondence between the second winning / losing lottery value acquired by the second winning / losing determination means 222 and the winning / losing determination result. The range of the first and second winning / losing lottery values ​​that result in a jackpot during normal play and during probability variation is 0 to 294 for setting value "1", 0 to 295 for setting value "2", 0 to 296 for setting value "3", 0 to 297 for setting value "4", 0 to 298 for setting value "5", and 0 to 299 for setting value "6". Therefore, the larger the setting value, the wider the range of winning / losing lottery values ​​that result in a jackpot during normal play, and the higher the probability of a jackpot during normal play. Furthermore, the range of the first and second win / loss lottery values, which result in a jackpot only during the probability variation mode (i.e., a loss during normal play), is 295-2949 for setting "1", 296-2959 for setting "2", 297-2969 for setting "3", 298-2979 for setting "4", 299-2989 for setting "5", and 300-2999 for setting "6". Therefore, the larger the setting value, the wider the range of win / loss lottery values ​​that result in a jackpot during the probability variation mode, and the higher the probability of winning a jackpot during the probability variation mode. Note that the range of win / loss lottery values ​​is set so that the ratio of the probability of winning a jackpot during normal play to the probability of winning a jackpot during the probability variation mode remains constant regardless of the setting value. In this diagram, the range of the win / loss lottery values ​​is set so that the probability of winning a jackpot during the bonus round is 10 times that of the normal jackpot probability, and this is common to all settings from "1" to "6". In addition, the range of the win / loss lottery values ​​is set so that the probability of a minor win is constant regardless of the setting value. For all settings from "1" to "6", a minor win occurs when the first win / loss lottery value range falls between 56500 and 65535, and a minor win occurs when the second win / loss lottery value range falls between 64000 and 65535. Win / loss lottery values ​​outside the ranges for a jackpot or minor win are considered a "miss". In this diagram, the jackpot probability differs for each setting value, but the correspondence between the win / loss lottery values ​​and the win / loss judgment result may be set so that the jackpot probability is the same across different setting values.

[0066] <First symbol determination means 226 and second symbol determination means 227> Returning to Figure 4, the first symbol determination means 226 and the second symbol determination means 227 determine the stopping symbol at the start of the symbol variation based on the symbol lottery value obtained from the random number generation means 202 and the result of the win / failure determination. The first symbol determination means 226 and the second symbol determination means 227 maintain a plurality of symbol determination tables that are referenced in order to determine the stopping symbol of the special symbol. Specifically, the first symbol determination means 226 maintains a plurality of symbol determination tables corresponding to the result of the win / failure determination by the first win / failure determination means 221, and the second symbol determination means 227 maintains a plurality of symbol determination tables corresponding to the result of the win / failure determination by the second win / failure determination means 222. The first win / failure determination means 221 maintains a first symbol determination table for big wins that is referenced when there is a big win, a first symbol determination table for small wins that is referenced when there is a small win, and a first symbol determination table for misses that is referenced when there is a miss. The second win / loss determination means 222 holds a second symbol determination table for big wins, a second symbol determination table for small wins, and a second symbol determination table for misses, which are referenced when a big win occurs. The first symbol determination means 226 and the second symbol determination means 227 select the symbol determination table to reference according to the result of the win / loss determination. The symbol determination performed when starting the symbol variation is to be distinguished from the pre-symbol determination described later, and is also referred to as the "main symbol determination" as appropriate.

[0067] Figure 7 is a schematic diagram of the symbol determination table. Figure 7(a) is the table referenced when the win / failure determination result is a jackpot, Figure 7(b) is the table referenced when the win / failure determination result is a loss, and Figure 7(c) is the table referenced when the win / failure determination result is a minor win. The first symbol determination means 226 and the second symbol determination means 227 refer to the symbol determination table in this figure as the main determination for the symbol determination. Each symbol determination table defines the correspondence between the number "0" to "10" indicating the type of special symbol and the first symbol lottery value or the second symbol lottery value. Each type of special symbol is associated with the win / failure determination result of a jackpot, minor win, or loss, with "0" to "4" corresponding to a jackpot, "5" to "9" corresponding to a minor win, and "10" corresponding to a loss. Multiple symbols that are generally meaningless and formed by combinations of multiple special symbols, i.e., segments, are assigned to each type.

[0068] As shown in Figure 7(a), the special symbols types "0" to "4" correspond to the presence or absence of a jackpot and probability variation after a jackpot. Specifically, type "0" represents a 10R jackpot with probability variation as a specific jackpot, corresponding to "0 to 99" for the first symbol lottery value and "0 to 144" for the second symbol lottery value. Type "1" represents a 4R jackpot (or "effectively a 4R jackpot") with probability variation as a specific jackpot, corresponding to "100 to 149" for the first symbol lottery value and "145 to 149" for the second symbol lottery value. Type "2" represents a 2R jackpot with probability variation, and type "2" corresponds to "150 to 189" for both the first and second symbol lottery values. Type "3" represents a 10R jackpot that does not involve a probability variation, and Type "3" is associated with both the 1st symbol lottery value and the 2nd symbol lottery value being "150~189". Type "4" represents a 4R jackpot that does not involve a probability variation, and Type "4" is associated with both the 1st symbol lottery value and the 2nd symbol lottery value being "230~255". In this way, the range of the symbol lottery values ​​determines the selection probability for each type of jackpot (i.e., the content of the jackpot and whether or not there is a subsequent probability variation).

[0069] Furthermore, it is possible to include a greater variety of special symbols. In this case, the system can be configured so that one type of jackpot is determined for each of the multiple types of special symbols, thereby increasing the number of symbol types while keeping the number of jackpot types low. Alternatively, it is possible to subdivide the increased number of symbol types into even more jackpot types. In addition, it is possible to include different symbol types for the first and second draws. In this case, the system is configured so that one type of jackpot is determined for each of the special symbols selected in the first and second draws. However, it is desirable to set the probability variation ratio to be the same for the first and second draws.

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

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

[0072] In the first prerequisite technology, in order to save memory space on the main board 200, the table in Figure 7 is also referenced as the prerequisite symbol determination table in the prerequisite symbol determination. The first symbol determination means 226 and the second symbol determination means 227 transmit a value from "0" to "10" indicating the type of special symbol as a result of the prerequisite symbol determination, along with a value indicating whether it is the first or second win / fail lottery and the number of reserved symbols, to the performance determination means 303. In addition, a prerequisite symbol determination table that is further subdivided to enable complex determination, or a simplified version that combines the determination range of winning symbols that perform similar special games, may be used. Furthermore, in the case of a loss, as in the first prerequisite technology, a specific symbol may be determined without referring to the acquired symbol lottery value and without preparing a symbol determination table for losses.

[0073] <First variation pattern determination means 231 and second variation pattern determination means 232> Returning to Figure 4, the first variation pattern determination means 231 determines a variation pattern from among multiple variation patterns based on a first pattern lottery value obtained from the random number generation means 202, which defines the display process of the pattern variation to be displayed on the first special pattern display unit 41 and the performance display device 60. The second variation pattern determination means 232 determines a variation pattern from among multiple variation patterns based on a second pattern lottery value obtained from the random number generation means 202, which defines the display process of the pattern variation to be displayed on the second special pattern display unit 42 and the performance display device 60. The first variation pattern determination means 231 and the second variation pattern determination means 232 each refer to the variation pattern table when starting a pattern variation to determine the variation pattern of that pattern variation. In addition, the first variation pattern determination means 231 and the second variation pattern determination means 232 perform a pre-pattern determination to determine which variation pattern range the pattern lottery value corresponds to. The first variation pattern determination means 231 and the second variation pattern determination means 232, and the control means of the main board 200 each maintain or share a variation pattern table that is referenced to determine the variation pattern when the variation start condition is met, and a pre-pattern determination table that is used to generate information for determining the execution of the pre-reading process when a ball enters the start opening. The variation pattern has a defined variation time from the start to the stop of the variation when the special symbol is displayed in variation, and the variation time varies in length depending on the type. In other words, for each variation pattern in which the display process of the symbol variation is defined, a variation display time is essentially defined for each pattern as the termination condition of the symbol variation, and the variation of the special symbol stops when that variation display time has elapsed. The variation pattern determination performed when starting the symbol variation is also referred to as the "main variation pattern determination" as appropriate, in order to distinguish it from the pre-pattern determination. In addition, in order to assist in the selection of the variation performance pattern of the decorative symbol described later, it may be defined as a variation pattern of different types even if the variation time is the same.

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

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

[0076] This figure illustrates an example where the fluctuations are mainly classified into five types based on their fluctuation time. However, the sub-board 300 has multiple fluctuation animation patterns prepared for each of these fluctuation patterns, and in total, there are dozens of fluctuation animation patterns that are associated with the lottery value ranges for each classification.

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

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

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

[0080] When the first variation pattern determination means 231 and the second variation pattern determination means 232 transmit the pre-determination result as a so-called look-ahead result to the performance determination means 303, they transmit the pattern range number value (0 to 10) along with a value indicating whether it is the first or second win / fail lottery and the number of reserved items. In the first premise technology shown in Figure 8, it is illustrated that there are tables for each win / fail judgment result in the pre-pattern determination, but it is also possible to use one pre-pattern determination table regardless of the win / fail lottery result to derive only information about the approximate range in which the random value falls, and to control the control means on the sub-board 300 to determine what kind of variation will be executed along with the pre-win / fail judgment result.

[0081] In the time-saving state, the variation pattern table in Figure 8(b) is referenced, and all variation patterns for time-saving are assigned pattern lottery values. However, the correspondence between the range of pattern lottery values ​​and variation time is the same as in Figure 8(a), except for "No-Reach Loss Shortening," which is selected when a loss occurs. "No-Reach Loss Shortening" is a variation pattern with a relatively short variation time that corresponds to the same lottery value range and pattern range number as "No-Reach Loss" in Figure 8(a). "No-Reach Loss Shortening" also selects different variation patterns depending on the number of reserved balls; a 10-second variation pattern is selected when the number of reserved balls is 0 or 1, and a 1-second variation pattern is selected when the number of reserved balls is 2 to 4. Note that the first variation pattern determination means 231 and the second variation pattern determination means 232 may refer to different variation pattern tables, or different variation pattern tables may be referred to depending on the game state. For example, in a gaming machine where the second lottery is set to be more favorable than the first lottery, and the second lottery is processed with priority over the first lottery, it is undesirable for the player if, despite the easy ball entry state due to the time reduction, the reserves for the second lottery run out and the first lottery is executed repeatedly. Therefore, in the case of a losing variation in the first lottery during the easy ball entry state, it may be possible to refer to a variation pattern table in which a long variation pattern (e.g., 10 seconds) that does not shorten the variation time is uniformly selected regardless of the number of reserves.

[0082] <Hold control means 240> Returning to Figure 4, the hold control means 240 includes a special symbol hold means 241 and a regular symbol hold means 242. When a new first win / fail lottery value or second win / fail lottery value is acquired, if a symbol variation corresponding to the previously acquired first win / fail lottery value or second win / fail lottery value is displayed, the special symbol hold means 241 holds the start of the symbol variation corresponding to the newly acquired first win / fail lottery value or second win / fail lottery value and stores that win / fail lottery value until the start of the corresponding symbol variation display. Here, for the first special symbol, the first win / fail lottery value, the first symbol lottery value and the first pattern lottery value are stored, up to a maximum of 4 each. For the second special symbol, the second win / fail lottery value, the second symbol lottery value and the second pattern lottery value are stored, up to a maximum of 4 each. The regular symbol hold means 242 stores the regular symbol lottery value acquired by the regular symbol lottery means 213 as a hold ball. These reserved numbers are represented by the number of lights or flashes on the first special feature reserved display unit 71, the second special feature reserved display unit 72, and the general feature reserved display unit 75, respectively. The number of reserved numbers by the special feature reserved means 241 is also displayed on the performance display device 60.

[0083] The lottery value for the second win / loss lottery, which is held in the special symbol holding means 241, is used preferentially over the lottery value for the first win / loss lottery, and the symbol changes are displayed accordingly. Therefore, even if a jackpot lottery value is held in the first win / loss lottery, as long as there is a lottery value held in the second win / loss lottery, the symbol changes corresponding to the jackpot lottery value of the first win / loss lottery will not be displayed. Consequently, even if there is a jackpot held in the first win / loss lottery, it is possible to win multiple consecutive jackpots by continuing to play until another jackpot is held in the second win / loss lottery.

[0084] <Main display control means 250> The main display control means 250 includes a first special symbol control means 251, a second special symbol control means 252, and a general symbol control means 254. The first special symbol control means 251 displays the variation of the first special symbol 51 on the first special symbol display unit 41 according to the variation pattern determined in accordance with the judgment result of the first win / fail lottery by the first lottery means 211. The first special symbol control means 251 uses the completion of the display of the variation of the symbols corresponding to the previously performed first win / fail lottery or second win / fail lottery as the starting condition for a new symbol variation. The second special symbol control means 252 displays the variation of the second special symbol 52 on the second special symbol display unit 42 according to the variation pattern determined in accordance with the judgment result of the second win / fail lottery by the second lottery means 212. The second special symbol control means 252 also sets the completion of the symbol variation display corresponding to the first or second win / fail lottery that was performed earlier as the start condition for a new symbol variation.

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

[0086] The first special symbol control means 251 and the second special symbol control means 252 transmit a start command and a stop command to the performance determination means 303 (sub-main) via the command communication means 205, described later, at the timing when the display of the first special symbol 51 and the second special symbol 52 starts and stops. When transmitting a start command, values ​​indicating the hit / fail judgment result, the stopped symbol, and the variation pattern determined as the main judgment, as well as a value indicating whether it is the first hit / fail lottery or the second hit / fail lottery, are transmitted to the performance determination means 303 along with the start command. When transmitting a stop command, a value indicating the stopped symbol is transmitted again to the performance determination means 303 along with the stop command. In addition, the performance determination means 303 (sub-main) transmits start commands, stop commands, etc. to the performance control means 304 (sub-sub) in order to control the display of decorative symbols by the performance control means 304 (sub-sub). This synchronizes the variable displays by the main display control means 250 and the performance control means 304 (sub-sub), maintaining their interlock. The regular symbol control means 254 displays the result of the lottery conducted by the regular symbol lottery means 213 as a variable display of regular symbols on the regular symbol display unit 45.

[0087] <Special figure adjustment means 276> The special symbol adjustment means 276 waits for the start of the variation display of the other special symbol 52 while the variation display of the first special symbol 51 and the second special symbol 52 is being displayed. Regardless of the order in which the game ball enters the first start opening 11 or the second start opening 12, the special symbol adjustment means 276 prioritizes the variation display of the second special symbol 52 based on the ball entering the second start opening 12 over the variation display of the first special symbol 51 based on the ball entering the first start opening 11. For example, when both the first and second win / loss lottery values ​​are pending, the second win / loss lottery value is always prioritized, and the second special symbol 52 is continuously displayed.

[0088] In the modified example, the special symbol adjustment means 276 may selectively change the display of the first special symbol 51 and the second special symbol 52 according to the order in which the balls enter the first start port 11 and the second start port 12. For example, when the balls enter in the order of first start port 11, first start port 11, and second start port 12, the special symbols will be displayed in the order of first special symbol 51, first special symbol 51, and second special symbol 52. In this case, the special symbol adjustment means 276 monitors the hold control means 240 and stores the hold order of the win / loss lottery values. Since which special symbol should be changed is determined according to the order in which the game balls enter, that is, the hold order of the win / loss lottery values ​​in the hold control means 240, the player can easily visually grasp the order of the changes.

[0089] In another modified example, the special symbol adjustment means 276 may display the variation display of the first special symbol 51 and the variation display of the second special symbol 52 in a predetermined order of consumption, regardless of the order in which the balls enter the machine. For example, priority may be given to displaying the variation display of the first special symbol 51 and the variation display of the second special symbol 52 alternately. For example, when both the first and second win / loss lottery values ​​are pending, the first special symbol 51 and the second special symbol 52 are displayed alternately in variation. Since which special symbol should be varied simply alternates regardless of the order in which the game balls enter the machine, the player can easily grasp the order of variation intuitively.

