Game machine
Patent Information
- Application Number
- JP2021199151
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-12-08
- Publication Date
- 2024-12-17
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines with look-ahead effects lack sufficient mechanisms to maintain player interest and engagement.
The gaming machine incorporates identification information display, acquisition, storage, and variable game execution mechanisms, along with pre-determination and prefetch effects, to enhance player engagement by varying and displaying identification information based on acquired data, allowing for special games with predetermined profits.
The implementation improves player interest by providing dynamic and unpredictable gameplay experiences, enhancing the overall engagement and enjoyment of the gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine in which when the display mode when the identification information that is variably displayed triggered by the entry of a game ball into a start port stops displaying is a specific mode, a special game advantageous to the player can be executed. In this type of gaming machine, there is one that performs pre-judgment of acquisition information (hold) such as a random number acquired based on the entry of a game ball into the start port, and performs an effect based on the result of the pre-judgment (see, for example, Patent Document 1). The effect based on the result of such pre-judgment is also called "advance reading effect".
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The above-mentioned advance reading effect has already been adopted in many gaming machines as a means to prevent the player from getting bored, and there is room for further improvement to enhance the interest of gaming machines equipped with the advance reading effect.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to improve the interest of a gaming machine equipped with an advance reading effect.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention adopts the following configuration.
[0007] The gaming machine of Means 1 is, An identification information display means capable of displaying identification information, Acquisition means capable of obtaining acquired information, A storage means capable of storing acquired information acquired by the acquisition means up to a predetermined upper limit, A storage display means capable of displaying a storage indicator that acquired information is stored in the storage means, A variable game execution means capable of executing a variable game that displays the identification information in a variable manner based on the acquired information and then stops displaying it, A special game execution means capable of executing a special game that grants a predetermined benefit to the player when the display mode of the identification information stopped and displayed in the aforementioned variable game is a specific mode, A pre-determination means capable of performing a pre-determination of the acquired information before the start of the variable game, The system includes a means for executing a performance that can perform a pre-determination performance based on the results of the aforementioned pre-determination. The storage display means is capable of displaying a number of storage displays corresponding to the number of acquired information stored by the storage means. The aforementioned performance execution means is It is possible to make the pre-reading effect different depending on whether the pre-reading effect is performed on acquired information where the number of stored displays shown by the storage display means is greater than or equal to a predetermined number, or on acquired information where the number of stored displays is less than the predetermined number. This is the gist of it. [Effects of the Invention]
[0008] According to the present invention described above, it is possible to improve the enjoyment of a gaming machine equipped with a pre-announcement feature. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a rear view of a gaming machine according to an embodiment of the present invention. [Figure 3] This is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] It is an enlarged view of the main display shown in FIG. 3 and is a diagram showing the displays provided in the gaming machine. [Figure 5] It is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] It is a table showing the correspondence between the type of jackpot and the opening pattern of the big winning hole, etc. [Figure 7] It is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is an ordinary symbol winning determination table, and (D) is an ordinary symbol variation pattern selection table. [Figure 9] It is a variation pattern table. [Figure 10] It is a flowchart of the main control main process. [Figure 11] It is a flowchart of the interrupt process. [Figure 12] It is a flowchart of the start port sensor detection process. [Figure 13] It is a flowchart of the process at the time of starting ball entry. [Figure 14] It is a flowchart of the ordinary symbol operation process. [Figure 15] It is a flowchart of the ordinary symbol standby process. [Figure 16] It is a flowchart of the ordinary symbol winning or losing determination process. [Figure 17] It is a flowchart of the ordinary symbol random number shift process. [Figure 18] It is a flowchart of the process during ordinary symbol variation. [Figure 19] It is a flowchart of the ordinary symbol determination process. [Figure 20] It is a flowchart of the ordinary electric accessory process. [Figure 21] It is a flowchart of the special symbol operation process. [Figure 22] It is a flowchart of the special symbol standby process. [Figure 23] It is a flowchart of the special symbol 2 winning or losing determination process. [Figure 24] This is a flowchart of the variable pattern selection process shown in Figure 2. [Figure 25] This is a flowchart of the variable pattern selection process shown in Figure 2. [Figure 26] This is a flowchart for the random number shifting process in Special Feature 2. [Figure 27] This is a flowchart of the process for determining whether a particular figure 1 is correct or incorrect. [Figure 28] This is a flowchart of the variable pattern selection process shown in Figure 1. [Figure 29] This is a flowchart of the variable pattern selection process shown in Figure 1. [Figure 30] This is a flowchart for the random number shifting process in Special Feature 1. [Figure 31] This is a flowchart of the processing during special symbol changes. [Figure 32] This is a flowchart for the process of determining special symbols. [Figure 33] This is a flowchart for the special electric bonus mechanism processing (jackpot game). [Figure 34] This is a flowchart of the V-round process. [Figure 35] This is a flowchart for the game state setting process. [Figure 36] This is a flowchart of the sensor detection process for a specific area. [Figure 37] This is a flowchart for the non-specific area sensor detection process. [Figure 38] This is a flowchart for processing the number of balls held in reserve. [Figure 39] This is a flowchart for power outage monitoring. [Figure 40] This is a flowchart of the sub-control main processing. [Figure 41] This is a flowchart for receiving interrupt processing. [Figure 42] This is a flowchart for handling a 2ms timer interrupt. [Figure 43] This is a flowchart for handling a 10ms timer interrupt. [Figure 44]This is a flowchart of the received command parsing process. [Figure 45] This is a flowchart of the received command parsing process. [Figure 46] This is a flowchart for the process of initiating the variable animation. [Figure 47] This is a flowchart for the pending icon notification process. [Figure 48] This table shows the correspondence between the type of jackpot and the timing of the movable piece movement in the V-round (first predetermined value and second predetermined value). [Figure 49] This is a timing chart showing the relationship between the second major prize-winning sensor and a specific area (movable piece). [Figure 50] This is a schematic diagram of the second-place winning device. [Figure 51] (A) is the first pending icon notification execution determination table, and (B) is the second pending icon notification execution determination table. [Figure 52] This is the table for determining the pattern of the first pending icon notification. [Figure 53] This is the table for determining the second pending icon notification pattern. [Figure 54] (A) is an explanatory diagram showing the display patterns of the hold icon, (B) is an explanatory diagram showing the flow of the first hold icon notification performed based on pattern Y4 (gold heart), and (C) is an explanatory diagram showing the flow of the first hold icon notification performed based on pattern Y1 (blue heart). [Figure 55] This is an explanatory diagram showing a variation of the hold icon notification. [Figure 56] This is an explanatory diagram showing the display screen of Example 2. [Figure 57] This is a flowchart of the ball entry process at the start of Example 2. [Figure 58] This is a flowchart of the performance state setting process in Example 2. [Figure 59] This is a flowchart of the pending icon notification process in Example 2. [Figure 60](A) is the first pending icon notification execution determination table A of Example 2, and (B) is the first pending icon notification execution determination table B of Example 2. [Figure 61] (A) is the second pending icon notification execution determination table A of Example 2, and (B) is the second pending icon notification execution determination table B of Example 2. [Figure 62] (A) is the first pending icon notification pattern determination table A of Example 2, and (B) is the first pending icon notification pattern determination table B of Example 2. [Figure 63] (A) is the second pending icon notification pattern determination table A of Example 2, and (B) is the second pending icon notification pattern determination table B of Example 2. [Modes for carrying out the invention]
[0010] Next, embodiments of the present invention will be described using examples. In the following, an example will be described in which the present invention is applied to a pachinko game machine (ball game machine) in which the game medium used for the game is a game ball, and the game can be advanced by firing the game ball towards the game board (game area). The pachinko game machine described below is a so-called "digital pachinko type" game machine in which a special symbol is displayed in a variable state (also simply called a "variable state") based on the entry of a game ball into the starting hole, and when the jackpot symbol is displayed in a stopped state as the variable state of the special symbol ends, a jackpot game (special game) can be executed in which a predetermined amount of game benefits (e.g., prize balls) can be awarded to the player.
[0011] Furthermore, in the following explanation, "front" simply refers to the front side (closer side) when viewing the gaming machine from the front, which is the side where the player is positioned during gameplay. Similarly, "rear" simply refers to the back side when viewing the gaming machine from the front. Moreover, "up," "down," "left," and "right" simply refer to the up, down, left, and right directions when viewing the gaming machine from the front, for example, the up, down, left, and right sides in Figures 1 and 3. [Examples]
[0012] As shown in Figures 1 to 3, the pachinko game machine 1 of this embodiment comprises a game machine frame 50 and a game board 2 mounted inside the game machine frame 50, with the game board 2 being detachable from the game machine frame 50. Figure 3 shows the game board 2 removed from the game machine frame 50. The game machine frame 50 comprises a front frame 51 with a decorative surface, a main frame 52 for mounting the game board 2, etc., and an outer frame 53 for mounting the pachinko game machine 1 to the island equipment in the hall. The front frame 51, main frame 52, and outer frame 53 are pivotally supported at one end and are each configured to be openable and closable.
[0013] The front frame 51 is equipped with a launch handle 60 for launching game balls with a launching strength corresponding to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 for storing game balls and supplying the stored game balls to the launching device, a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61, decorative frame lamps 66 and a speaker 67, etc.
[0014] Furthermore, the front frame 51 is provided with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to simply as "effect buttons 63") that can be operated by the player during the execution of game effects that are performed as the game progresses. The multiple effect buttons allow the player to choose which effect button to use depending on the type of game effect. The configuration of the effect buttons 63 is not limited to the form of this embodiment; it may be a means that can detect input from the player, or a means by which the player directly touches the button to input (for example, a retractable type, a touch sensor type, etc.), or a non-contact input means (photoelectric type, etc.) that detects when a part of the player's body is close by to input.
[0015] The game board 2 has a game area 3 formed by rail members 4, through which game balls launched by operating the launch handle 60 flow. Multiple game pins 16 are provided protruding from the game area 3 to guide the game balls. Ball return prevention pieces 6 are provided at the ends of the rail members 4, which prevents game balls that have been guided into the game area from returning to the launching device side. The game board 2 is also equipped with decorative board surface lamps 5.
[0016] An image display device 7 is provided near the center of the game board 2 (within the game area). The image display device 7 is equipped with a liquid crystal display, and is provided on the back side of the game board 2 so that its display screen 7a can be viewed from the front through an opening provided approximately in the center of the game board 2 (game area 3).
[0017] The display screen 7a is provided with a performance symbol display area 7b (also called the "performance symbol display section") on which performance symbols 8L, 8C, and 8R (also simply called "performance symbols 8") are displayed. Performance symbols 8 are displayed in sync with the fluctuation display of the first special symbols and the second special symbols, which will be described later. The fluctuation display can be in the form of scrolling, for example, up and down, left and right, or diagonally, and in this embodiment, in principle, the display is scrolled from top to bottom. The performance symbol display area 7b consists of three symbol display areas, for example, "left," "center," and "right," with the left performance symbol 8L being displayed in the left symbol display area, the center performance symbol 8C being displayed in the center symbol display area, and the right performance symbol 8R being displayed in the right symbol display area.