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

[0091] <Pre-determination means 235> The pre-determination means 235 includes a first lottery pre-determination means 236 and a second lottery pre-determination means 237. The first lottery pre-determination means 236 pre-determines information regarding the variation of the first special symbol by the first special symbol control means 251 before the various determinations by the first win / fail determination means 221, the first symbol determination means 226, and the first variation pattern determination means 231 are performed, using various random numbers acquired by the first lottery value acquisition means 216. The second lottery pre-determination means 237 pre-determines information regarding the variation of the second special symbol by the second special symbol control means 252 before the various determinations by the second win / fail determination means 222, the second symbol determination means 227, and the second variation pattern determination means 232 are performed, using various random numbers acquired by the second lottery value acquisition means 217.

[0092] The first lottery pre-determination means 236 maintains a first pre-win / fail lottery value determination table, a first pre-symbol lottery value determination table, and a first pre-variation pattern random value determination table as determination tables for pre-determination related to the first lottery means 211. The first lottery pre-determination means 236 uses the first pre-win / fail lottery value determination table to determine the random number group to which the first win / fail lottery value stored in the special symbol holding means 241 belongs. The first lottery pre-determination means 236 uses the first pre-symbol lottery value determination table to determine the random number group to which the first symbol lottery value stored in the special symbol holding means 241 belongs. The first lottery pre-determination means 236 uses the first pre-variation pattern determination table to determine the random number group to which the first variation pattern lottery value stored in the special symbol holding means 241 belongs. These determination results are then temporarily stored as pre-determination results, and information regarding the pre-determination results is transmitted to the sub-board 300 by the command communication means 205 (sub-control command transmission means 207), which will be described later.

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

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

[0095] Furthermore, the various pieces of information temporarily stored as pre-determination results by the pre-determination means 235 are stored in a predetermined pre-determination result storage area, with a maximum of four items each, similar to the number of reserved items. Alternatively, the pre-determination results may be stored using the reserved storage area stored by the reserved control means 240. The information may also be deleted based on the transmission of the pre-determination results by the pre-determination means 235 to the performance determination means 303 via the command communication means 205 (sub-control command transmission means 207), which will be described later. By sharing with other areas or deleting information based on the completion of transmission, efficient use of the storage area in the main board 200 can be expected. In addition, instead of providing a separate table for pre-determination, a judgment table for this judgment may be used, and a pre-determination table that is partially or entirely common to the pre-win / failure judgment for the first game and the pre-determination for the second game may be shared. By sharing with other judgment tables in this way, a reduction in data capacity in the main board 200 can be expected. Furthermore, the content transmitted as the judgment result of the pre-determination means 235 can be appropriately selected, for example, by transmitting only the win / failure judgment result. Alternatively, the system may be configured to transmit the random numbers obtained by the first lottery value acquisition means 216 and the second lottery value acquisition means 217 to the sub-board 300 via the command communication means 205, without making a determination by the pre-determination means 235, and for the sub-board 300 to determine the content of the pre-determination.

[0096] The pre-determination means 235 may refer to a pre-win / loss lottery value determination table in which the correspondence between the win / loss lottery value and the pre-win / loss determination result differs depending on the setting value set by the setting change device 170. Similar to the win / loss determination table described above, multiple types of pre-win / loss lottery value determination tables corresponding to multiple game settings may be prepared, and the pre-win / loss lottery value determination table to be referenced may be switched according to the setting value of the game setting. In addition, a pre-win / loss lottery value determination table that can be used in common among multiple game settings may be used. In this case, the win / loss may be determined in advance by a combination of the setting value of the game setting and the value of the pre-win / loss determination result.

[0097] Figure 10 schematically shows a pre-win / loss determination table corresponding to the game settings. Figure (a) is the pre-win / loss determination table referenced by the first pre-win lottery determination means 236, and Figure (b) is the pre-win / loss determination table referenced by the second pre-win lottery determination means 237. When the win / loss lottery value is "0 to 294", the pre-win / loss determination result is "11", indicating that a jackpot will be won in all settings from 1 to 6. When the win / loss lottery value is "295", the pre-win / loss determination result is "12", indicating that a jackpot will be won in normal settings 2 or higher or in all settings during probability variation. When the win / loss lottery value is "296", the pre-win / loss determination result is "13", indicating that a jackpot will be won in normal settings 3 or higher or in all settings during probability variation. When the win / loss lottery value is "297", the pre-win / loss determination result is "14", indicating that a jackpot will be won in normal settings 4 or higher or in all settings during probability variation. If the winning / losing value is "298", the pre-win / losing result will be "15", indicating a win in normal mode with setting 5 or higher, or in all settings during the bonus round. If the winning / losing value is "299", the pre-win / losing result will be "16", indicating a win in normal mode with setting 6, or in all settings during the bonus round. Furthermore, if the winning / losing value is "300~2949", the pre-win / losing result will be "21", indicating a win in all settings during the bonus round. If the winning / losing value is "2950~2959", the pre-win / losing result will be "22", indicating a win in the bonus round with setting 2 or higher. If the winning / losing value is "2960~2969", the pre-win / losing result will be "23", indicating a win in the bonus round with setting 3 or higher. If the winning / losing lottery value is "2970~2979", the pre-win / losing judgment result will be "23", indicating that a jackpot will occur in settings 4 or higher during the probability variation mode. If the winning / losing lottery value is "2980~2989", the pre-win / losing judgment result will be "25", indicating that a jackpot will occur in settings 5 ​​or higher during the probability variation mode. If the winning / losing lottery value is "2990~2999", the pre-win / losing judgment result will be "26", indicating that a jackpot will occur in setting 6 during the probability variation mode. Furthermore, if the first winning / losing lottery value shown in (a) is "3000~56499", and if the second winning / losing lottery value shown in (b) is "3000~63999", the pre-win / losing judgment result will be "30", indicating that a minor win will occur in all settings.Furthermore, if the first win / loss lottery value shown in (a) is "56500~65535", and if the second win / loss lottery value shown in (b) is "64000~65535", the pre-win / loss judgment result will be "40", indicating that all settings will result in a loss. By using such a pre-win / loss judgment table, it is possible to show an appropriate pre-win / loss judgment result for each setting value of the game settings.

[0098] <Special game control means 260> If the first win / loss lottery conducted by the first lottery means 211 results in a transition to a special game, the special game operation condition is met when the first special symbol 51 stops in a predetermined jackpot configuration, and the special game is executed by opening the jackpot opening 20. Similarly, if the second win / loss lottery conducted by the second lottery means 212 results in a transition to a special game, the special game operation condition is met when the second special symbol 52 stops in a predetermined jackpot configuration, and the special game is executed by opening the jackpot opening 20.

[0099] The special game is a game in which the opening and closing operation of the large prize slot 20 is continued multiple times in a row, and is composed of multiple unit games. The special game includes a 10R jackpot which repeats the unit game 10 times, a 4R jackpot which repeats the unit game 4 times, and a 2R jackpot which repeats a unit game with a shorter opening time than the 10R jackpot and 4R jackpot only twice. The 10R jackpot is a jackpot in the second win / loss lottery, and the 4R jackpot is a jackpot in the first win / loss lottery. In the 10R jackpot and 4R jackpot, the large prize slot 20 is kept open for approximately 30 seconds in a single unit game. In the 2R jackpot, the large prize slot 20 is kept open for only approximately 1.6 seconds in a single unit game. The special game control means 260 terminates the special game when the set number of rounds of the unit game has been completed. Furthermore, even in the case of a 2R jackpot, if the predetermined conditions are met, the jackpot opening 20 may be opened in the same manner as for a 10R jackpot and a 4R jackpot.

[0100] <Small win game control means 265> The minor win game control means 265 determines that the minor win game activation conditions have been met when the first lottery by the first lottery means 211 results in a minor win and the first special symbol 51 stops in a predetermined minor win pattern, and executes the minor win game by having the opening / closing control means 275 open the big prize opening 20. Similarly, the minor win game control means 265 determines that the minor win game activation conditions have been met when the second lottery by the second lottery means 212 results in a minor win and the second special symbol 52 stops in a predetermined minor win pattern, and executes the minor win game by having the opening / closing control means 275 open the big prize opening 20.

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

[0102] <Specific game control means 270> The specific game control means 270 controls normal gameplay in the probability variation state, time reduction state, and easy ball entry state. If the special symbol is a symbol of a specific jackpot that leads to a transition to probability variation, the specific game control means 270 transitions the game state to the probability variation state, time reduction state, and easy ball entry state after the special game ends. The probability variation state, time reduction state, and easy ball entry state continue until the next jackpot occurs. In the time reduction state, the first variation pattern determination means 231 and the second variation pattern determination means 232 select variation patterns with short variation times so that the variation display time of the first special symbol 51 and the second special symbol 52 is generally short. However, in the normal state, the variation pattern table corresponding to the number of winning / losing lottery values ​​held by the hold control means 240 is referred to, and the fewer the number of holds by the hold control means 240, the more likely variation patterns with long variation times are to appear. In the easy ball entry state, at least one of the following three functions is implemented: probability variation for normal symbols, time reduction for normal symbols, and extension of the opening of the second start opening 12, thereby improving the frequency of balls entering the second start opening 12 (ease of ball entry). During the probability variation state, the probability of the win / loss determination result by the first win / loss determination means 221 and the second win / loss determination means 222 being a jackpot remains at a high value. In addition, the specific game control means 270 extends the opening of the second start opening 12 when a specific jackpot is achieved, and only if the win / loss lottery was the second win / loss lottery, it further shifts the probability of winning the opening lottery to a probability variation state that is higher than the normal probability state.

[0103] <Opening / closing control means 275> The opening / closing control means 275 controls the opening and closing of the ordinary electric mechanism 90 and the large prize opening 20 of the second start opening 12. When the ordinary symbols stop in a specific manner, the opening / closing control means 275 sends an opening instruction to the ordinary electric mechanism solenoid 91, causing the ordinary electric mechanism 90 of the second start opening 12 to open. In the normal state, the opening / closing control means 275 opens the second start opening 12 with a short or long opening time depending on the result of the opening lottery, and in the easy ball entry state, it opens the second start opening 12 with a long opening time. This increases the ease of ball entry into the second start opening 12, allowing the player to continue playing without losing their balls. In special games, the opening / closing control means 275 sends an opening instruction to the large prize opening solenoid 92, causing the large prize opening 20 to open.

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

[0105] <Method for changing settings 286, Method for confirming settings 287> The setting change means 286 executes a "setting change process" to change the game settings. When the setting key cylinder 171 is ON and the power switch 150 is turned ON while the RAM clear switch is pressed, the setting change means 286 transitions to the setting change state described above. When the setting change state is entered, the setting change means 286 displays the setting value stored in the setting memory on the setting display unit 173. The setting change means 286 changes the setting value displayed on the setting display unit 173 sequentially in response to the pressing of the setting change button 172, such as 1→2→3→4→5→6→1→..., and updates the setting value stored in the setting memory to the same value as displayed on the setting display unit 173. When the setting key cylinder 171 is turned OFF, the setting change means 286 terminates the setting change state and turns off the setting display unit 173.

[0106] The setting confirmation means 287 performs a "setting confirmation process" to confirm the game settings. If the setting key cylinder 171 is ON and the RAM clear switch is not pressed, the setting confirmation means 287 transitions to the setting confirmation state described above. When the setting confirmation state is entered, the setting confirmation means 287 displays the setting value stored in the setting memory on the setting display unit 173. Unlike the setting change means 286 described above, the setting confirmation means 287 does not change the setting value displayed on the setting display unit 173 even if the setting change button 172 is pressed, nor does it update the setting value stored in the setting memory. When the setting key cylinder 171 is turned OFF, the setting confirmation means 287 terminates the setting confirmation state and turns off the setting display unit 173.

[0107] Furthermore, the setting value data managed in the setting memory may use numbers from "0" to "5" instead of the numbers "1" to "6". In this case, setting value "0" may correspond to setting 1, setting value "1" to setting 2, setting value "2" to setting 3, setting value "3" to setting 4, setting value "4" to setting 5, and setting value "5" to setting 6. By using "0" as the normal value for the setting value data, when a RAM error occurs and the setting value data is reset to the initial value "0", the system will no longer detect an error, thus simplifying the RAM reset process in case of an error. Additionally, when performing some kind of lottery using the setting value data, for example, when selecting different tables or data for each setting value in a pre-fetch process, there is the advantage of simplifying the offset processing for that selection. For example, when using "1" to "6" as the setting value data, additional processing such as subtracting 1 from the starting address is required when using these values ​​directly as offset data for table or data selection. On the other hand, when using "0" to "5" as the setting value data, the numerical value of the setting value data can be used directly as the offset data. Furthermore, when using numerical values ​​from "0" to "5" as the setting value data, the setting change means 286 and the setting confirmation means 287 may either display the numerical value of the setting value data directly on the setting display unit 173, or they may display a value obtained by adding +1 to the numerical value of the setting value data on the setting display unit 173. In the latter case, the numerical data from "0" to "5" is converted to numerical values ​​from setting 1 to setting 6 in the game settings and displayed, making it easier for the administrator of the game machine to understand.

[0108] <Command transmission method> The command communication means 205 includes a payout control command communication means 206 that transmits control commands necessary for executing payouts, etc., to the payout control board 155, and a sub-control command transmission means 207 that transmits control commands necessary for executing performance control, etc., to the sub-board 300. The payout control command communication means 206 transmits a payout command that instructs the payout of a number of prize balls corresponding to each prize slot based on the ball entry determination means 201's determination of ball entry into each prize slot, and transmits a command indicating the status of an error that occurred on the main board 200. When a symbol change is started, the sub-control command transmission means 207 transmits the result of the lottery corresponding to the symbol change to the performance determination means 303 along with the control command for the symbol change.

[0109] The sub-control command transmission means 207 transmits a variation start command and a variation stop command to the performance determination means 303 (sub-main) at the timing when the first special symbol control means 251 and the second special symbol control means 252 start and stop the variation display of the first special symbol 51 and the second special symbol 52. When transmitting a variation start command, values ​​indicating the hit / fail judgment result, the stopped symbol, and the variation pattern determined as the main judgment, as well as a value indicating whether it is the first hit / fail lottery or the second hit / fail lottery, are transmitted to the performance determination means 303 along with the variation start command. When transmitting a variation stop command, a value indicating the stopped symbol is transmitted again to the performance determination means 303 along with the variation stop command. Furthermore, the performance determination means 303 (sub-main) transmits variation start commands, variation stop commands, etc. to the performance control means 304 (sub-sub) in order to control the variation display of decorative symbols by the performance control means 304 (sub-sub). This synchronizes the display changes by the main display control means 250 and the performance control means 304 (sub-sub), maintaining their coordination. The sub-control command transmission means 207 transmits the pre-determination result from the pre-determination means 235 to the performance determination means 303. The pre-determination result is temporarily stored in the transmission buffer and then transmitted to the performance determination means 303 along with information on the type of winning slot (first start slot 11, second start slot 12) corresponding to the lottery, the number of reserved items, the game state, etc., regardless of whether the symbol change display corresponding to that lottery starts immediately or not. It is then deleted from the transmission buffer or overwritten later. This enables the sub-board 300 to predict the outcome of the symbol change before its turn comes, based on the received pre-determination result, a process known as "prediction." The processing performed by the sub-board 300 based on the pre-determination information will be described later. The sub-control command transmission means 207 transmits to the sub-board 300 information regarding special games by the special game control means 260, information regarding minor win games by the minor win game control means 265, information regarding the lottery results by the general drawing lottery means 213, and setting value information for game settings set by the setting change means 286.Furthermore, the sub-control command transmission means 207 appropriately transmits to the sub-board 300 information regarding various controls on the main board 200, or various signals transmitted to the main board 200, such as information regarding initial processing by the main initial processing execution means 280 and the main error detection means 284, as well as information regarding errors.

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

[0111] The pattern storage means 302 stores multiple performance patterns, each of which is defined as a performance image content and display process to be shown on the performance display device 60 during the variation of the decorative symbol 61. The performance patterns include multiple variation performance patterns, each of which is defined as a variation process and performance process from the start to the stop of the variation display of the decorative symbol 61, and multiple preview performance patterns, which are displayed separately from the variation display of the decorative symbol and preemptively suggest the high expectation of a big win before the variation display stops.

[0112] The command receiving means 370 receives various commands transmitted from the command communication means 205, and the sub-side pre-determination means 371 holds the pre-determination results transmitted from the command communication means 205. The performance determination means 303 includes a normal performance determination means 373 and a pre-read performance determination means 374. The normal performance determination means 373 determines the performance content to be displayed on the performance display device 60 and output to the speaker 108, decorative lamps 111, etc., by the performance control means 304, according to the information of the first win / failure lottery judgment result or the second win / failure lottery judgment result transmitted from the command communication means 205. The performance determination means 303 determines the performance content according to the game setting value transmitted from the command communication means 205. The pre-read performance determination means 374 determines the performance content to be displayed on the performance display device 60 and output to the speaker 108, decorative lamps 111, etc., by the performance control means 304, according to the pre-determination results transmitted from the command communication means 205. The normal performance determination means 373 selects one of several variation performance patterns corresponding to the variation pattern of the special symbol determined by the first variation pattern determination means 231 or the second variation pattern determination means 232 and transmitted from the command communication means 205, and reads it from the pattern storage means 302. The normal performance determination means 373 sends the information of the read variation performance pattern to the performance control means 304. The normal performance determination means 373 holds a pattern table to be referenced in order to select a variation performance pattern. In addition, the normal performance determination means 373 may determine the variation performance pattern by referring to the pre-determination result transmitted from the command communication means 205, or it may determine the variation performance pattern in conjunction with the content of the pre-read performance by the pre-read performance determination means 374. The pre-read performance determination means 374 more accurately identifies the result of the main determination based on the pre-determination result from the command communication means 205 and past pre-determination results and game state information held in the sub-board 300, and determines whether or not to execute the pre-read performance before the main determination, and what the content of the execution is, based on the identified result. Specifically, the pre-announcement performance determination means 374 determines whether the current game state is in a probability variation game state, and then determines whether to transition to a normal game state based on a pre-determination result received prior to the pre-determination result received this time.Based on the judgment results, the system identifies the correctness of the main judgment related to the pre-judgment results received this time, as well as the selected variation patterns, and determines whether or not to execute the pre-read performance and the content of the pre-read performance based on these identified results. Since the performance determination means 303 is largely a collaborative effort between the normal performance determination means 373 and the pre-read performance determination means 374, it will be described as a performance determination means 303 that encompasses both, except for the parts that are particularly necessary.

[0113] Each variation animation pattern has a predetermined variation time as a condition for ending the variation, and the variation stops when that variation time has elapsed. The animation determination means 303 selects a variation animation pattern of an animation image with the same variation time according to the variation pattern of the special symbol.

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

[0115] The stopping symbols of the decorative symbols 61 are formed as a combination of three symbols. For example, if the win / failure determination result by the first win / failure determination means 221 and the second win / failure determination means 222 indicates a transition to a special game of a 4R jackpot or a 10R jackpot, a specific combination, such as "777" or "111," in which three symbols are aligned, is selected. If the win / failure determination result is a 2R jackpot or a minor win, a specific combination, such as "357," is also selected, but these specific combinations do not necessarily have to be combinations of three symbols aligned. If the win / failure determination result is neither a jackpot nor a minor win, a combination that does not have three symbols aligned, such as "312" or "946," and does not correspond to the specific combinations selected for 2R jackpots or minor wins, is selected. If the result of the win / loss judgment is not a 4R jackpot or a 10R jackpot, and a variation pattern indicating a miss with a near-miss is selected, then a combination with one missing symbol, such as "191" or "727", will be selected.

[0116] The decorative symbol variation performance patterns define the manner in which the decorative symbols are displayed, that is, the performance process from the start to the stop of the variation. The variation performance patterns include patterns for displaying normal losing symbols, patterns for displaying losing symbols after a reach state where one more symbol is needed to win, and patterns for displaying winning symbols after a reach state. In particular, the patterns for going through a reach state include patterns with varying variation times. Each variation performance pattern has a set variation time as the termination condition for its symbol variation, and the symbol variation stops when that variation time has elapsed. The performance determination means 303 selects a decorative symbol variation performance pattern with the same variation time as the special symbol, according to the variation pattern of the special symbol.

[0117] In the time-saving state, if the variation pattern selected by the first variation pattern determination means 231 or the second variation pattern determination means 232 is a time-saving pattern, the performance determination means 303 selects a variation performance pattern for which time-saving performance content is predetermined. The time-saving performance content is a performance in which background video and sound are output that gives the impression to the player that they are in a favorable state due to time-saving or probability change.

[0118] The pre-announcement animation patterns include patterns that temporarily display images, animations, or videos of specific characters or motifs on the screen, patterns that activate mechanical parts, and patterns that output specific sounds. The animations produced by the pre-announcement animation patterns are executed in parallel with the symbol changes and pre-announce the high probability that the symbol changes will stop in a winning pattern. For example, there are normal pre-announcement animations that simply display an image of a single character on the screen, and group pre-announcement animations that display a group of many characters passing from one end of the screen to the other. Furthermore, there are step-up pre-announcement animations that divide the display process of the pre-announcement animation into multiple stages, with the number of stages being variable, and the more stages there are, the higher the expectation of a big win.

[0119] There are two types of pre-announcement patterns: one that is executed after the decorative symbols 61 have entered a reach state, and which announces the final stopping position of the symbols (post-reach announcement); and another that is executed before any of the decorative symbols 61 have stopped, and which simultaneously announces that the machine will enter a reach state (pre-reach announcement).

[0120] The performance determination means 303 determines whether or not to display a pre-announcement performance on the performance display device 60 based on the result of the win / fail lottery or the pre-determination result, through a predetermined pre-announcement lottery, and sets the pre-announcement performance, as well as determining the pre-announcement performance pattern to be displayed. The performance determination means 303 maintains a pre-announcement determination table to be referenced in order to determine whether or not to display a pre-announcement performance, and a pre-announcement type table to be referenced when selecting the type of pre-announcement performance pattern. The pre-announcement determination table is set so that different columns are referenced depending on the result of the win / fail lottery or the pre-determination result, and a correspondence relationship is established between the result of the win / fail lottery and whether or not to display a pre-announcement performance so that the pre-announcement performance is displayed with a higher probability when the win / fail lottery is successful than when it is unsuccessful. As a result, the display of a pre-announcement performance itself can suggest a high expectation of a big win.

[0121] The performance control means 304 causes the performance display device 60 to display a performance image including the decorative symbols 61 in a variable manner according to the selected variable performance pattern data. The performance control means 304 uses the receipt of a command to start the variation of the decorative symbols 61 as the condition for starting the variation display of the new decorative symbols. If the performance determination means 303 has determined that a pre-announcement performance should be displayed, the performance control means 304 displays a pre-announcement performance according to the selected pre-announcement performance pattern on the performance display device 60 in a manner superimposed on the variation of the symbols.

[0122] The performance control means 304 reserves the start of the symbol variation display corresponding to the first win / fail lottery if the win / fail lottery value for the second win / fail lottery is stored, and starts the symbol variation display corresponding to the second win / fail lottery regardless of whether the win / fail lottery value for the first win / fail lottery is stored or not. As a result, if lottery values ​​are reserved for both the first and second win / fail lotteries, the reserved lottery value for the second win / fail lottery is preferentially read out and the variation of the decorative symbols is displayed. In such cases, the reserved lottery value for the first win / fail lottery is not read out and the variation of those decorative symbols does not start until the number of reserved values ​​for the second win / fail lottery becomes 0. In this way, the performance control means 304 causes the performance display device 60 to display a symbol variation performance including the variation of the decorative symbols 61.

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

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

[0125] Alternate symbols are displayed while the visibility of the normal decorative symbols is impaired, for example, when the normal decorative symbols are not displayed. Alternate symbols are a form of decorative symbols used to visually suggest the result of a win or loss, and have a simplified display form (in other words, simplified, streamlined) compared to normal decorative symbols, and are displayed in a simplified variation process compared to normal decorative symbols. Alternate symbols have an appearance that corresponds to the part of the normal decorative symbol that indicates the symbol type, for example, they have a display form that represents numbers, letters, or symbols indicating the symbol type. Furthermore, alternate symbols are displayed in a narrower area than the area in which the normal decorative symbols are displayed, and are typically displayed in a position that does not interfere with the main performance by elements other than the symbols, for example, in the corner of the screen of the performance display device 60. Alternate symbols are displayed relatively smaller than normal decorative symbols, but have a display form that at least makes the symbol type visually identifiable. Note that alternate symbols may be simply scaled down versions of normal decorative symbols, and may be identical to normal decorative symbols except for size.

[0126] Multiple substitute symbols displayed in place of multiple regular decorative symbols suggest a high probability of a favorable outcome for the player in the win / loss lottery, depending on the combination of stopping patterns at the end of the spin. For example, multiple substitute symbols suggest a high probability of a win in that spin when two of the three substitute symbols form a "reach" state. Alternatively, the left and right symbols forming a reach state may be specific symbols that suggest a relatively high probability, such as "3" or "7," or symbols that suggest a relatively low probability, such as "1" or "2," to indicate the level of expectation in that reach state. Note that substitute symbols do not appear to be in a definitive stopping state, but rather in a temporary stopping state where slight shaking is maintained. After the temporary stopping of the substitute symbols, a regular decorative symbol may be displayed in place of the substitute symbols, and that regular decorative symbol may be displayed in a definitive stopping state. Furthermore, regular decorative symbols and substitute symbols do not need to be displayed exclusively; there may be an overlap in their display periods. Furthermore, during certain performances where the visibility of the normal decorative symbols is impaired, the display of the normal decorative symbols may be continued while the display of the alternative symbols is shown. Unlike the alternative symbols, during the variation of the first special symbol 51 and the second special symbol 52, a simplified symbol may be displayed in a predetermined area of ​​the performance display device 60, using an image of the same size as or smaller than the alternative symbol, to indicate that the special symbols are changing. The simplified symbol may consist of a variation display of a combination of three symbols, similar to the normal decorative symbols, or it may consist of a variation display of a single symbol, or it may consist of a sequence of simple symbols (such as "○" and "×"). The simplified symbol may not be related to the variation display patterns of the normal decorative symbols or the alternative symbols, and may display a constant variation from the start to the end of the variation of the special symbols, and when it stops, it may display a display related to the stop display pattern of the normal decorative symbols. The simplified symbols only need to indicate that a special symbol is being displayed in a variation and to at least inform the user of the result of the special symbol; they can be changed as appropriate, such as by displaying a combination of two symbols. The simplified symbols may also be called "simplified decorative symbols," "sub-decorative symbols," "sub-decoration diagrams," "mini decorative symbols," or "mini-decoration diagrams." Separately from the performance display device 60, a variation display of a decorative symbol called a fourth symbol may be used, which displays a similar information to the simplified symbols using the light emission patterns of LEDs or the like.The fourth symbol is used to indicate the progress of the game (display of special symbols during variation, display of results) in the event of a malfunction in the performance display device 60. As an example of how the fourth symbol is displayed, the LED may light up in the following order: white, blue, green, yellow, orange, and red (flashing including turning off is also acceptable) to indicate variation, or it may flash in a single color depending on the type of special symbol to suggest variation, and the color of light emitted when it stops may indicate whether it is a miss or a big win.

[0127] The timing means 307 is a timing circuit that outputs time information used for playing the game. The timing means 307 is a timer circuit that measures the time since power-on using a counter and outputs it as time information. However, it may also be a real-time clock circuit that has a built-in battery and can continue to measure the date and time using the battery even when the pachinko game machine 100 is powered off or in the event of a power outage. In the case of a real-time clock circuit, there is a possibility that slight differences in time may occur between game machines due to individual differences or time drift, whereas in the case of a timer circuit, as long as the power is turned on at the same time, the possibility of time differences occurring between multiple game machines is small.

[0128] The performance determination means 303 executes a synchronized performance that starts at a predetermined timing triggered by the time information output by the timing means 307 indicating a predetermined time. The synchronized performance is a performance that is displayed on the performance display device 60 during a synchronized performance period, which is substantially asynchronous with the pattern variation period and the game state. The synchronized performance period lasts for several minutes, and its length is longer than the duration of one pattern variation, and it can encompass multiple pattern variation periods. The performance patterns for the synchronized performance are stored in the pattern storage means 302, and the performance patterns are defined to play predetermined music and video. Multiple types of performance patterns for the synchronized performance are available, and different types of performance patterns may be selected depending on the date and time, such as the month, date, day of the week, and time of day.

[0129] The synchronization effect is performed regardless of whether it is during normal gameplay or special gameplay. Here, "normal gameplay" includes the time when the so-called standby demo screen is displayed. In other words, "normal gameplay" includes (1) "normal gameplay with changing symbols displayed" where the symbols are changing, (2) "normal gameplay with stopped changing symbols" where the symbols are neither changing nor the standby demo screen is displayed, and (3) "normal gameplay with standby demo screen displayed" where the symbols are not changing but the standby demo screen is displayed. The synchronization effect can be performed during any of the periods (1) to (3), but in (2) and (3), the output method for controlling volume reduction, brightness reduction, etc. in the synchronization effect may differ from that in (1). In addition, while the standby demo screen is displayed, the player can input information related to the mobile linkage system described later by operating the effect button 109 or the directional keys 110, and when such input is received, the output of the video and audio of the synchronization effect is suppressed, and screen displays such as effect customization by the mobile linkage system take priority.

[0130] Synchronized performance is a performance that, for example, plays a predetermined song or video at a predetermined time (referred to as the "synchronized performance start time"). The time that triggers the playback of the synchronized performance may be the time reached after a predetermined time interval from the power-on of the pachinko game machine 100, or it may be every hour or half on the hour based on standard time. Alternatively, a time that may vary depending on the date or day of the week may be set, and the interval may differ, such as first after one hour, then after three hours, or the interval may differ depending on the date or day of the week. It may also be a variable setting that allows the time to be specified by the staff of each game store. However, it is pre-set so that the same synchronized performance is executed at least at the same time among multiple identical machines installed in the same game store. For example, in the case of a specification that is triggered by the time reached after a predetermined time interval from the power-on, the game store will power on multiple machines at the same time. As a result, when the predetermined time is reached, the same synchronized performance will be executed simultaneously on all of those machines. As a result, the effects are displayed simultaneously as if multiple devices were synchronized, and the simultaneous playback of the same music and video creates a synergistic effect that gives the impression of a live performance or movie screening taking place right there.

[0131] The synchronized performance function is also built into other gaming machines of the same model, and multiple gaming machines on the same gaming island are powered on simultaneously by the staff of the gaming establishment every day. As a result, all of the gaming machines powered on simultaneously will reach the synchronized performance start time at almost the same time, and can execute the synchronized performance simultaneously. This is called multi-machine synchronized performance. In this case, not only are the video displays synchronized across multiple machines, but the output of sound effects and background music is also synchronized across multiple machines, and the more machines that are synchronized, the greater the synergistic effect from executing the performance simultaneously.

[0132] The performance setting means 308 stores the player's game history. The game history includes the history of game results and the history of performance results. The history of game results is the result of the game that leads to the payout the player receives, such as the number of balls hit, the number of prize balls, the number of big wins, the number of probability changes, and the number of time reductions. The history of performance results is different from the benefits of the game, and is information such as performance scores that are recorded in order to obtain benefits such as the right to change the content and type of performance or the right to make certain types of performances appear more frequently. For example, in order to score the number of times a predetermined performance appears or the results of a mini-game and award it to the player, encoded information indicating the score and game history, such as a two-dimensional code, is displayed on the screen. When the player reads and decodes the two-dimensional code with the camera of their mobile device, the score and game history information obtained through decoded data is stored on the player's mobile device. The system for linking the gaming machine and the player's mobile device via the two-dimensional code will be described later. The points mentioned here are necessary to expand the range of customization options for the game's presentation, as described later. The system is designed so that the number of customizable items increases as the score reaches a predetermined cumulative value (for example, when it reaches 1000 points, or every 100 points reached).