[0018] In this embodiment, the display symbols 8L, 8C, and 8R each consist of number symbols (symbol types) representing the numbers "1" through "9," and these number symbols are displayed in sequence. Specifically, the variation of display symbol 8 is performed by scrolling the number symbols in the order of "1" → "2" ... "8" → "9" (ascending order). Once it reaches "9," it returns to "1," and the scrolling display is repeated until the variation ends (stops).
[0019] The combination of left, middle, and right performance symbols displayed (stopped) in the performance symbol display area 7b (stopped display pattern) indicates the result of the variation display of the first special symbol shown in the first special symbol display unit 41a (also called the "first special symbol display unit") and the result of the variation display of the second special symbol shown in the second special symbol display unit 41b (also called the "second special symbol display unit"), that is, the result of the special symbol win / failure judgment (also simply called "win / failure judgment"), which is displayed in a way that is easy for the player to recognize. In this embodiment, the order in which the three performance symbols 8L, 8C, and 8R that are being varied are stopped (stopped order) is, in principle, "left → right → middle". That is, the first stopping symbol is the left performance symbol 8L, the second stopping symbol is the right performance symbol 8R, and the third (last) stopping symbol is the middle performance symbol 8C. The first symbol to stop is also called the "first stop symbol," the second symbol to stop is called the "second stop symbol," and the third symbol to stop is also called the "third stop symbol" or "final stop symbol."
[0020] Here, the first special symbol, the second special symbol, and the performance symbol 8, or any or all of them, are simply referred to as "symbols" or "identification information." Also, the regular symbols are sometimes called "regular symbols" or "regular identification information," the performance symbols are sometimes called "performance identification information," the special symbols are sometimes called "special symbols," the first special symbol is sometimes called "special symbol 1," "first special symbol," "first symbol," or "first identification information," and the second special symbol is sometimes called "special symbol 2," "second special symbol," "second symbol," or "second identification information." Furthermore, the image display device 7 that displays the performance symbols 8 is also called the "performance identification information display means" or "performance display means," the first special symbol display unit 41a that displays the first special symbol is also called the "first identification information display means," the second special symbol display unit 41b that displays the second special symbol is also called the "second identification information display means," and any or all of the image display device 7, the first special symbol display unit 41a, and the second special symbol display unit 41b is also referred to as the "identification information display means."
[0021] The stopping display mode of the performance symbol 8 can be determined as follows. For example, if the result of the special symbol win / loss judgment is a jackpot, it is possible to stop and display the performance symbol with three identical digits such as "222" or "777" (also called a "jackpot performance symbol"). Also, if the result of the special symbol win / loss judgment is a miss, it is possible to stop and display the performance symbol with a scattered digit pattern where at least one of the three symbols is different, such as "637" or "373" (also called a "miss performance symbol"). By looking at the stopped and displayed performance symbol, the player can easily grasp the progress of the game. In other words, the player generally does not directly grasp the result of the special symbol win / loss judgment (jackpot or miss) by looking at the special symbol displayed in the first special symbol display unit 41a or the second special symbol display unit 41b, but rather by looking at the performance symbol displayed in the performance symbol display area 7b.
[0022] Furthermore, the left, center, and right symbol display areas do not need to be separate; they may be a single symbol display area displaying the three performance symbols. In this embodiment, the eight performance symbols for the left, center, and right are displayed, but for example, a 3x3 matrix-shaped symbol display area could be provided on the display screen to display nine performance symbols, and the stopping pattern of the performance symbols (stopped symbols) could be displayed based on the arrangement of each column (vertical, horizontal, and diagonal) when each symbol has been displayed in a variable state and then stopped. Alternatively, the symbol display area (performance symbol display area) could be divided into multiple (e.g., four) areas, and the variable and stopped displays of the three performance symbols could be performed in each area. In short, the number of performance symbols and the configuration of the symbol display area are not particularly limited.
[0023] Here, among the results of the special symbol win / loss judgment, a "jackpot" is also called a "specific result," and a "loss" is also called a "non-specific result." Furthermore, among the stop display patterns of the identification information (special symbols and / or performance symbols), the stop display pattern corresponding to the case where the result of the special symbol win / loss judgment is a "jackpot" is also called a "jackpot pattern," "specific pattern," or "specific display result," and the stop display pattern corresponding to the case where the result of the special symbol win / loss judgment is a "loss" is also called a "loss pattern," "non-specific pattern," or "non-specific display result." In addition, the variation display performed based on the result of the special symbol win / loss judgment being a jackpot is also called a "jackpot variation" or "specific variation," and the variation display performed based on the result of the special symbol win / loss judgment being a loss is also called a "loss variation" or "non-specific variation."
[0024] On the display screen 7a of the image display device 7, in addition to the game effects using the aforementioned effect symbols 8 (also called "effect symbol game effects"), the jackpot game effects (special game effects) that are executed in conjunction with jackpot games, and demo effects for when customers are waiting are displayed. Furthermore, in various effects such as effect symbol game effects, jackpot game effects, and demo effects, in addition to effect symbols such as numbers, effect images other than effect symbols, such as background images and character images, are also displayed.
[0025] The display screen 7a of the image display device 7 is provided with a display area 7b for displaying performance symbols, as well as a first performance hold display area 9c (first performance hold display section) that displays the first performance hold 9a according to the number of first special holds stored, as described later, and a second performance hold display area 9d (second performance hold display section) that displays the second performance hold 9b according to the number of second special holds stored, as described later. Depending on the display mode (number of displays) of the first performance hold or the second performance hold, the number of first special holds stored, as displayed by the first special hold display 43a, and the number of second special holds stored, as displayed by the second special hold display 43b, as described later, can be clearly shown to the player.