[0133] The performance setting means 308 stores a setting for which of several types of performance content to select as a performance customization, based on the player's selection instructions and game history. For example, as performance patterns to be displayed during special gameplay, multiple types of performance patterns with different displayed motifs, characters, and music are prepared in the pattern storage means 302, and the player is asked to select which performance to display. Alternatively, as designs for the decorative symbols that change the symbols, multiple types of motifs or character images are prepared in the pattern storage means 302, and the player is asked to select which image to display. In these cases, the performance setting means 308 accepts the player's operation of the performance button 109 or the directional pad 110 while the standby demo screen is displayed, and when a performance pattern is selected through that operation, it stores the selected content. The performance determination means 303 selects the type of performance pattern during special gameplay according to the setting stored by the performance setting means 308.

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

[0135] Figure 12 is a schematic diagram illustrating the outline of the mobile-linked system. As a prerequisite for the mobile-linked system, players register as users in advance by setting an account and password on a dedicated site, the game history server 358, using their mobile terminal 354. When the player presses the performance button 109 at the start of the game, the performance display control means 305 displays a two-dimensional code 350 on the screen of the performance display device 60, which encodes the address of the dedicated site of the game history server 358. The player then reads this code with the camera on their mobile terminal to access the dedicated site of the game history server 358. From that dedicated site, character information (also called "password information") encoding the player's identification information and performance score history is transmitted to the mobile terminal and displayed on the mobile terminal's screen. The performance display control means 305 displays a password information input screen on the performance display device 60, and the player inputs the information via button operations such as the directional keys 110. The performance setting means 308 decrypts the entered password information and registers it as the player's identification information and performance score history, thereby allowing the player to carry over their previous gameplay and performance score status. Entering this password information signals the start of recording the player's game history and the start of performance customization by selecting various performance elements. Subsequently, in the pachinko game machine 100, as the game and performances progress, the performance setting means 308 continuously adds points to the player as performance benefits and accumulates them as a performance score history. The player can also customize the performance at any time, selecting and setting their preferred elements as various performance elements. Performance points are basically added for each symbol change, with higher points awarded for performance types that have a higher expectation of transitioning to a special game, and high points are also awarded when transitioning to a special game.

[0136] As a feature for customizing the game's presentation, players can use a portion of their accumulated points to change the presentation elements such as color, background, shape, characters, and music that make up the presentation content displayed on the presentation display device 60, according to the number of points used. The presentation setting means 308 receives instructions from the player to change presentation elements via button operation and changes various presentation elements according to those instructions. For each customizable presentation element, multiple types of items are available, and different values ​​are set for the number of points required for each item. Therefore, when the accumulated points reach a predetermined value, the number of customizable items increases, or players are given an opportunity to increase the number of customizable items. When a player operates a button to signal the end of the game or presentation customization, the presentation setting means 308 generates a two-dimensional code 350 that encodes information such as presentation benefits and presentation score history, and the presentation display control means 305 displays this on the presentation display device 60. The player can read the two-dimensional code 350 with the camera of their mobile terminal, and by decoding the read two-dimensional code 352, they can acquire the information and store it on their mobile terminal 354. Furthermore, this information is transmitted from the mobile terminal 354 to the game history server 358, which has a dedicated website, via the network 356, and is managed in conjunction with the user's account information. In this way, information such as performance bonuses and performance score history is transmitted to the mobile terminal 354 via the transmission method of displaying and reading the two-dimensional code 350, and managed by the game history server 358, allowing the user to carry over the game and performance details to the next game. Also, by continuing to play for a long time, the number of symbol changes and performances increases, and points can be earned.

[0137] Figure 13 is a block diagram schematically showing the hardware configuration of the main board 200 and sub-board 300. The main board 200 includes electronic components such as the main CPU 290, main RAM 291, and main ROM 292. The main ROM 292 stores the main control program and data for controlling the overall operation of the game. The main control program or data is read from the main ROM 292 into the main RAM 291, and the main control program is executed by the main CPU 290. Each electronic component is connected by buses such as a system bus and a data bus (not shown). Ball entry signals from each ball entry point and payout signals from the payout control board 155 are acquired by the main CPU 290 via various interfaces (not shown). The main CPU 290 drives and controls external devices such as each prize entry point solenoid, the first special symbol display unit 41, and the second special symbol display unit 42 using various drive circuits (not shown). Furthermore, the main CPU 290 transmits commands necessary for controlling the game's presentation to the sub-board 300, along with information such as the results of the win / loss lottery, the determination of the symbols, and the determination of the variation patterns. Signals are transmitted from the main board 200 to the sub-board 300 via one-way communication.

[0138] The instruction data transmitted from the main board 200 to the sub-board 300 consists of two bytes: a 1-byte instruction type data called MODE data and a 1-byte instruction content data called EVENT data. The main board 200 can send one instruction by associating the instruction type data and instruction content data and transmitting them to the sub-board 300. The instruction type data is a bit sequence indicating the type of instruction, and a unique type code is assigned to each instruction type during the development stage. The instruction content data is a bit sequence indicating the content of the instruction. The most significant bit of the instruction type data and instruction content data is an identification bit that indicates whether it is instruction type data or instruction content data; a value of 1 indicates that it is instruction type data, and a value of 0 indicates that it is instruction content data.

[0139] Communication from the main board 200 to the sub-board 300 is designed to transmit one byte of data per transmission. Therefore, to transmit two bytes of command data, two separate transmissions of one byte each are required. The first transmission transmits the upper byte, MODE data, and the second transmission transmits the lower byte, EVENT data. To account for the possibility of communication failure due to noise or other factors, the main board 200 transmits the same data repeatedly, and the completion of data transmission is confirmed when the sub-board 300 reads the same data twice in a row. The main board 200 repeatedly transmits the same data until it is read twice in a row, up to a maximum of five times.

[0140] The sub-board 300 includes electronic components such as a sub-CPU 310, sub-RAM 311, sub-ROM 312, and a performance control device 313. The sub-ROM 312 is one of the data storage means that holds a sub-control program which includes performance pattern data that defines the performance process and display pattern data that defines the performance display process. The sub-control program which includes performance pattern data, display pattern data, and sound pattern data is read from the sub-ROM 312 into the sub-RAM 311, and the performance control according to the sub-control program is executed by the sub-CPU 310. The electronic components are connected by buses such as a system bus and a data bus (not shown). Signals from external devices such as performance buttons 109 are acquired by the sub-CPU 310 via various interfaces (not shown). The sub-CPU 310 drives external devices such as the performance display device 60, speaker 108, decorative lamp 111, and movable mechanism 66 according to the performance pattern data using the performance control device 313 and various drive circuits and control circuits (not shown) to control the performance through display output, sound output, lamp lighting, and mechanism operation. The sub-CPU 310 transmits display pattern data and audio pattern data to the performance control device 313. In the first prerequisite technology, an example is described in which the sub-board 300 contains the performance control device 313, but the sub-board 300 and the performance control device 313 do not need to be integrated as a single board; they may be formed as separate boards that are connected to each other.

[0141] FIG. 14 is a block diagram schematically showing the hardware configuration of the production control device 313. The production control device 313 includes a control CPU 320, a control RAM 322, a data ROM 324, a display control circuit 326, and an audio control circuit 314. The data ROM 324 is one of the data storage means for storing, in a data-compressed state, material data such as production image data and motion data used for production display, and audio data used for audio output. The production image data is an image used for variable display and production display as a production object showing the determination result of the pass / fail lottery, etc., and is, for example, a sprite image of a decorative pattern used for decorative pattern variation, a sprite image used for a preview production, and a material image such as a video used for various productions. The motion data is data in which the operation when an effect operation is added to an image used for various productions at a predetermined timing is defined. The audio data is data of audio such as music, background sound, sound effects, and character lines output during production.

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

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

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

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

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

[0147] The data ROM 324 stores "detailed display pattern data" which defines the display control process performed by the display control circuit 326. The display pattern data sent from the sub-CPU 310 can be described as "outline display pattern data" which defines an overview of the performance display process. For example, the outline display pattern data defines the general flow of a series of performance display processes, such as the start and stop timings of the variation of decorative patterns, the playback order of multiple moving images, and the start and stop timings of playback. On the other hand, the detailed display pattern data defines fine-grained display control processes, such as the display order of sprite images to realize the variation of decorative patterns, and the frame-by-frame display processing order for displaying moving images based on motion data.

[0148] When the performance control device 313 performs display control based on the "outline display pattern data" sent from the sub-CPU 310, it reads the "detailed display pattern data" necessary for that processing from the data ROM 324 and executes the display processing using both display pattern data. Therefore, it can be said that the performance control device 313 executes display control processing based on display pattern data that includes "outline display pattern data" and "detailed display pattern data". In this specification, unless explicitly mentioned, the "outline display pattern data" stored in the sub-ROM 312 and the "detailed display pattern data" stored in the data ROM 324 are not distinguished and are simply referred to as "display pattern data". For example, when the performance control means performs a specific process based on display pattern data held in the data storage means, this display pattern data includes "outline display pattern data" and "detailed display pattern data". In the modified example, the display pattern data is not divided into "outline display pattern data" and "detailed display pattern data", and display pattern data that serves both purposes may be held in the sub-ROM 312 or the data ROM 324.

[0149] In the first prerequisite technology, the hardware configuration of the performance control device 313 is shown to include a control CPU 320, a control RAM 322, a data ROM 324, and a display control circuit 326. In the modified example, the control CPU 320, control RAM 322, data ROM 324, and display control circuit 326 may be integrated rather than being configured as separate electronic components. Also, the processing that is said to be performed by the display control circuit 326 may be performed by the control CPU 320, control RAM 322, or data ROM 324. For example, the control CPU 320 included in the performance control device 313 may perform the processing that is said to be performed by the decoder 332, drawing circuit 336, and display circuit 340 included in the display control circuit 326. Furthermore, the control RAM 322 included in the performance control device 313 may also function as a drawing memory 334 or a frame buffer 338. In addition, the hardware configuration may not include a display control circuit 326 in the performance control device 313. In this case, the processing that would be performed by the display control circuit 326 may be performed by the control CPU 320, control RAM 322, or data ROM 324.

[0150] Furthermore, in the first premise technology, the hardware configuration of the sub-board 300 is shown to include a sub-CPU 310, sub-RAM 311, and sub-ROM 312, as well as a performance control device 313. In the modified example, the sub-CPU 310, sub-RAM 311, ROM 312, and performance control device 313 may be integrated rather than being configured as separate electronic components. Also, the processing that is said to be performed by the performance control device 313 may be performed by the sub-CPU 310, sub-RAM 311, or sub-ROM 312. For example, the sub-CPU 310 may perform the processing of the control CPU 320, the sub-RAM 311 may also perform the function of the control RAM 322, or the sub-ROM 312 may also perform the function of the data ROM 324. In addition, the hardware configuration of the sub-board 300 may not include the performance control device 313, in which case the processing that is said to be performed by the performance control device 313 may be performed by the sub-CPU 310, sub-RAM 311, or sub-ROM 312.

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

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

[0153] Next, depending on the operation status of the RAM clear switch, the value of the power outage information flag, and the state of the data stored in the main RAM 291, the system executes either a power outage recovery process or a main RAM 291 initialization process. Specifically, if the RAM clear switch is not turned ON, and both the value of the power outage information flag and the data stored in the main RAM 291 are normal, the power outage recovery process is executed. In all other cases, that is, if the RAM clear switch is turned ON, or if either the power outage information flag or the data stored in the main RAM 291 is not normal even if the RAM clear switch is not turned ON, the main RAM 291 initialization process is executed.

[0154] The main CPU 290 checks the status of the RAM clear switch. If the RAM clear switch is ON (Y in S106), it initializes the main RAM 291 (S116). If the RAM clear switch is not ON (N in S106), the main CPU 290 checks the value of the power failure information flag (S108). If the value of the power failure information flag does not match the normal power failure data (N in S108), it initializes the main RAM 291 (S116). If the value of the power failure information flag matches the normal power failure data (Y in S108), it checks the data stored in the main RAM 291 (S110). As described later, if the process completed normally during the previous power failure, the checksum of the data stored in the main RAM 291 is stored in the main RAM 291, so the main CPU 290 checks the data in the main RAM 291 using the checksum. If the data stored in main RAM 291 is not normal (N in S112), the data in main RAM 291 is initialized (S116). If the data stored in main RAM is normal (Y in S112), the process to restore to the state before the power was cut off is executed (S114).

[0155] In the power-off recovery process (S114), power-on normal data indicating that the power was turned on successfully is stored in the power-off information flag, and initial settings for various errors and initial settings for communication with the payout control board 155 are performed. Next, any unsent command requests from before the power-off are cleared, and commands for various information indicating the game state are requested. Next, performance commands corresponding to the number of balls held for operation of the first special symbol and the second special symbol are requested. Next, the open / closed state of the second start port 12 and the large prize port 20 is restored to the state before the power-off. Next, processing is performed to notify the operating status of the probability variation function of the special symbols.

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

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

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

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

[0160] Figure 18 is a flowchart detailing the main processing of S120 in Figure 15. The main CPU 290 temporarily disables timer interrupts (S200), starts the watchdog timer (S202), and monitors for power failure (S204). When a decrease in the power supply voltage supplied from the power supply board 158 is detected in a power supply voltage monitoring circuit (not shown), an unconditional interrupt request signal is input from the power supply voltage monitoring circuit to the main CPU 290, and in the power failure storage processing that is executed, power failure confirmation data is stored in the power failure confirmation flag. Therefore, the main CPU 290 monitors the value of the power failure confirmation flag (S204), and if the value of the power failure confirmation flag matches the power failure confirmation data (Y in S206), it proceeds to S212 to execute processing for power failure. If the value of the power outage confirmation flag does not match the power outage confirmation data (N in S206), the initial random number update process is executed to update the initial random number for normal symbol wins, the initial random number for special symbol wins, and the software initial random number for special symbol wins (S208), timer interrupts are enabled (S210), and the process returns to S200. Thereafter, steps S200 to S210 are repeated. If a timer interrupt occurs while timer interrupts are disabled (S202 to S208), the interrupt processing described later is executed after timer interrupts are enabled in S210.

[0161] If a power failure is detected in S206 (Y in S206), the main CPU 290 restarts the watchdog timer (S212) and checks the contents of the power failure information flag (S214). If the contents of the power failure information flag do not match the normal power-on data (N in S214), it is determined that the power-on data was not saved correctly, and the abnormal power failure data is stored in the power failure information flag (S216), before proceeding to S222. If the contents of the power failure information flag match the normal power-on data (Y in S214), it is determined that the power-on data was saved correctly, and the normal power failure data is stored in the power failure information flag (S218). Next, in order to check the data in the backed-up main RAM 291 at the next power-on, a checksum of the data stored in main RAM 291 is calculated and stored in main RAM 291 (S220). Subsequently, access to main RAM 291 is prohibited (S222), and the loop continues until the power goes out. The above-mentioned power outage processing is performed by the main power outage processing execution means 282, which is implemented by the main CPU 290.

[0162] Figure 19 is a flowchart detailing the interrupt handling process. When a timer interrupt occurs during the main process (S120), the main CPU 290 executes the interrupt handling process. First, the interrupt operation conditions are set (S300), and the watchdog timer is restarted (S302). Next, in order to manage the gaming machine, input processing (S304), various random number update processing (S306), initial value update type random number update processing (S308), initial value random number update processing (S310), timer subtraction processing (S312), second start gate validity period setting processing (S314), prize entry monitoring processing (S316), prize ball control processing (S318), normal symbol activation gate monitoring processing (S320), normal symbol control processing (S322), normal symbol variation start monitoring processing (S324), start gate monitoring control processing (S326), special symbol control processing (S328), special electric mechanism control processing (S330) The following are executed in order: setting the valid period for the big prize slot (S332), monitoring and controlling the start of special symbol variation (S334), detecting abnormalities (S336), detecting abnormalities in the ball entry time (S338), displaying the game state (S340), checking the handle state signal (S342), outputting the LED (S344), outputting the launch control signal (S346), outputting the test signal (S348), outputting the solenoid (S350), sending the performance control command (S352), and outputting external information (S354). The next timer interrupt is then permitted (S356), and the system returns.

[0163] In input processing (S304), data from input ports for switches, open / short circuit power supply abnormality detection signals, door / frame open signals, magnetic detection signals, radio wave detection signals, and touch status signals attached to the game board is monitored, and data indicating the input status is created and stored in the main RAM 291. This data indicating the input status consists of level data (data from the input port at the time of the current interrupt) and rising or falling edge data (data indicating the switch that was switched by comparing the input port data at the time of the current interrupt with the input port data at the previous interrupt using exclusive OR).

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

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

[0166] In the initial random number update process (S310), the initial random numbers for normal symbol wins, special symbol wins, and special symbol wins are updated. The initial random numbers are read from the initial random number update table in main RAM 291, and their values ​​are incremented. If the incremented value exceeds the upper limit, the initial random number value is set to 0. The same process is performed in the initial random number update process (S208) in the main process (S120).

[0167] In the timer decrementing process (S312), the 2-byte timer is updated. The values ​​of the various control timers are read from the main RAM 291 according to the table, and if the timer value is not 0, the value is sequentially decremented and stored. If the timer value is 0, the timer update is not performed.

[0168] In the second start port validity period setting process (S314), the validity period of the second start port 12 is set. The second start port 12 is set with a validity period during which the payout of prize balls and the lottery related to the second special symbol are executed when a game ball enters it, and an invalid period during which the payout of prize balls and the lottery related to the second special symbol are not executed even if a game ball enters it. As described later, in the start port monitoring control process (S326), the monitoring process for entry into the second start port is not executed during the invalid period of the second start port 12, so even if a game ball enters the second start port 12, the payout of prize balls and the lottery related to the second special symbol are not executed. The same applies when validity periods and invalidity periods are set for the first start port 11, the big prize port 20, the first operation port 31, the second operation port 32, the general prize port 33, etc. If the state of the normal symbol is "normal electric mechanism in operation", data indicating that the second start port 12 is in its validity period is stored in the second start port validity period flag. If the normal symbol state is not "Normal electric mechanism in operation", and the value of the second start port effective extension timer is not 0, data indicating that the second start port 12 is in an effective period is stored in the second start port effective period flag. If the value of the second start port effective extension timer is 0, data indicating that the second start port is in an invalid period is stored in the second start port effective period flag.

[0169] In the prize winning monitoring process (S316), the system checks whether the game ball has passed through the switch. If the game ball has passed through the switch, and the switch is not in an invalid period or is currently in an valid period, and there is a prize ball payout, the prize winning counter is updated. The system also requests the creation of a security output request and the transmission of a command to be output to the external information output terminal 160.

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

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

[0172] In the normal symbol control process (S322), the state of the normal symbols is monitored, and if it is determined that normal symbol control is in progress, processing related to the normal symbol display unit 45 or the normal electric mechanism 90 is executed. If the state of the normal symbols is "normal symbol changing", the normal symbol changing process is executed; if it is "normal symbol stopped displaying", the normal symbol stopped displaying process is executed; if it is "normal electric mechanism operating", the normal electric mechanism operating process is executed; and if it is "normal electric mechanism operation completion demo in progress", the normal electric mechanism operation completion demo process is executed. In the normal symbol changing process, after the normal symbols have changed, the change time is monitored, and if it is determined that the change time for the normal symbols has ended, the normal symbol change stop setting is executed, and the state of the normal symbols is set to "normal symbol stopped displaying". In the normal symbol stopped displaying process, the display time of the normal symbol's stopped symbol is monitored, and if it is determined that the display time of the normal symbol's stopped symbol has ended, the normal symbol operation termination setting corresponding to the hit determination result is executed. If it is a win, the state of the normal symbols is set to "Normal Electric Mechanism in Operation", the operation state of the normal electric mechanism opening extension function at the start of normal electric mechanism operation is saved, and the operation setting of the normal electric mechanism solenoid 91 corresponding to the operation state of the normal electric mechanism opening extension function at the start of normal electric mechanism operation is executed. If it is a loss, the state of the normal symbols is set to "Normal Symbol Fluctuation Standby". During the normal electric mechanism operation process, the entry of game balls into the prize slots related to the normal electric mechanism 90 is monitored, and if it is determined that the number of entries into the prize slots related to the normal electric mechanism 90 has reached the maximum number of entries, the operation termination setting of the normal electric mechanism 90 and the setting of the effective extension time of the second start slot are executed. If it is determined that the number of winning entries in the prize slot for the standard electric prize mechanism 90 has not reached the maximum number of winning entries, the system will monitor the opening / closing time of the entrance to the prize slot for the standard electric prize mechanism 90 and set the opening / closing of the entrance to the prize slot for the standard electric prize mechanism 90. If it is determined that the opening of the entrance to the standard electric prize mechanism 90 in a series of events has ended, the system will set the operation termination of the standard electric prize mechanism 90 and the effective extension time of the second start slot. However, if it is determined that the opening / closing time of the entrance to the prize slot for the standard electric prize mechanism 90 has not ended, the system will not set the opening / closing of the entrance to the prize slot for the standard electric prize mechanism 90.During the normal electric mechanism operation termination demonstration process, the operation termination demonstration time of the normal electric mechanism 90 is monitored, and if it is determined that the operation termination demonstration time of the normal electric mechanism 90 has ended, the status of the normal symbols is set to "normal symbol variation standby".

[0173] In the normal symbol variation start monitoring process (S324), the state of the normal symbols is monitored, and if it is in the "waiting for normal symbol variation" state and the value of the normal symbol activation reserve balls is not 0, it is decided to start the normal symbol variation. If it is decided to start the normal symbol variation, the normal symbol activation reserve balls are decremented, and the hit determination, stop symbol determination, normal symbol variation pattern number setting, and normal symbol variation time setting are performed. After that, the state of the normal symbols is set to "normal symbol variation in progress," and the area of ​​main RAM 291 used for normal symbol state setting, hit determination, and variation pattern determination is cleared.

[0174] In the start gate monitoring and control process (S326), the machine monitors for game balls entering the first start gate 11 and the second start gate 12. If a game ball is confirmed to have entered the first special symbol when the number of reserved balls for activation of the first special symbol is less than 4, a built-in random number is acquired, and the value obtained by adding the value of the special symbol winning software random number to the acquired built-in random number is stored in the buffer as the special symbol winning random number used for determining a jackpot. In addition, a symbol random number and a variation pattern random number are acquired and stored as random numbers related to the special symbols. If the reserved balls for the second special symbol are consumed with priority over the reserved balls for the first special symbol, only the update of the reserved balls related to that entry is performed. However, if the order in which the reserved balls for the special symbols are consumed is the order in which they enter, in addition to updating the reserved balls related to that entry, the total number of reserved balls is updated and the order in which they enter is stored. Subsequently, in order to request a notification effect command corresponding to the random number stored when a ball enters the start gate, the machine checks the state of the game machine, and if it is determined that it is time to send a command, the jackpot notification effect request, the jackpot symbol notification effect request, and the pattern notification effect request are executed in order. Here, the system determines that it is a command transmission period if any of the following conditions are met: (1) when waiting for a win and the probability variation function for the regular symbols is not activated, a random number related to the first special symbol is stored; (2) when waiting for a win and the probability variation function for the regular symbols is not activated, a random number related to the second special symbol is stored; or (3) when a random number related to the second special symbol is stored during a big win or a small win. Subsequently, a performance command corresponding to the number of balls held for the special symbol's operation is requested. This notifies the sub-board 300 that the number of balls held for the special symbol's operation has been updated. As described above, in the pre-read function, four pieces of information—pre-determination information (pre-win / loss determination information, pre-symbol determination information, pre-pattern determination information), and the number of balls held—are sent to the sub-board 300 as a set. In the above example, the main CPU 290 controlled the transmission of commands for pre-determination processing, but in another example, a transmission may be made uniformly when there is a ball entering the start slot, and the sub-CPU 310 may make various situational judgments, such as whether or not it is a pre-read period. Next, the value of the second start gate validity period flag is checked. If the value of the second start gate validity period flag indicates that the second start gate 12 is in its validity period, the monitoring process for winning at the second start gate is executed, similar to the case of winning at the first start gate.If the value of the second start port validity period flag is data indicating that the second start port 12 is in an invalid period, the monitoring process for winning at the second start port will not be executed. If a game ball is confirmed to have entered the port when the number of held balls was 0, the number of held balls will be changed from 0 to 1, and then the control process related to the start of variation, which will be described later, will be executed.

[0175] In the special symbol control process (S328), the system checks for the waiting state for a win. If the special electric mechanism is in operation, i.e., during a big win or a small win, the special symbol control process is terminated. If the special electric mechanism is not in operation, the system checks the state of the special symbols. If it is in the "waiting for special symbol variation" state, the general special symbol control process is terminated. If it is in the "variation started" state, the special symbol variation start process is executed. If it is in the "special symbol variation in progress" state, the special symbol variation in progress process is executed. If it is in the "special symbol stopped symbol display" state, the special symbol stopped symbol display in progress process is executed. In the special symbol variation start process, the system obtains the selection number of the special symbol variation pattern based on the variation pattern random number, determines the variation time corresponding to the special symbol variation pattern number, requests commands for variation additional symbol information, variation pattern, and character information to start displaying the effects on the sub-board 300, sets the state of the special symbols to "special symbol variation in progress," and clears the variation pattern determination area used to determine the special symbol variation pattern to 0. During the special symbol variation process, after the special symbol variation has occurred, the variation time is monitored, and if it is determined that the variation time for the special symbol has ended, the special symbol variation stop setting is performed, and the status of the special symbol is set to "Special symbol stopped, displaying symbol". During the special symbol stopped, displaying symbol time is monitored, and if it is determined that the display time for the special symbol stopped, the special symbol operation termination setting corresponding to the hit determination result is executed. In the event of a jackpot, the special symbols are turned off to terminate their operation. The special symbols are set to "waiting for special symbol variation," the number of times the special electric mechanism will operate consecutively is set, the special symbol probability variation function, the special symbol variation time reduction function, the normal symbol probability variation function, the normal symbol variation time reduction function, and the normal electric mechanism opening extension function are deactivated, the game machine is set to "preparing to open the jackpot," the jackpot start demo display time is set, a jackpot start demo command request is made, and a launch position specification command request (a command request to execute a performance that suggests a recommended launch position, such as "shoot to the right") is made.If the result of the win determination is a minor win, the operation of the special symbol variation time reduction function and the normal symbol probability variation function is terminated, the variation pattern selection state is updated, a command request for the game state is made, the operation of the special symbol is terminated by setting the status of the special symbol to "Special symbol variation standby", the status of the game machine is set to "minor win start demo", the display time of the win start demo is set, a command request for the win start demo effect is made, and a command request for the launch position specification effect is made. If the result of the win determination is a miss, the operation of the special symbol variation time reduction function and the normal symbol probability variation function is terminated, the variation pattern selection state is updated, a command request for the game state is made, the operation of the special symbol is terminated by setting the status of the special symbol to "Special symbol variation standby", and a command request for the launch position specification effect is made.

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

[0177] In the process of setting the validity period of the grand prize slot (S332), in order to save the result of the validity period determination of the grand prize slot 20, if the value of the grand prize slot validity time is 0, the grand prize slot invalidation period data is stored in the grand prize slot validity period flag, and if it is not 0, the grand prize slot validity period data is stored in the grand prize slot validity period flag.

[0178] In the special symbol variation start monitoring and control process (S334), the operating status of the special symbol is monitored, and it is determined whether or not the special symbol is in a state where it can start varying. If the order in which the reserved balls for the special symbol are consumed is priority consumption for the second special symbol, it is determined that the special symbol is in a state where it can start varying if all of the following conditions are met: (1) it is not during a big win or a small win, (2) the first special symbol is in a variation standby state, (3) the second special symbol is in a variation standby state, and (4) the number of reserved balls for the special symbol is not 0. If the order in which the reserved balls for the special symbol are consumed is in the order of winning, in addition to (1) to (3) above, it is determined that the special symbol is in a state where it can start varying if all of the following conditions are met: (5) the total number of reserved balls for the special symbols is not 0, and (6) the determination matches the consumption order, i.e., the order of winning.

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

[0180] Next, the special symbol win determination is performed. In the win determination, a special symbol win random number is used to determine whether it is a big win, a small win, or a miss, and the determination result is stored in the special symbol determination flag. Next, the symbol is determined. In determining the symbol, if the win determination was a big win, the big win symbol is determined based on the special symbol win symbol random number; if it was a small win, the small win symbol is determined; and if it was a miss, the miss symbol is determined.

[0181] If the result of the win determination is a jackpot, the operation details of the special symbol's probability variation function are determined based on the value of the group determination number indicating the type of winning symbol determined in the symbol determination process. The game state after the jackpot is then set, including the operation details of the special symbol's variation time reduction function and the setting of the normal symbol's easy winning state. Next, settings during the jackpot are executed, such as the number of times the special electric mechanism operates consecutively and the details of the opening time of the big winning slot. Then, based on the result of the win determination and the operation state of the normal symbol's probability variation function, the content of the variation pattern selection state is set by selecting a variation pattern table to be referenced after the jackpot ends. Next, the start demo time and end demo time are set by referring to the table selected based on the game state and the value of the group determination number indicating the type of winning symbol. Finally, the area of ​​the main RAM 291 used for win determination and symbol determination is cleared, and the state of the special symbol is set to "Variation Start".

[0182] If the result of the win determination is a minor win, the contents of the variation pattern selection state are set by selecting the variation pattern table to be referenced after the minor win ends, the start demo time and end demo time are set, the area of ​​main RAM 291 used for win determination and symbol determination is cleared, and the state of the special symbol is set to "Variation Start". If the result of the win determination is a miss, the area of ​​main RAM 291 used for win determination and symbol determination is cleared, and the state of the special symbol is set to "Variation Start".

[0183] In the anomaly detection process (S336), the main CPU 290, which functions as the main error detection means 284, inspects the magnetic detection signal, the open / closed power supply anomaly detection signal, the radio wave detection signal, and the door / frame open signal. If there is a change in the error state, it stores the error state and requests the sub-board 300 to display the error state animation of the gaming machine. At this time, the emission mode of light-emitting means such as LEDs mounted on the control board may be controlled according to the error state. If there is no change in the error state, the storage of the error state and the request to display the error state animation are not performed.

[0184] In the ball entry time anomaly detection process (S338), the main CPU 290, which functions as the main error detection means 284, monitors the continuous ON time of each switch level to detect an anomaly in the ball entry time. If it determines that the continuous ON time (for example, the value of a counter that is incremented with each interrupt when a switch is ON) is an abnormal value, it sequentially executes the following: setting the ball entry time anomaly, requesting the transmission of a command, and creating a security output request to be output to the external information output terminal 160. At this time, the light emission mode of light-emitting means such as LEDs mounted on the control board may be controlled according to the ball entry time anomaly. If it is determined that the continuous ON time is not abnormal, the creation of the security output request is not executed.

[0185] In the game status display processing (S340), the display data is created to request the display of the number of times the special electric mechanism operates consecutively, the error status, the number of reserved balls for the operation of the regular symbols, and the number of reserved balls for the operation of the special symbols.

[0186] In the handle status signal inspection process (S342), the handle status is inspected to monitor the touch status of the handle. If the inspection results in a change in the handle status, the handle status monitoring timer is decremented, the handle status is updated, the handle status monitoring timer is set, and a command transmission request for handle status display is executed. If the inspection results in no change in the handle status, the handle status monitoring timer is set. If the result of decrementing the value of the handle status monitoring timer is not 0, it is determined that the timer is being decremented, and no further processing is executed.

[0187] In LED output processing (S344), the following steps are performed in order to display special symbols, regular symbols, the number of reserved balls for special symbol activation, the number of reserved balls for regular symbol activation, the game status, the number of times the special electric mechanism operates consecutively, the operating status of the special electric mechanism when the mechanism continuous activation device is not operating, the distribution of shots, the error display, and the payout ratio: the display is initialized, the display data is acquired, and the output is output.