[0026] Here, the first performance hold 9a displayed in the first performance hold display area 9c is also called the "first memory display," the second performance hold 9b displayed in the second performance hold display area 9d is also called the "second memory display," and either or both of the first performance hold 9a and the second performance hold 9b are referred to as the "memory display" or "hold icon." Also, the first performance hold display area 9c is also called the "first memory display unit" or "first memory display means," the second performance hold display area 9d is also called the "second memory display unit" or "second memory display means," and either or both of the first performance hold display area 9c and the second performance hold display area 9d are also referred to as the "memory display unit" or "memory display means."
[0027] Furthermore, the display screen 7a is provided with a variable reserve display area 9e that displays the performance reserves corresponding to the special symbols currently being displayed (first special symbol or second special symbol), that is, the performance reserves corresponding to the special symbol reserves that have been consumed (first performance reserve 9a or second performance reserve 9b) (see Figure 3). In this embodiment, the variable reserve display area 9e is provided between the first performance reserve display area 9c and the second performance reserve display area 9d. Thus, in this embodiment, as shown in Figure 3, the first performance reserve 9a displayed in the first performance reserve display area 9c corresponds to the special symbol 1 reserve ball counts "1", "2", "3", and "4" in order from the right end to the left end, and the second performance reserve 9b displayed in the second performance reserve display area 9d corresponds to the special symbol 2 reserve ball counts "1", "2", "3", and "4" in order from the left end to the right end. Then, as the first special symbol corresponding to the number of reserved balls "1" in special symbol 1 begins to change (the first special symbol reserved ball is consumed), the first performance reserved ball 9a corresponding to that reserved ball moves from the first performance reserved ball display area 9c to the change reserved ball display area 9e (it is displayed as moved). Also, as the second special symbol corresponding to the number of reserved balls "1" in special symbol 2 begins to change (the second special symbol reserved ball is consumed), the second performance reserved ball 9b corresponding to that reserved ball moves from the second performance reserved ball display area 9d to the change reserved ball display area 9e (it is displayed as moved).
[0028] Furthermore, the variable hold display area 9e can also be called a "memory display unit" or "memory display means," and the performance hold displayed in the variable hold display area 9e can also be called a "memory display" or "hold icon." In addition, the performance hold displayed in the variable hold display area 9e can also be called an "active hold icon," and the performance hold (hold icon) displayed in the performance hold display areas 9c and 9d, and the performance hold (active hold icon) displayed in the variable hold display area 9e can be collectively referred to as a "memory display" or "hold icon."
[0029] A center decorative element 10 is provided near the center of the game board 2 (game area 3), in front of the image display device 7, surrounding the display area 7b of the performance symbols. Below the center decorative element 10 is a stage section 11 having a game ball rolling surface on which game balls can roll. A hollow warp section 12 is provided on the left side of the center decorative element 10. The warp section 12 is provided with a warp inlet and a warp outlet, receiving game balls flowing down the game area 3 from the warp inlet and discharging them from the warp outlet to guide them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher probability of entering the first start opening 20, which will be described later, compared to game balls that are not guided to the stage section 11. Furthermore, decorative elements 13, which are shaped like letters or figures, are arranged on the upper part of the center decorative element 10 and have lighting components (game board lamps 5) such as LEDs that can be lit according to the game state.
[0030] A movable decorative member 14 is provided at the top of the central decorative body 10, behind the decorative member 13, and which can move in conjunction with the game's performance. In Figure 3, only a portion of the movable decorative member 14 is visible, but for example, when a game performance with a relatively high probability of winning is performed, the movable decorative member 14 falls downward and covers the front of the display screen 7a, making most of it visible. This increases the player's expectation of winning a jackpot.
[0031] Below the image display device 7 in the game area 3 (below the stage section 11), there is a fixed prize-winning device 19 equipped with a non-variable first starting opening 20 that does not change the ease (possibility) of game balls entering the machine. Based on the entry of game balls into the first starting opening 20, random numbers for determining whether a special symbol is a winner or loser are acquired, and when predetermined conditions are met, a winner or loser determination for the first special symbol (also called "first special symbol winner or loser determination") is performed, and the first special symbol is displayed in a variable state, and then stopped based on the result of the winner or loser determination.
[0032] To the right of the image display device 7 in the game area 3, there is a variable prize entry device 22 equipped with a variable second starting opening 21 (also called a "variable starting opening") that changes the ease (possibility) of game balls entering the machine. Based on the entry of game balls into the second starting opening 21, random numbers for determining whether a special symbol is a winner are acquired, and when predetermined conditions are met, a winner determination for the second special symbol (second special symbol winner determination) is performed, and the second special symbol is displayed in a variable manner, and then stopped based on the result of the winner determination.
[0033] In other words, the display of the first special symbol's variation (determination of whether the first special symbol is a winner or loser) is performed based on the entry of a game ball into the first start opening 20, and the display of the second special symbol's variation (determination of whether the second special symbol is a winner or loser) is performed based on the entry of a game ball into the second start opening 21.
[0034] The variable prize entry device 22 is equipped with an opening / closing member (wing member) 23, which opens and closes the second start opening 21 by the operation of the opening / closing member 23. By opening and closing the opening / closing member 23, the second start opening 21 can change between a first state (closed state) and a second state (open state) in which the probability of game balls entering is higher than in the first state. The opening / closing member 23 is driven by a second start opening solenoid 24 (see Figure 5). In this embodiment, game balls can enter the second start opening 21 only when the opening / closing member 23 is in the open state, and game balls cannot enter when the opening / closing member 23 is in the closed state. Note that the second start opening 21 does not have to be completely unable to accept game balls when the opening / closing member 23 is in the closed state, as long as it is more difficult for game balls to enter when the opening / closing member 23 is in the closed state than when it is in the open state.