[0188] In the launch control signal output processing (S346), in order to output a signal to prohibit / allow the launch of the game ball, the system sets the launch prohibit / allow status corresponding to the communication status with the payout control board 155 and the open / short power supply abnormality, and after acquiring the launch prohibit / allow data, it outputs the launch prohibit / allow signal.

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

[0190] In the solenoid output processing (S350), in order to output the output data for the regular electric prize solenoid 91 and the large prize solenoid 92, the system acquires the output data for the regular electric prize solenoid 91, acquires the output data for the large prize solenoid 92, and outputs the output data. The operation flag and operation timer for each solenoid are acquired, and output data corresponding to the acquired solenoid operation flag and solenoid operation timer is acquired. Subsequently, the solenoid operation timer is updated, and the output data is output to the solenoid output port.

[0191] In the performance control command transmission process (S352), the system checks whether there is a request to send a command to the sub-board 300. If it is determined that there is a request, the system obtains the requested command data, clears the used command buffer with 0, and then sequentially executes the following: obtaining MODE data corresponding to the obtained command data, outputting the MODE data, holding the MODE data, obtaining EVENT data corresponding to the obtained command data, and outputting the EVENT data.

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

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

[0194] The random number for normal symbol wins is updated in the interrupt processing initial value update type random number update process (S308) and stored in a predetermined location in the main RAM 291. In the interrupt processing normal symbol operation gate monitoring process (S320), when it is determined that a game ball has passed through the first operation opening 31 or the second operation opening 32, and the number of reserved normal symbol variations is less than the upper limit of 4, the normal symbol win random number is retrieved from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291. In the normal symbol variation start monitoring process (S324), when it is determined that the variation of normal symbols should start, the normal symbol random number is used for determining the win and the stopping symbol.

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

[0196] The special symbol winning random number is generated in the interrupt processing start gate monitoring control process (S326) when the number of reserved balls for the first or second special symbol is less than 4 and a game ball has been confirmed to have entered the game. The value of the built-in random number and the special symbol winning software random number are obtained and added together, and the random number is stored in a predetermined location in the main RAM 291. The special symbol winning random number is used in the interrupt processing special symbol variation start monitoring control process (S334) to perform big win and small win determination.

[0197] The special symbol winning software random number is updated in the interrupt processing initial value update type random number update process (S308) and stored in a predetermined location in the main RAM 291. The special symbol winning software random number is retrieved from the predetermined location in the main RAM 291 in the start gate monitoring control process (S326) when the number of reserved balls for the operation of the first special symbol or the second special symbol is less than 4 and a game ball has been confirmed to have entered the machine, and is used to generate the special symbol winning random number as described above.

[0198] The special symbol winning symbol random number takes a value of, for example, 0 to 999 (0 to 255 in the example in Figure 7), is updated in the interrupt processing initial value update type random number update processing (S308), and is stored in a predetermined location in the main RAM 291. The special symbol winning symbol random number is obtained from a predetermined location in the main RAM 291 in the start gate monitoring control processing (S326) when the number of reserved balls for the operation of the first special symbol or the second special symbol is less than 4 and a game ball has been confirmed to have entered the game, and is stored in another area of ​​the main RAM 291. The special symbol winning symbol random number is used in the interrupt processing special symbol variation start monitoring control processing (S334) to determine the jackpot symbol when the hit judgment is a jackpot.

[0199] The variable pattern random number takes a value of, for example, 0 to 49999 (0 to 255 in the example in Figure 8), is updated in the various random number update processes of the interrupt processing (S306), and is stored in a predetermined location in the main RAM 291. The variable pattern random number is obtained from a predetermined location in the main RAM 291 and stored in another area of ​​the main RAM 291 when the entry of a game ball is confirmed in the start gate monitoring control process (S326) when the number of balls held for activation of the first special symbol or the second special symbol is less than 4. The variable pattern random number is used in the special symbol control process of the interrupt processing (S328) to determine the special symbol variation pattern.

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

[0201] Since interrupt processing is executed at regular intervals by timer interrupts, the various random number update processes (S306) and initial value update type random number update processes (S308) included in the interrupt processing are also executed at regular intervals. That is, the random numbers for normal symbol wins, normal symbol variation pattern random numbers, special symbol wins, special symbol win software random numbers, special symbol win symbol random numbers, and variation pattern random numbers are updated at regular intervals. In contrast, the main process (S120) is repeated for the period from when the interrupt processing ends until the next timer interrupt occurs, that is, for a period of time equal to the time measured by the timer minus the time required for the interrupt processing. Since the time required for interrupt processing varies depending on the game state, the initial value random number update process (S208) in the main process (S120) is not executed at regular intervals, unlike the various random number update processes (S306) and initial value update type random number update process (S308). This makes it possible to randomize the initial random number obtained when setting the initial value in the initial value update type random number update process (S308) each time.

[0202] Figure 20 is a flowchart showing the control start process for the sub-board 300 in a pachinko game machine. This control start process is executed by the sub-initial processing execution means 360, but from here on, it will be described as being executed by the sub-CPU 310, which functions as the sub-initial processing execution means 360. When control of the sub-board 300 is started, the sub-CPU 310 sets the stack pointer (S500), disables all interrupts until various initial settings are completed (S502), and performs hardware initial settings such as register settings and port initialization of the sub-CPU 310 (S504). The control program is read from the sub-ROM 312 and placed in the sub-RAM 311, and the sub-RAM 311 is initialized by setting initial values ​​for variables in the control program that have initial values, and setting zero-clear data for variables that do not have initial values ​​(S506). The interrupt processing in the sub-board 300 includes power-up processing and reset processing when various abnormalities occur when the watchdog function is enabled, which are executed as the highest priority interrupt processing. Next, as an interrupt process with a high execution priority level of 7, there is command processing received from the main board 200, followed by an interrupt process with the next highest priority level of 3, which is the reset process when a CPU malfunction is detected by the watchdog timer. Next in priority level is an interrupt process with priority level 2, which is related to commands sent and received between the control CPU 320, and finally, as the interrupt process with the lowest priority level of 1, there is communication processing with the real-time clock and various device control processing such as lamps, solenoids, and motors. If interrupts related to the above various processes occur simultaneously, they will be executed in order of priority, starting with the one with the highest priority set for each interrupt type. Note that the processes shown in this figure include the highest priority interrupts, namely power-up processing and reset processing when various abnormalities occur, and the CPU malfunction detection reset processing, namely the priority level 3 interrupt.

[0203] Interrupts other than commands received from the main board 200 (priority level 7) are disabled (S510), and various error information used by the model is set from all error information for all models that has been stored in advance (S512). All lamps such as decorative lamps 111 are turned off (S514), the watchdog timer starts operating (S516), and the main process is executed (S518). Normally, the main process in S518 does not return to this flow, but if it does, it transitions to sleep (low power consumption mode) (S520).

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

[0205] If it is a setting using a watchdog timer, clear the watchdog timer (S536), update the decoration pattern counter so that the combination of the detached decoration patterns becomes a random combination (S540), and monitor the input port of the sub-CPU 310 (S542). Note that since S540 is a process in the method of determining the detached pattern of the decoration pattern using a counter, in the case of the method of determining the detached pattern of the decoration pattern using a lottery sheet incorporating all the pattern combinations that become the detached patterns, the process of S540 is not executed. The process of determining the detached pattern of the decoration pattern using the lottery sheet is executed when receiving a command indicating the stop pattern of the special pattern from the main board 200 as described later in S552. The sub-CPU 310 functioning as the sub-error detection means 364 monitors the error state, notifies the error when detecting various errors (S544), executes a process according to the input state of the effect button 109 (S546), and executes a preview lottery (S548). Note that the preview lottery in S548 is to transmit the command of the preview effect that appears immediately after the start of the pattern variation to the effect control device 313 as early as possible. Therefore, the lottery process is not processed in one loop but divided into multiple loops, and the preview effect that appears immediately after the start of the pattern variation is lottery in the previous loop. If there is an operation request for devices such as the real-time clock, lamp, motor, solenoid, etc., execute the operation (S550), analyze the command stored in the command buffer (S552). Immediately after the command analysis, return to the process of S536 (Y in S554). When it is not immediately after the command analysis (N in S554), update the lottery soft random number as a low-priority process that can be performed during idle time, and return to the process of S536. Note that in S552, when the command to be analyzed indicates the variation pattern of the special pattern, the variation effect pattern of the decoration pattern is determined in this process of S552. When the command to be analyzed indicates the stop pattern of the special pattern, if it is the method of determining the stop pattern of the decoration pattern using the lottery sheet, the stop pattern of the decoration pattern is determined in this process of S552.

[0206] Figure 22 is a flowchart showing the interrupt processing when a command is received from the main board 200. The main command received from the main board 200 is an interrupt instruction with priority level 7, which is the next highest priority after reset interrupts and error interrupts. The data received from the main board 200 is read to the input port, and when the same data is read twice in a row, that data is confirmed as a new command (Y in S600). If the confirmed command is the first command (MODE data) (Y in S602), the first command is saved to the temporary memory area (S604). A hardware random number is obtained for subsequent processing (S606), and the original routine is returned. By obtaining a hardware random number each time there is a main command interrupt from the main board 200 in this way, periodicity is avoided in the timing of random number acquisition, and the randomness of the value is increased. If the data read in S600 does not match twice in a row (up to 5 times can be read), S602 is skipped and the original routine is returned (N in S600).

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

[0208] Figure 23 is a flowchart showing the interrupt processing when a timer interrupt for controlling the visual effects occurs. This timer interrupt is a priority level 2 interrupt for sending a command related to the visual effects from the sub-CPU 310 to the control CPU 320, and occurs every 500 μs. In this interrupt, the buffer is checked (S620), and if there is command data to send in the buffer (Y in S622), the command data is read (S624) and sent to the control CPU 320 (S626). The command data to the control CPU 320 is attempted up to three times at predetermined time intervals until the sub-CPU 310 receives a command from the control CPU 320 indicating that it has been successfully received. After sending, the buffer read address setting is updated (S628), and the original routine is returned. If there is no data to send in the buffer (N in S622), steps S624 onwards are skipped and the original routine is returned.

[0209] Figure 24 is a flowchart of the interrupt handling when the sub-CPU 310 receives a command from the control CPU 320. This interrupt is also a priority level 2 interrupt. The commands that the sub-CPU 310 receives from the control CPU 320 are mainly commands indicating that the command sent from the sub-CPU 310 to the control CPU 320 has been successfully received. When a command is received from the control CPU 320, the received command data is read (S630), the command is analyzed (S632), saved to the command buffer (S634), and the original routine is returned.

[0210] Figure 25 is a flowchart showing the interrupt processing when a timer interrupt occurs for the control of various devices. This timer interrupt is for the control of lamps such as decorative lamps 111, the control of solenoids and motors that drive movable parts 66, and the management control of various timers, and occurs with a 1ms cycle. Since it is an interrupt with the lowest priority, priority level 1, interrupts of priority level 2 or higher are permitted (S640), and the input and output of ports that input and output signals indicating input from the performance button 109, signals indicating error detection, signals indicating power outage, and drive signals to controlled devices such as motors and solenoids are processed (S642). At this time, if a signal indicating power outage is input, the process immediately moves to backup processing. The system updates data related to device control, such as counting based on the control patterns of devices like motors and solenoids, and on / off control of buffers for writing data to ports in S642 (S644), updates timers for timing the effects (S646), updates timers for managing the input validity period of the effect button 109 (S648), and updates task control counters for controlling the switching of the decorative lamps 111 and monitoring runaway behavior of the control CPU 320 to create a 16ms cycle (S650).

[0211] The minimum unit for controlling the switching of the decorative lamps 111 is 16ms. Since one frame of the image display control is 16ms or 32ms, setting an integer multiple of these values ​​as the minimum unit for controlling the switching of the decorative lamps 111 makes it easier to synchronize the lamp control and the image display control. Also, when counting a relatively long period, such as a 30-second error notification, using a count with a 1-interrupt (1ms) cycle would result in an unnecessarily long count value, but using a 16ms cycle count value allows for a shorter count value.

[0212] The task control consists of 16 tasks, numbered 0 to 15. One of these tasks controls the switching of the decorative lamp 111, and two tasks control the runaway monitoring of the control CPU 320. The switching of the decorative lamp 111 is executed once every 16 interrupts, according to the count value of the task control counter, to achieve switching at a 16ms cycle. The runaway monitoring of the control CPU 320 is assigned to, for example, processes 0 and 8. When the count values ​​of the task control counter are 0 and 8, i.e., once every 8 interrupts, the system monitors the toggle signal from the control CPU 320 (S652), achieving monitoring at an 8ms cycle.

[0213] The control CPU 320 outputs a toggle signal that inverts between on and off every frame. If this toggle signal remains unchanged for 1600ms, the control CPU 320 is deemed to be malfunctioning, and the sub-CPU 310 sends a reset signal to the control CPU 320. Upon receiving the reset signal, the control CPU 320 performs a reset. Since the control CPU 320 receives the toggle signal at a cycle of 1 frame (16ms or 32ms), monitoring is performed at a shorter cycle of 8ms. Finally, a timer that manages relatively long error notification periods, such as the 30-second error notification mentioned above, is decremented (S654), and the error notification ends when the timer times out.

[0214] Figure 26 is a flowchart showing the process of displaying the special symbol variation. If the second win / fail lottery value is reserved (Y in S700), the second win / fail determination means 222 reads the second win / fail lottery value and determines whether the second special symbol 52 is a win or a miss (S702), the second win / fail determination means 222 determines the stopping symbol for the second special symbol 52 (S704), the second variation pattern determination means 232 determines the variation pattern for the second special symbol 52 (S706), and sends a variation start command to the sub-board 300 along with the determined result to start the variation of the second special symbol 52 (S716).

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

[0216] The system processes the display of the special symbol's variation (S718), repeats S718 until a predetermined variation time has elapsed and the timing for stopping the symbol display has been reached (N in S720), and when the predetermined variation time has elapsed and the timing for stopping the symbol display has been reached (Y in S720), a variation stop command is sent to the sub-board 300 to stop the displayed symbol variation at a predetermined stop symbol (S722), and the display of the special symbol's variation ends.

[0217] FIG. 27 is a flowchart showing the process of decorative symbol variation display. The effect determination means 303 of the sub-board 300 receives commands indicating the start of variation and the content of effect display from the main board 200 (S750), determines the stop mode of the decorative symbol according to the stop symbol, variation pattern, and pass / fail determination result of the received special symbol (S752), and determines a variation effect pattern corresponding to the variation pattern (S754). Here, when the precursor setting is on due to a pre-judgment (Y in S756), and the already determined variation effect pattern does not include a specific effect content that should avoid overlapping display with the pre-warning effect (N in S758), and it is not a symbol variation that is the trigger for turning on the precursor setting (N in S760), a setting to display a predetermined pre-warning effect is executed (S764). When it is a symbol variation that is the trigger for turning on the precursor setting (Y in S760), the precursor setting is turned off (S762). When the precursor setting is not on (N in S756) or when the specific effect content is included in the variation effect pattern (Y in S758), the processes from S760 to S764 are skipped.

[0218] Thereafter, the variation effect display of the decorative symbol is started (S766), the variation effect display process of the decorative symbol is carried out (S768), the display process of the pre-warning effect is executed (S770), and S768 and S770 are repeated until a variation stop command is received from the main board 200 (N in S772). When a variation stop command is received (Y in S772), the symbol variation display is stopped by stopping the display of the decorative symbol in the stop mode determined in S752 (S774), and the variation effect of the decorative symbol is terminated (S776).

[0219] Figure 28 is a flowchart showing the process of the special game. First, the performance display control means 305 starts the performance processing for the special game (S800), and the opening / closing control means 275 opens the big prize opening 20 (S802). If the predetermined opening time has not elapsed (N in S804) and the number of balls entering the big prize opening 20 has not reached 9 or more, the process returns to S804 (N in S806). If the predetermined opening time has elapsed (Y in S804), or if the opening time has not elapsed (N in S804) but the number of balls entering the big prize opening 20 has reached 9 or more (Y in S806), the opening / closing control means 275 closes the big prize opening 20 (S810).