[0035] To the right of the first starting opening 20 in the game area 3, there is a first major prize device 31 equipped with a variable first major prize opening 30 (also called the "first variable ball opening") which changes the ease (possibility) of game balls entering, and a second major prize device 36 equipped with a variable second major prize opening 35 (also called the "second variable ball opening") which changes the ease (possibility) of game balls entering. In this embodiment, the second major prize opening 35 (second major prize device 36) is positioned directly above the first major prize opening 30 (first major prize device 31). Either the first major prize opening 30 (first major prize device 31) or the second major prize opening 35 (second major prize device 36), or both, are also referred to as the "special ball opening".
[0036] The first large prize winning device 31 is equipped with an opening / closing member 32, which opens and closes the first large prize winning opening 30. The opening / closing member 32 is driven by the first large prize winning opening solenoid 33 (see Figure 5). The first large prize winning opening 30 can only accept game balls when the opening / closing member 32 is in the open position. The opening and closing operation of the opening / closing member 32 allows the first large prize winning opening 30 to change between a state where game balls cannot be accepted (closed state) and a state where game balls can be accepted (open state).
[0037] The second large prize winning device 36 is equipped with an opening / closing member 37, which opens and closes the second large prize winning opening 35. The opening / closing member 37 is driven by the second large prize winning opening solenoid 38 (see Figure 5). The second large prize winning opening 35 can only accept game balls when the opening / closing member 37 is in the open position. The opening and closing operation of the opening / closing member 37 can change the second large prize winning opening 35 between a state where game balls cannot be accepted (closed state) and a state where game balls can be accepted (open state).
[0038] The second prize-winning device 36 is composed of a specific area 39 (also called the "V area") and a non-specific area 49 (also called the "non-V area") through which game balls that have entered the second prize-winning opening 35 can pass, and a movable piece 150 for guiding (distributing) game balls that have entered the second prize-winning opening 35 to the specific area 39 or the non-specific area 49.
[0039] As will be described in detail later, the movable piece 150 is capable of operating based on the number of game balls detected by the second large prize slot sensor 35a, which will be described later, and is driven by the movable piece solenoid 151 (see Figure 5). When the movable piece solenoid 151 is OFF, that is, when the movable piece 150 is not operating (non-operating state), game balls that enter the second large prize slot 35 are guided to the non-specific area 49 (area other than the specific area) and are unable to pass through the specific area 39. On the other hand, when the movable piece solenoid 151 is ON, that is, when the movable piece 150 is operating (operating state), game balls that enter the second large prize slot 35 are guided to the specific area 39 and are able to pass through the specific area 39 (also called "V-passing"). The movable piece 150 is also called the "movable member" or "distribution member". Furthermore, the second major prize-winning device 36 or second major prize-winning opening 35, which includes the movable piece 150, is also called a "V-attacker".
[0040] In this pachinko game machine 1, a high probability state, described below, is generated based on the detection that at least one of the game balls that entered the second large prize slot 35 has passed through a specific area 39. The high probability state is one of the game benefits granted to the player separately from special games. This pachinko game machine 1, which determines whether or not to generate a high probability state based on whether or not a game ball has passed through the specific area 39, is a so-called "V-probability machine," and the specific area 39 functions as a probability change activation opening (probability change area). Such a specific area 39 is not provided in the first large prize device 31 (first large prize slot 30). However, a specific area 39 may be provided in the first large prize device 31 (first large prize slot 30).
[0041] Here, the configuration of the second major prize device 36 will be explained in detail. Figure 50 is a schematic diagram showing the second major prize device 36. As shown in the figure, all game balls that enter the second major prize opening 35 pass through a predetermined game ball guidance passage within the second major prize device and through the second major prize opening sensor 35a (also called the "ball entry detection means" or "ball entry detection sensor"). The second major prize opening sensor 35a is a sensor for detecting the entry of game balls into the second major prize opening 35, and it is possible to count the number of balls that enter the second major prize opening 35 based on the detection by the second major prize opening sensor 35a. When game balls are detected by the second major prize opening sensor 35a, the number of detected balls (i.e., the number of balls that have entered) is counted in round units by the main control unit, which will be described later (ball entry counting means). This counting result (count value) is cleared at the end of the round.
[0042] Furthermore, game balls detected by the second large prize entry sensor 35a then pass through a predetermined game ball guidance path and always pass through either a specific area 39 or a non-specific area 49 (see Figures 50(a) and (b)). The specific area 39 is only passable to game balls when the movable piece 150 is in operation (operating state), in other words, only when the specific area 39 is open. The specific area 39 is equipped with a specific area sensor 39a, and game balls passing through the specific area 39 are detected by the specific area sensor 39a (see Figure 50(b)). The specific area sensor 39a is a sensor for detecting the passage of game balls into the specific area 39. In addition, the non-specific area 49 is equipped with a non-specific area sensor 49a, and game balls passing through the non-specific area 49 are detected by the non-specific area sensor 49a (see Figure 50(a)). The non-specific area sensor 49a is a sensor for detecting the passage of game balls into the non-specific area 49. The specific area sensor 39a and the non-specific area detection sensor 49a are also sensors for detecting the discharge of game balls from the second large prize opening 35, and it is possible to count the number of game balls discharged from the second large prize opening 35 based on the detections by the specific area sensor 39a and the non-specific area detection sensor 49a. When game balls are detected by the specific area sensor 39a or the non-specific area detection sensor 49a, the number of detected balls (i.e., the number of discharged balls) is counted in round units by the main control unit described later (discharge counting means). This counting result (count value) is cleared at the end of the round.