[0220] If the unit game has not reached the final round (N in S810), 1 is added to the number of rounds and the process returns to S802 (S812). If the unit game has reached the final round (Y in S810), the performance display control means 305 terminates the performance processing of the special game (S814), the special game control means 260 terminates the special game (S816), and the execution of the specific game, namely the probability variation, time reduction, and easy ball entry state, begins (S818).

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

[0222] In the first premise technology, the payout for a jackpot in the second game is generally greater than the payout for a jackpot in the first game; that is, the expected value of prize balls won per jackpot is greater in the second game than in the first game. However, in another example, the first game may be designed to have a higher expected value of prize balls won than the second game, or the expected values ​​of prize balls won in the first and second games may be designed to be roughly equal. In the latter case, the average number of unit games included in the special game performed in the first game and the special game performed in the second game may be equal. For example, in the first game, a special game in which unit games are performed 7 times with 100% probability may be performed, and in the second game, a special game in which unit games are performed 4 times with 50% probability may be performed, and a special game in which unit games are performed 10 times with 50% probability may be performed. Furthermore, in either case, a specific area may be provided in the large prize winning slot, and if a game ball that enters the large prize winning slot enters or passes through the specific area, a special game such as a probability variation state may be implemented in the normal game after the special game ends. In this case, the special game implemented when a jackpot is won in the second game may be configured such that it is easier for the ball to enter the specific area and the probability of the normal game being implemented in a probability variation state after the special game ends is higher than the special game implemented when a jackpot is won in the first game. For example, a first win may be implemented in which a special game in which it is relatively difficult for the ball to enter the specific area is implemented, and a second win may be implemented in which a special game in which it is relatively easy for the ball to enter the specific area is implemented, and the probability of the second win is higher in the second game than in the first game. Alternatively, the probability of the second win in the first game may be less than 100%, but the probability of the second win in the second game may be 100%.

[0223] (Second prerequisite technology) The second prerequisite technology proposes suitable control and presentation for a pachinko game machine equipped with a screen transformation effect as a special effect. Hereafter, elements that are the same as or corresponding to the elements constituting the pachinko game machine 100 of the first prerequisite technology will be denoted by the same reference numerals. In addition, content already explained in the first prerequisite technology will be omitted as appropriate, and the content that differs from the pachinko game machine 100 of the first prerequisite technology will be explained mainly.

[0224] <Special performance> The second prerequisite technology explains screen transformation effects as a special effect. Screen transformation effects, as referred to here, are effects that apply transformations such as enlargement, reduction, movement, distortion, oscillation, color inversion, and color conversion to the frame images contained in the displayed video, along with the frame images placed around them. There are two types of frame image transformations: one in which the transformation is applied sequentially to a single frame image contained in the original video (also called "frame-in-frame still effect"), and another in which the transformation is applied sequentially to each of the multiple frame images contained in the original video (also called "frame-in-frame moving effect"). Frame-in-frame still effect is an effect that freezes the original video that was being displayed and applies a transformation to the frame image at the time it was frozen, so that a so-called screen capture image is fitted into the frame image as a still image and transformed. Frame-in-frame moving effect is an effect that applies a transformation to each frame image of the video that was being displayed, so that the original video is fitted into the frame image as a moving image and transformed. The original video frame images are temporarily stored in a frame buffer, and new frame images are sequentially generated and stored in the frame buffer by applying transformations such as scaling, moving, distorting, shaking, color inversion, and color conversion to those frame images, thereby displaying new moving images as a screen transformation effect. In this way, by dynamically generating the transformed image for each scene of a moving image, it is not necessary to prepare transformed frame images in advance for numerous scenes in multiple moving images, and it is possible to diversify the effects while suppressing an increase in data volume and processing load.

[0225] First, let's explain the screen before the screen transformation effect is executed. Figure 30 shows an example of the screen of the performance display device 60. Figure 30(a) shows the state when the variation is stopped. In the performance screen 500 of the performance display device 60, the normal decorative pattern 502 is displayed as a decorative pattern 61, which varies vertically, using most of the area approximately in the center, and the simplified decorative pattern 504 is displayed as a decorative pattern 61, which varies vertically, in the upper right corner. Thus, the decorative pattern 61 of the second premise technology is composed of the normal decorative pattern 502 and the simplified decorative pattern 504. The normal decorative pattern 502 is composed of the first normal decorative pattern 502a, which is the left pattern, the second normal decorative pattern 502b, which is the middle pattern, and the third normal decorative pattern 502c, which is the right pattern.

[0226] Two types of reserved images are displayed: a regular reserved image 506 and a simplified reserved image 507. At the bottom of the performance screen 500, a regular reserved image 506 is displayed, indicating the number of reserved lottery values, with a maximum of four. In the diagram, the first regular reserved image 506a, the second regular reserved image 506b, the third regular reserved image 506c, and the fourth regular reserved image 506d are displayed horizontally from left to right in the order of ball entry (i.e., the order in which the variation begins). The first regular reserved image 506a, the second regular reserved image 506b, the third regular reserved image 506c, and the fourth regular reserved image 506d are normally displayed as images resembling balls that light up in a predetermined color (for example, blue). Each reserved image displays an image resembling a ball that lights up in a color corresponding to the level of the expected jackpot if it is determined that the probability of winning is high based on the so-called pre-reading at the time of ball entry, i.e., the pre-determination information of the lottery value corresponding to each reserved. In the example shown in Figure 30(a), only the third normal hold image 506c is displayed as an image resembling a ball that lights up in a color different from blue (for example, red). This effect of lighting up in a color different from blue due to pre-reading is the pre-reading notification effect in the second premise technology. For example, the effect determination means 303 determines the color of the normal hold image 506 so that the probability of winning a jackpot is lowest when indicated by the normal color "blue," and increases in the order of "green," "red," and "rainbow." The number and color (or pattern) of these hold images indicate the number of hold images and the probability of winning a jackpot to the player. The symbol variation corresponding to the third normal hold image 506c, which is scheduled to start third, is the symbol variation that became the target of the pre-reading (the trigger for the execution of the pre-reading notification effect), and is hereinafter also called the "target variation."

[0227] In the lower right corner of the presentation screen 500, a simplified hold image 507 is displayed, which is a smaller and more simplified version of the regular hold image 506. The simplified hold image 507 is an image that shows the number of regular hold images 506 that are being displayed, and in Figure 30(a), the number "4" is displayed.

[0228] Figure 30(b) shows the state during symbol variation display. Figure 30(b) shows the state during variation display after the start of symbol variation, following the state in Figure 30(a). The four normal reserve images 506 from the first normal reserve image 506a to the fourth normal reserve image 506d in Figure 30(a) are moved to the left by one reserve image width from their respective positions. The first normal reserve image 506a in Figure 30(a) is moved to the left and displayed as the variation image 508. The variation image 508 is an image that shows the lottery value for which the symbols are currently changing. It has a larger diameter than the normal reserve image 506, and a background pattern is displayed around it, distinguishing it from the normal reserve image 506 and emphasizing that the symbols are changing. Note that the variation image 508 and the normal reserve image 506 are not separate image data, but common image data. Specifically, only the image data of the variation image 508 is present, and the normal reserve image 506 is displayed by reducing the image data of the variation image 508. The second normal hold image 506b, third normal hold image 506c, and fourth normal hold image 506d in Figure 30(a) are moved one position to the left to become the first normal hold image 506a, second normal hold image 506b, and third normal hold image 506c. The first normal decorative symbol 502a is displayed having already finished its fluctuation display and in a state of temporary stop, that is, essentially stopped but fluctuating slightly and not yet confirmed to be stopped. The second normal decorative symbol 502b is fluctuating at high speed rotation. The third normal decorative symbol 502c is in a state after high-speed rotation, fluctuating at a low speed as it approaches a stop. The simplified decorative symbol 504 is rotating at high speed, and when all of the first normal decorative symbols 502a, second normal decorative symbols 502b, and third normal decorative symbols 502c stop (confirmed stop), the simplified decorative symbol 504 also stops (confirmed stop). In addition, a definite stop, unlike a temporary stop, refers to a stopping state in which there is no fine oscillation and the machine does not move at all. However, if the regular decorative pattern 502 consists of numbers (or letters or symbols) and pictures depicting human or animal characters, and the simplified decorative pattern 504 consists only of numbers (or letters or symbols), then the numbers (or letters or symbols) in the simplified decorative pattern 504 will not be in a temporary stop state, but will only be in a definite stop state, and during a definite stop, there will be no fine oscillation and the machine will not move at all.On the other hand, the decorative pattern 502 can normally be temporarily stopped, and when temporarily stopped, both the numbers (or letters or symbols) and the pattern will vibrate slightly. When it is permanently stopped, neither the numbers (or letters or symbols) nor the pattern will vibrate slightly and will remain completely still. However, after a predetermined time has elapsed since permanent stopping (for example, 5 seconds), at least one of the numbers (or letters or symbols) or the pattern will vibrate slightly even when it is permanently stopped.

[0229] The simplified hold image 507 displayed in the lower right corner of the presentation screen 500 is an image that shows the number of normal hold images 506 that are being displayed, and in Figure 30(b), the number "3" is displayed. The movable mechanism 520 is a movable decorative lamp shaped like the logo of the game machine's title, and when it operates at a predetermined timing, it visually suggests that there is a high probability of winning a jackpot. As will be explained in more detail later, the second prerequisite technology is equipped with multiple movable mechanisms in addition to the movable mechanism 520.

[0230] Figure 31 schematically shows an example of frame image contraction in a screen transformation effect. Figure 31(a) shows a state in which the enemy character 512 appears at a predetermined timing in a predetermined symbol variation effect, such as a super reach effect, which is based on a story in which the player battles the enemy character 512. During the execution of such a predetermined symbol variation effect (super reach effect), it is preferable to hide the normal hold image 506 and the variation image 508 as shown in Figure 31, however, the variation image 508 may continue to be displayed even when the normal hold image 506 is hidden. For example, if the game develops into a super reach effect, the normal hold image 506 is hidden, but the variation image 508 may be configured to be displayed for at least a portion of the execution period of the super reach effect (for example, the first half or the period until the display of the result effect that announces whether or not it is a jackpot). Furthermore, during the execution of such a predetermined symbol variation effect (such as a super reach effect), the decorative symbols 502 are normally hidden as shown in Figure 31, but they may be displayed in a smaller size (or, if the decorative symbols 502 consist of numbers and symbols, only the numbers may be displayed). For example, if the game progresses to a super reach effect, the decorative symbols 502 may be configured to be displayed in a reach effect, in a smaller size and / or as numbers only, for at least a portion of the execution period of the super reach effect (for example, the first half of the game). Here, when a frame-freezing effect is executed as a screen transformation effect, as shown in Figure 31(b), the image of the enemy character 512 that was previously displayed on the screen as shown in Figure 31(a) is frozen, the frozen frame image is reduced to a slightly smaller size, and a frame image 510, which was not previously displayed, is displayed around the reduced frame image. When a framed video effect is performed as a screen transformation effect, although not specifically illustrated, similar to a framed still effect, each of the multiple frame images included in the original video is sequentially subjected to transformation processing such as scaling, and such multiple frame images are also included in the transformation unless otherwise specified. Note that at least a part of this frame image 510 may be displayed in advance (for example, a part of the inner area of ​​the frame image 510 may be displayed at the edge of the display area).The inside of the frame image 510 will hereinafter be referred to as the in-frame image 514. Here, in the state of FIG. 31(a), the frame image 510 that was not displayed on the effect screen 500 is displayed around the in-frame image 514 in the state of FIG. 31(b). This part of the frame image 510 is actually a part that is arranged at a position corresponding to the outside of the frame of the effect screen 500, although the display control process itself is executed by the effect display control means 305 even at the time of FIG. 31(a). Therefore, it is an image part that is not displayed within the effect screen 500 and is not visualized. As shown in the drawing, although all of the frame image 510 is visualized in the second prior art, only the upper part of the frame image 510 may be visualized (that is, the other parts are invisible), or only the left and right parts of the frame image 510 may be visualized (that is, the upper and lower parts are invisible).

[0231] Here, the framed image 514, which is a scaled-down version of the frame image in Figure 31(a), does not include the simplified decorative pattern 504 and the simplified held image 507. In other words, the simplified decorative pattern 504 and the simplified held image 507 are not subject to the screen transformation effect and are displayed on a layer in front of the layer on which the screen transformation effect is displayed. The normal decorative pattern 502, normal held image 506, and changing image 508, which were displayed at the stage of Figure 30, are switched to a hidden state, are not included in the transformation, and are not included in the framed image 514. In other words, the display of the decorative pattern is ensured by hiding the normal decorative pattern 502 while continuing to display the simplified decorative pattern 504 (making it possible to recognize whether or not it is changing), and the display of the held image is ensured by hiding the normal held image 506 and changing image 508 while continuing to display the simplified held image 507 (making it possible to recognize whether or not a hold exists and how many holds exist). In the modified version, the decorative symbols 502 and the image in motion 508 may also be included in the framed image 514 and subjected to transformation. In other words, as mentioned above, if the decorative symbols 502 and the image in motion 508 are configured to continue displaying even in a predetermined symbol variation effect (such as a super reach effect), the decorative symbols 502 and the image in motion 508 may be included in the framed image 514 and subjected to the screen transformation effect. Similarly, the regular hold image 506 may also be configured to continue displaying in a predetermined symbol variation effect (such as a super reach effect), and may be included in the framed image 514 and subjected to the screen transformation effect, just like the decorative symbols 502 and the image in motion 508. The framed image 514 is an image obtained by reducing the frame image in Figure 31(a) as described above, and in addition, by inverting the colors (also known as "negative-positive inversion"). As a variation, the fluctuating image 508 may not be included in the frame image 514, but may be displayed outside (or in front of) the frame image, similar to the simple decorative symbols 504, etc. By configuring it in this way, no change in the display manner (such as color inversion) is made to the fluctuating image 508, and therefore the notification manner of the jackpot expectation based on the fluctuating image 508 does not change. The frame image 514 and the frame image 510 are objects that will be subjected to subsequent transformation processing, and are therefore referred to as target objects 516.

[0232] Figure 32 schematically shows an example of the swaying of a frame image in the screen deformation effect. After further reducing the target object 516 from the state of FIG. 31(b), what had been changed two-dimensionally until then is further changed in the depth direction to be three-dimensionally deformed. As a result, the target object 516 becomes an image as if a frame image of a moving image displayed until just before (an image such as a captured image obtained by freezing the moving image of the effect in the case of the in-frame still effect, or a frame image that is sequentially switched in the case of the in-frame video effect) is pasted or projected onto one surface of a three-dimensional object. The target object 516 has a shape in which the in-frame image 514 is arranged inside the curved frame image 510 as shown in the figure. Although it is not a strict rectangle, hereinafter, for the sake of convenience of explanation, it is assumed to be a rectangle, and its left end side is called the left side, the right end side is called the right side, the upper end side is called the upper side, and the lower end side is called the lower side for explanation. In FIG. 32(a), a four-vertex deformation is performed to make the left side of the target object 516 appear to move to the front side and the right side appear to move to the back side. That is, the left side is lengthened, the right side is shortened, the inner angles above and below the left side are made smaller than a right angle, and the inner angles above and below the right side are made larger than a right angle to be deformed into a trapezoid. In FIG. 32(b), a four-vertex deformation is performed to make the right side of the target object 516 appear to move to the front side and the left side appear to move to the back side. That is, the right side is lengthened, the left side is shortened, the inner angles above and below the right side are made smaller than a right angle, and the inner angles above and below the left side are made larger than a right angle to be deformed into a trapezoid. By repeatedly switching between the states of FIG. 32(a) and FIG. 32(b) at high speed, it is possible to make the target object 516 appear to sway by alternately reciprocatingly swinging the left side and the right side in the front-back direction.

[0233] <First Aspect> The performance determination means 303 determines whether or not to perform a screen transformation performance according to the variation pattern as the performance content to be displayed on the performance screen 500 of the performance display device 60. The screen transformation performance is displayed as a moving image by sequentially generating a new frame image by combining at least the image of the target object 516, which is a transformed version of the frame image stored in the frame buffer 338 at a predetermined timing, the background image 518, and an image showing the game status, and storing it in the frame buffer 338. Here, the background image 518 is solid black (blacked out), but the display is not limited to this form; for example, a display form in which a moving image of the word "CHANCE" scrolling like a ticker is also possible.