[0043] The number of balls entered and the number of balls ejected can be counted, for example, by adding 1 to a counter (count value) each time a game ball is detected entering and subtracting 1 each time a ball is detected ejecting, or by setting up a counter to count the number of balls entered and a counter to count the number of balls ejected, and adding 1 to each counter each time a ball is detected entering or ejecting.
[0044] Furthermore, the number of game balls detected by the specific area sensor 39a is counted as the number of balls passing through the specific area by the main control unit described later (specific area passage counting means), and the number of game balls detected by the non-specific area sensor 49a is counted as the number of balls passing through the non-specific area by the main control unit described later (non-specific area passage counting means). These counts are also performed on a round basis, and the counting results (count values) are cleared at the end of the round.
[0045] Furthermore, the specific area sensor 39a (also called the "first discharge detection means" or "first discharge detection sensor") and the non-specific area detection sensor 49a (also called the "second discharge detection means" or "second discharge detection sensor") that detect when a game ball that has entered the second large prize slot 35 is discharged are collectively referred to as the "discharge detection means" or "discharge detection sensor."
[0046] In this embodiment, the control program of the main control unit counts the number of game balls entering and exiting the second large prize opening 35, and by determining whether the number of balls entering and exiting matches based on the counting results, it is possible to monitor whether there are any abnormalities or irregularities related to the entry of game balls into the second large prize device 36 (second large prize opening 35) which has a specific area 39. Inside the second large prize device 36 (second large prize opening 35), a movable piece 150 is operated to open and close the specific area 39, so there is a risk that game balls may get caught in the movable piece 150, causing the second large prize device 36 (second large prize opening 35) to jam. If such a ball jam occurs, the game balls that entered the second large prize opening 35 will not be exited afterward, resulting in a discrepancy between the number of balls entering and the number of balls exiting. By monitoring the number of balls entering and exiting in this way, it is possible to confirm whether or not a ball jam has occurred. Furthermore, even if a game ball is detected by the specific area sensor 39a due to fraudulent activities such as so-called string-hanging tricks, the number of balls entered and the number of balls dispensed will not match. Therefore, it is possible to monitor for fraudulent activity based on this and prevent unforeseen losses.
[0047] In this embodiment, the control program of the main control unit makes it possible to determine the occurrence of an error related to the passage of a game ball into a specific area 39. Specifically, a specific area validity period is set when the movable piece 150 starts operating, during which the detection of a game ball by the specific area sensor 39a is treated as valid. If a game ball is detected by the specific area sensor 39a (detection by the specific area sensor 39a) during a period excluding the specific area validity period (a period other than the specific area validity period), it is determined that an error has occurred, and the detection is treated as invalid. Furthermore, if an abnormality occurs in the signal (specific area passage signal) of the specific area sensor 39a due to a connection failure or the like, it is also possible to determine that an error has occurred. By determining errors based on the specific area validity period and connection failures of the specific area sensor 39a, it is possible to monitor for fraudulent activity, equipment failure, or damage, thereby preventing unforeseen damages.
[0048] In the game area 3, the area to the right of the center decorative element 10 is provided with a gate 28 (game ball passage opening) through which game balls can pass. Based on the passage of game balls through the gate 28, random numbers for determining whether a normal symbol wins or losses are obtained, and when predetermined conditions are met, a normal symbol win / loss determination is performed to determine whether or not to open the second start opening 21, and the normal symbols are displayed in a variable state, and a stop display is made based on the result of the normal symbol win / loss determination. When a winning normal symbol is displayed as a stop, the second start opening 21 is opened.
[0049] Furthermore, multiple general prize entry points 27 are provided at the bottom of the game area 3. In this embodiment, four general prize entry points 27 are provided, three of which are designated as left general prize entry points located to the left of the first start entry point 20, and one as a right general prize entry point located to the right of the first large prize entry point 30. The first start entry point 20, the second start entry point 21, the first large prize entry point 30, the second large prize entry point 35, and the general prize entry points 27 are each ball entry points that trigger the payout of prize balls, and when a game ball enters each entry point, a predetermined number of game balls (also called "prize balls") are dispensed from each entry point. Specifically, the number of balls awarded for the first starting gate 20 is "3", the number of balls awarded for the second starting gate 21 is "1", the number of balls awarded for the general prize gate 27 is "10", and the number of balls awarded for the first major prize gate 20 and the second major prize gate 35 is "15".
[0050] The game area 3, which has multiple ball entry points (first starting point 20, second starting point 21, first major prize entry point 30, second major prize entry point 35, general prize entry point 27 and gate 28), can be divided into the left game area 3A (first area) to the left of the center in the left-right direction, and the right game area 3B (second area) to the right. Shooting the game balls so that they flow down the left game area 3A is called "left-handed shooting," and shooting the game balls so that they flow down the right game area 3B is called "right-handed shooting."
[0051] Of the multiple ball entry points, the first start entry point 20 and the three left general prize entry points 27 are designed to allow game balls flowing down the left game area 3A of the game area 3 to enter. The second start entry point 21, the first large prize entry point 30, the second large prize entry point 35, the right general prize entry point 27, and the gate 28 are designed to allow game balls flowing down the right game area 3B of the game area 3 to enter. In this pachinko game machine 1, at the start of the game, the player should, in principle, aim to enter the first start entry point 20 by shooting to the left. On the other hand, when the game state changes, such as when a jackpot is hit based on the special symbol hit / miss judgment based on balls entering the first start entry point 20, the player should, in principle, aim to enter the gate 28, the second start entry point 21, the first large prize entry point 30, and the second large prize entry point 35 by shooting to the right.
[0052] As shown in Figures 3 and 4, a main display unit 40 is provided outside the game area 3 (outside the game area) and in the lower right corner of the game board 2. The main display unit 40 includes a first special symbol display unit 41a (first special symbol display unit) that displays the first special symbol in a variable and stopped state, a second special symbol display unit 41b (second special symbol display unit) that displays the second special symbol in a variable and stopped state, a normal symbol display unit 42 (normal symbol display unit) that displays the normal symbol in a variable and stopped state, a first special symbol hold display unit 43a that displays the number of stored win / fail judgment information (first special symbol hold) related to the first special symbol, a second special symbol hold display unit 43b that displays the number of stored win / fail judgment information (second special symbol hold) related to the second special symbol, and a normal symbol display unit The system includes a regular symbol hold indicator 44 that displays the number of reserved regular symbol holds, a round indicator 45 that shows the number of rounds of the jackpot game executed when the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a jackpot (specific result), a game state indicator 46 that shows that the probability variation function is activated, a launch direction indicator 47 that shows the launch direction of the game ball (whether to shoot left or right), and a win indicator 48 that shows that the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a jackpot (see Figure 4).
[0053] In the following explanation, the first special symbol and the second special symbol may be collectively referred to as "special symbols," the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as "special symbol display unit," and the first special symbol hold indicator 43a and the second special symbol hold indicator 43b may be collectively referred to as "special symbol hold display unit."
[0054] The special symbol display unit displays a special symbol (identification information) for a predetermined period of time, then stops it, and the result of the lottery (special symbol win / failure determination, jackpot lottery) based on ball entry into the first start opening 20 or the second start opening 21 is announced based on the special symbol (stopped symbol). The special symbol that is stopped is one special symbol selected from among several types of special symbols based on the result of the special symbol win / failure determination. If the stopped symbol is a predetermined specific special symbol (specific identification information), that is, if it is a winning symbol such as a jackpot symbol or a minor win symbol, a special game (jackpot game) is performed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern corresponding to the type of specific special symbol that is stopped. The opening patterns of the large prize openings (first large prize opening 30, second large prize opening 35) in the special game will be described later.
[0055] As shown in Figure 4, the first special symbol indicator 41a is composed of eight LEDs labeled "i" to "p", and displays a special symbol according to the result of the first special symbol win / loss determination. In this embodiment, seven types of jackpots, "7R 1st to 7th jackpots", are provided as a result of the first special symbol win / loss determination (see Figure 8), and the LEDs of the first special symbol indicator 41a are capable of displaying a display mode ("specific mode" or "specific display result") corresponding to each of these seven types of jackpots.
[0056] Specifically, if the result of the first special symbol win / loss judgment is "7R 1st Jackpot", the three "ijn" LEDs will be lit and the rest will be turned off (7R 1st Jackpot symbol), if it is "7R 2nd Jackpot", the three "imn" LEDs will be lit and the rest will be turned off (7R 2nd Jackpot symbol), if it is "7R 3rd Jackpot", the three "jln" LEDs will be lit and the rest will be turned off (7R 3rd Jackpot symbol), and if it is "7R 4th Jackpot", the "jkn" LEDs will be lit. Three LEDs of the symbol will be lit and the rest will be turned off (7R 4th jackpot symbol), three LEDs of "kln" will be lit and the rest will be turned off (7R 5th jackpot symbol), three LEDs of "klp" will be lit and the rest will be turned off (7R 6th jackpot symbol), and three LEDs of "kln" will be lit and the rest will be turned off (7R 7th jackpot symbol). In addition, if the result of the first special symbol win / loss judgment is "miss", one LED of "n" will be lit and the rest will be turned off (miss symbol, non-specific form).
[0057] On the other hand, the second special symbol display unit 41b is composed of eight LEDs labeled "a" to "h" and displays special symbols according to the result of the second special symbol win / loss determination. In this embodiment, two types of jackpots, "10R 8th jackpot" and "10R 9th jackpot," are provided as a result of the second special symbol win / loss determination (see Figure 8), and the LEDs of the second special symbol display unit 41b are capable of displaying a display mode ("specific mode" or "specific display result") corresponding to each of these two types of jackpots.
[0058] Specifically, if the result of the second special symbol win / loss judgment is "10R 8th jackpot", the four LEDs "acde" will be lit and the rest will be turned off (10R 8th jackpot symbol), and if it is "10R 9th jackpot", the four LEDs "bfgh" will be lit and the rest will be turned off (10R 9th jackpot symbol). Also, if the result of the second special symbol win / loss judgment is "miss", the single LED "g" will be lit and the rest will be turned off (miss symbol, non-specific mode).
[0059] Furthermore, the stopping display method for special symbols (stopping symbols) and the type of jackpot (type of rounds, number of jackpots, etc.) are not limited to this embodiment and can be set arbitrarily.
[0060] Before a special symbol is displayed in a stopped state, the special symbol is displayed in a fluctuating state for a predetermined fluctuating time. The mode of display of the fluctuating special symbol can be such that each LED lights up so that the light flows repeatedly in a predetermined order, such as clockwise or counterclockwise. Furthermore, the first special symbol displayed in a stopped state on the first special symbol display unit 41a is maintained in that stopped state until the fluctuating display of the next first special symbol begins. Similarly, the second special symbol displayed in a stopped state on the second special symbol display unit 41b is maintained in that stopped state until the fluctuating display of the next second special symbol begins.