[0234] Figure 33 schematically shows the layer structure of the animation screen 500 in the screen transformation animation. The layer structure of the animation screen 500 is composed of the following layers in order from the frontmost to the backmost: error display layer 521, volume and brightness display layer 522, game status layer 523, animation layer 524, and background layer 525. The frontmost error display layer 521 displays an error warning image 536 that indicates that an error has occurred and the type of error when an error occurs. The next layer, the volume and brightness display layer 522, displays a volume setting image 532 that shows an interface for the player to adjust the volume, and a brightness setting image 534 that shows an interface for the player to adjust the brightness.

[0235] The next layer, the game status layer 523, displays images such as the simple decorative symbols 504, the simple hold image 507, the in-spin image 508, and the guidance display 530 that guides players to shoot to the right, and its display content is constantly updated. As an example, the in-spin image 508 may be displayed in the performance layer 524 instead of the game status layer 523. The next layer, the performance layer 524, is a layer that mainly displays the in-spin of the normal decorative symbols 502, the normal hold image 506, and the target object 516. The shape, color, and display position of the target object 516 are constantly updated, but the content of the framed image 514 included in the target object 516 remains fixed unless changes such as deformation or movement are added in the case of a static performance like a screen capture, and in the case of a performance where a video is embedded in the framed image 514, the frame images included in the original video are sequentially embedded. The normal decorative symbols 502 and the normal hold image 506 may also be subject to deformation as part of the target object 516 in a screen deformation performance. Furthermore, as mentioned above, if the fluctuating image 508 is displayed on the performance layer 524 instead of the game status layer 523, the fluctuating image 508 may also be treated as part of the target object 516 in the screen transformation performance. The background layer 525 on the last screen is a black background image 518. By displaying the background image 518 on the background layer 525, it is possible to make it appear as a three-dimensional space with a sense of depth, and the target object 516 displayed on the performance layer 524 can also be made to appear three-dimensional. The performance display device 60 has at least one or more first images belonging to the first image group and one or more second images belonging to the second image group as performance images that can be displayed, and in the screen transformation performance, a special first image obtained by transforming the first image into a predetermined form and a second image obtained by not transforming the first image into a predetermined form are displayed. The first image group refers to a collection of images that constitute the transformation effect described later, that is, images categorized as images that are subject to transformation processing. The second image group refers to a collection of images other than those that constitute the transformation effect described later, that is, images that are not subject to transformation processing. The first image is an image that may be subject to transformation in the screen transformation effect and may be displayed on effect layer 524.The first image group includes, for example, the target object 516 as the first image, and may further include the normal decorative pattern 502 and the normal hold image 506. The second image is an image that is not subject to transformation in the screen transformation effect and is an image displayed on a layer other than the effect layer 524. The second image group includes, for example, the simple decorative pattern 504, the simple hold image 507, the changing image 508, and the guidance display 530 as the second image. The special first image is, for example, the transformed target object 516, and if the normal decorative pattern 502 and the normal hold image 506 are subject to transformation in the screen transformation effect, the transformed normal decorative pattern 502 and the transformed normal hold image 506 may further be included.

[0236] The performance determination means 303 selects one of several types of variable performance patterns as the variable performance pattern. The several types of variable performance patterns include variable performance patterns that are subject to screen transformation effects during the performance process and variable performance patterns that are not subject to screen transformation effects. Variable performance patterns that are subject to screen transformation effects may be defined such that screen transformation effects may or may not be executed depending on the results of a separate lottery, or they may be defined so that screen transformation effects are always executed. This makes it possible to make the performance look different depending on whether or not screen transformation effects are executed from a certain point, even if the same variable performance pattern or the performance progresses the same up to a certain point. For example, in the case of a performance sequence that develops into a super reach performance, the sequence can be either "start of variation → formation of reach state → development of super reach performance → no screen transformation effect during super reach performance → end of super reach performance → end of variation" or "start of variation → formation of reach state → development of super reach performance → screen transformation effect occurs during super reach performance → end of super reach performance → end of variation".

[0237] The performance determination means 303 selects one of several types of pre-announcement performance patterns as the pre-announcement performance pattern. The several types of pre-announcement performance patterns include pre-announcement performances that are subject to screen transformation performance during the performance process (for example, in addition to the performance that freezes the enemy character during the super reach performance mentioned above, there is also the step-up pre-announcement performance which is part of the pre-announcement performance before the reach state) and pre-announcement performances that are not subject to screen transformation performance (for example, a pre-announcement performance pattern in which a special normal decorative symbol 502 (for example, a normal decorative symbol 502 with the word "NEXT" attached) is displayed during a pseudo-consecutive performance which is part of the pre-announcement performance before the reach state and the normal decorative symbol 502 is temporarily stopped and then changes again, and a pre-announcement performance pattern in which the movable mechanism 520 is driven after the performance that freezes the enemy character during the super reach performance mentioned above has finished, and in conjunction with this, the screen is displayed in rainbow colors). Pre-announcement performances that are subject to screen transformation performance may be defined in such a way that the screen transformation performance may or may not be performed depending on the result of a separate lottery, or they may be defined in such a way that the screen transformation performance is always performed. This allows the same preview animation pattern to be presented differently depending on whether or not the screen transformation animation is performed. The animations that are subject to the screen transformation animation, i.e., the symbol change animations and preview animations in which the screen transformation animation can be performed during the animation process, will be hereinafter referred to as "transformation target animations".

[0238] The performance determination means 303 determines whether or not to execute a so-called pre-announcement performance that suggests in advance the high probability that the result of the win / loss lottery will be a win, triggered by the occurrence of a hold corresponding to a new ball entering the start gate, according to the pre-determination information (pre-information transmitted from the main board 200 as the main control device when a new ball enters). Furthermore, the probability of the screen transformation performance being executed differs depending on the type of pre-announcement performance (pre-announcement). In other words, if the hold related to the target change is a hold related to a change in which the execution of the screen transformation performance is scheduled, or a hold related to a change in which the execution of the screen transformation performance is highly likely (more precisely, if it is a hold related to a change in which a pre-announcement performance that is the target of the screen transformation performance is executed), then a pre-announcement with a higher expectation level will be executed than in the case of a hold that is not such a hold (in the case of the hold change performance described later, the red normal hold image 506 is a pre-announcement with a higher expectation level than the blue normal hold image 506). In this configuration, even with the same presentation pattern, it is preferable to configure the system so that the probability of a big win is higher when the screen transformation presentation is performed than when it is not. For example, it is preferable to configure the system so that the probability of a big win is higher when the presentation that freezes the enemy character is performed during the super reach presentation (screen transformation presentation is performed) than when the presentation that freezes the enemy character is not performed during the super reach presentation (screen transformation presentation is not performed, and the enemy character does not freeze). The pre-read notification presentation is, for example, the presentation shown in Figure 30, which indicates the probability of a big win or the probability of the screen transformation presentation being performed by the color of the normal reserve image 506 corresponding to the target change that is the target of the pre-read (reserve change presentation). This makes it possible to make the likelihood of the screen transformation presentation being performed different depending on the type of notification presentation, i.e., the color of the normal reserve image 506. For example, the screen transformation presentation is more likely to be performed in the target change that is the target of the pre-read when a red normal reserve image 506 (for example, a 50% probability of winning) is displayed than when a blue normal reserve image 506 (for example, a 10% probability of winning) is displayed.Such a hold change effect may be performed not only for the normal hold image 506 but also for the in-spin image 508. For example, when the first normal hold image 506a moves to become the in-spin image 508, (1) the first normal hold image 506a displays a blue normal hold image 506, and the in-spin image 508 also displays a blue normal hold image 506 (more precisely, a blue in-spin image 508), allowing the viewer to understand that the probability of winning a jackpot in the current spin is 10%. (2) The first normal hold image 506a displays a blue normal hold image 506, and the in-spin image 508 displays a red normal hold image 506 (more precisely, a red in-spin image 508), allowing the viewer to understand that the probability of winning a jackpot in the current spin has increased from 10% to 50%. Furthermore, when a variation pattern that is subject to the screen transformation effect is selected, whether or not the screen transformation effect is executed is determined at the start of the symbol variation due to that variation pattern, and the probability of the screen transformation effect being executed differs depending on the type of pre-announcement that has been executed up to the start of that variation. As an alternative, the decision on whether or not to execute the screen transformation effect may be made at the time the pre-announcement is executed (when the execution of the pre-announcement is decided), based on the variation that triggered the execution of that pre-announcement (target variation).

[0239] The likelihood of the screen transformation animation being executed varies depending on the type of pre-announcement animation for the relevant spin. Here, "relevant spin" refers to the current spin; if a pre-announcement is being performed, it refers to the spin that triggered the pre-announcement (the target spin), not the spin in which the pre-announcement is being performed (the spin before the target). Furthermore, the type of pre-announcement animation for the relevant spin refers to the type of pre-announcement animation (excluding the screen transformation animation) performed in the spin in which the pre-announcement animation that is the target of the screen transformation animation is performed, and not the type of pre-announcement animation. In other words, it does not refer to the type of pre-announcement animation in spins prior to the spin in which the pre-announcement animation that is the target of the screen transformation animation is performed. Note that the execution and type of pre-announcement animation for the relevant spin, the execution and type of pre-announcement animation that is the target of the screen transformation animation, and the execution of the screen transformation animation are all determined by separate draws at the start of the relevant spin. Thus, even if a spin animation pattern that is the target of the screen transformation animation is selected, the screen transformation animation is not guaranteed to be executed. For example, as a form of the pre-announcement effect for the fluctuation, a dialogue pre-announcement effect (this dialogue pre-announcement effect is performed at a time earlier than the pre-announcement effect that is the target of the screen transformation effect in the fluctuation) which displays the lines of dialogue of the characters appearing in the form of speech bubbles may be configured such that the expectation of the screen transformation effect being performed is higher when the color of the speech bubble is a giraffe pattern (a display form that has a higher expectation of a big win than blue) than when it is blue. As a variation, whether or not the pre-announcement effect for the fluctuation is performed and its form, whether or not the pre-announcement effect that is the target of the screen transformation effect is performed and whether or not the screen transformation effect is performed may be determined all at once in the same lottery at the start of the fluctuation.

[0240] The way the effects are presented can differ even if the content of the effects is the same, depending on whether or not the screen transformation effect is executed. Furthermore, the combination of the content of the pre-announcement effect and the target change effect can create a gradual increase in the sense of anticipation regarding the differences in how the effects are presented. The aforementioned hold change effect and dialogue announcement effect can be executed in both the target change and the change before the target. For example, by displaying a red normal hold image 506 in the pre-announcement, it can be made to appear that the expectation of the screen transformation effect is high, and then by displaying a blue dialogue bubble in the target change effect, it can be made to appear that the expectation of the screen transformation effect is low. Alternatively, for example, by displaying a blue normal hold image 506 in the pre-announcement, it can be made to appear that the expectation of the screen transformation effect is low, and then by displaying a giraffe-patterned dialogue bubble in the target change effect, it can be made to appear that the expectation of the screen transformation effect is high. In the modified example, if the system is designed to determine the entire process from the start of the pre-announcement (change before the target) to the target change, or the entire process from the pre-announcement to the timing of the screen transformation effect during the target change, it is possible to prevent the expected execution of the screen transformation effect from being interrupted midway.

[0241] <Second aspect> Figure 34 schematically shows the process of the movable mechanism effect that is executed simultaneously with the screen transformation effect. Figure 34(a) shows the initial stage of the operation of the movable mechanism 520, and Figure 34(b) shows the state in which the movable mechanism 520 has been operated. The movable mechanism 520 in the second prerequisite technology includes the first movable mechanism 520a, the second movable mechanism 520b, the third movable mechanism 520c, and the fourth movable mechanism 520d. The first movable mechanism 520a is a movable decorative lamp shaped like the logo of the game machine's title, and by moving significantly downwards as shown in Figure 34(b) at a predetermined timing during a predetermined effect, it visually suggests that there is a high expectation of a big win. The second movable part 520b and the third movable part 520c are scissor-arm shaped decorative members, and as shown in Figure 34(b), the second movable part 520b extends from the left side of the performance screen 500 to the center of the performance screen 500, and the third movable part 520c extends from the right side of the performance screen 500 to the center of the performance screen 500, thereby visually suggesting a high probability of winning a jackpot. The fourth movable part 520d is a mountain-shaped decorative lamp resembling a saw blade, and as shown in Figure 34(b), it moves significantly upward at a predetermined timing during a predetermined performance, thereby visually suggesting a high probability of winning a jackpot. As shown in Figure 34(b), the simplified decorative pattern 504 and the simplified hold image 507 are displayed in a position that does not obstruct visibility even when all of the first movable mechanism 520a, second movable mechanism 520b, third movable mechanism 520c, and fourth movable mechanism 520d are in operation. Furthermore, by configuring the mechanism so that none of the movable mechanisms operate, i.e., remain in their initial positions, when the reel stops moving and for a predetermined time leading up to the stop (for example, the period from 2 seconds before the stop to the stop of movement), it is possible to ensure more reliable visibility, at least at the boundary of the game (i.e., when the game progresses temporarily stop). As a modification, the simplified decorative pattern 504 and the simplified hold image 507 may be configured to be displayed in a position tha...

Claims

[Claim 1] A main control means for controlling the progress of the game, A means for controlling the game's effects, Audio output means capable of outputting audio effects controlled by the aforementioned performance control means, The system includes an operation input means that can transmit predetermined operation information to the performance control means by being operated by an operator, The main control means includes an abnormality detection means capable of detecting when a predetermined abnormality occurs. The aforementioned performance control means is When a volume change operation is performed on the operation input means to change the volume of the sound effect output from the sound output means, a first volume adjustment means changes the volume of the sound effect output from the sound output means. The control board equipped with the aforementioned performance control means includes a second volume adjustment means, which consists of a switch that can be operated by the operator, and which changes the volume of the sound performance output from the sound output means by changing the setting position of the switch. The volume of the sound effect output from the sound output means can be set based on the operation status of the first volume adjustment means and the second volume adjustment means. The aforementioned performance control means is When the abnormality detection means of the main control means receives information that a predetermined abnormality has occurred, the audio output means can output an abnormality notification sound at a specific volume to notify the occurrence of the predetermined abnormality, regardless of the operation status of the first volume adjustment means and the second volume adjustment means. During the period in which the abnormal notification sound is output from the audio output means, the first volume adjustment means and the second volume adjustment means can be operated to change the volume of the sound effect, while until the output of the abnormal notification sound ends, the audio output means will not output the sound effect at the volume changed during that period. During the period in which the abnormality notification sound is output from the audio output means, if an operation to change the volume of the sound effect is performed on at least one of the first volume adjustment means or the second volume adjustment means, and a power outage occurs during the occurrence of the predetermined abnormality, and then the power is restored and the predetermined abnormality is resolved, the volume of the sound effect output from the audio output means is set based on the setting status of the switch related to the second volume adjustment means. The gaming machine has a power-on state, which indicates that the power has been turned on. The aforementioned power-on state includes a special power-on state indicating that power has been turned on with initialization of the gaming machine, and a normal power-on state indicating that power has been turned on to restore the gaming machine to its state before the power was cut off. The gaming machine may also have an error state that has a higher notification priority than the aforementioned power-on state. When the power-on state is reached, the performance control means can notify that the power-on state has been reached by controlling the light emission of the light-emitting device. The notification method for indicating that the power-on state has been reached by controlling the light emission of the light-emitting device differs between the notification method for the special power-on state and the notification method for the normal power-on state. A gaming machine characterized in that, when the special power-on state is in effect, the machine notifies that the power-on state has been reached by controlling the light emission of the light-emitting device, and a special light emission mode period is set for a portion of the notification period, and during that special light emission mode period, even if an error condition occurs that has a higher notification priority than the notification of the power-on state, some of the light-emitting devices are instructed to prioritize notifying the special power-on state.