[0061] The special symbol's stop display (maintaining the stop display pattern) continues until a predetermined stop display time (also called the "stop display period") has elapsed. In this embodiment, the stop display time for the special symbol based on the result of the special symbol win / loss judgment being a loss (also called the "loss stop display time") and the stop display time for the special symbol based on the result of the special symbol win / loss judgment being a jackpot (also called the "jackpot stop display time") are both set to "0.6 seconds (600 ms)", making the loss stop display time and the jackpot stop display time the same. However, the loss stop display time and the jackpot stop display time may be different. In this case, the jackpot stop display time can be made longer than the loss stop display time, or vice versa. Furthermore, the stop display time may be different depending on the game state, such as the low base state or high base state described later.
[0062] If the special symbol that is stopped is a losing symbol (non-specific type), and a special symbol hold is stored at the time of the stop display, then after the stop display period (losing stop display time) has elapsed, the oldest (first) special symbol hold in the stored order will be consumed, and the display of the next special symbol will begin. Also, if the special symbol that is stopped is a losing symbol, and no special symbol hold is stored at the time of the stop display, the stopped display state of the special symbol will be maintained even after the stop display period (losing stop display time) has elapsed. On the other hand, if the special symbol that is stopped is a jackpot symbol (specific type), then after the stop display period (jackpot stop display time) has elapsed, the game will transition to the opening period of the jackpot game described later, and after this opening period, the first round of the jackpot game will begin.
[0063] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a random number for determining whether a special symbol is a winning combination (also called "acquired information") is acquired based on that entry (acquisition means), and this acquired information is temporarily stored in a special symbol hold storage unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored as the first special symbol hold in the first special symbol hold storage unit (not shown), and if the ball enters the second start port 21, it is stored as the second special symbol hold in the second special symbol hold storage unit (not shown). An upper limit is set on the number of special symbol holds that can be stored in each special symbol hold storage unit, and in this embodiment, the upper limit is "4" for each. These first special symbol hold storage unit and second special symbol hold storage unit are also called the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquisition information storage means."
[0064] Special symbol holds stored in the special symbol hold memory unit are consumed when it becomes possible to display the special symbol variation based on that special symbol hold. Consumption of a special symbol hold means determining the random number for determining whether the special symbol is correct or incorrect corresponding to that special symbol hold, and then executing the display of the special symbol variation to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the special symbol variation based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be executed immediately at the time of entry, that is, even if the display of the special symbol variation is being executed or a special game is being executed, the right to determine whether the special symbol is correct or incorrect for that entry can be reserved up to a predetermined number of balls.
[0065] The number of special feature holds stored in the special feature hold memory unit is displayed on the first special feature hold indicator 43a and the second special feature hold indicator 43b. Specifically, the first special feature hold indicator 43a is composed of two "uv" LEDs, and the number of first special feature holds is displayed by controlling the display of the LEDs according to the number of first special feature holds. For example, if the number of reserved items is "0", the display can be set to "u□v□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off; if the number of reserved items is "1", the display can be set to "u□v●", with the "u" LED turned off and the "v" LED lit red; if the number of reserved items is "2", the display can be set to "u●v□", with the "u" LED lit red and the "v" LED turned off; if the number of reserved items is "3", the display can be set to "u●v●", with both LEDs lit red; and if the number of reserved items is "4 (maximum number)", the display can be set to "u▲v▲", with both LEDs lit green.
[0066] Furthermore, the second special feature hold indicator 43b is composed of two LEDs labeled "wx", and displays the number of second special feature holds by controlling the display of the LEDs according to the number of second special feature holds. For example, when the number of holds is "0", the display is set to "w□x□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. The same settings apply to the number of holds from "1" to "4" as to the first special feature hold indicator 43a.
[0067] The display of the regular symbols changes when a game ball passes through gate 28. The regular symbol display unit 42 displays the regular symbols changing for a predetermined time, then stops them, and the stopped regular symbol (stopped symbol) indicates the result of the regular symbol win / loss judgment based on the game ball passing through gate 28. The stopped regular symbol is one of several types of regular symbols selected by the regular symbol win / loss judgment. If the stopped regular symbol is a predetermined specific regular symbol (winning regular symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.
[0068] As shown in Figure 4, the regular symbol display unit 42 is composed of two LEDs labeled "st", and the way they light up allows the display of a regular symbol corresponding to the result of the regular symbol win / loss judgment. For example, if the judgment result is a win, the winning regular symbol is displayed as "s■t■" (for example, ■: lit, □: off), with both LEDs lit. If the judgment result is a loss, the losing regular symbol is displayed as "s□t■", with only the "t" LED lit. Note that the losing regular symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed in a variable state for a predetermined variable time, and the mode of this variable display is, for example, a mode in which both LEDs alternately light up and turn off. The regular symbol displayed as stopped on the regular symbol display unit 42 maintains that stopped display mode until the variable display of the next regular symbol begins.
[0069] In this pachinko game machine 1, when a game ball passes through gate 28, various information (also called "acquired information") such as a random number for determining whether a regular symbol is a winning or losing combination is acquired based on that passage. This acquired information is temporarily stored as a regular symbol hold in a regular symbol hold storage unit (not shown) formed in the RAM of the main control unit. An upper limit is set on the number of regular symbol holds that can be stored in the regular symbol hold storage unit, and in this embodiment, the upper limit is "4". Regular symbol holds stored in the regular symbol hold storage unit are consumed when it becomes possible to display the variation of a regular symbol based on that regular symbol hold. Consumption of a regular symbol hold means determining the random number for determining whether a regular symbol is a winning or losing combination corresponding to that regular symbol hold, and then executing the display of the variation of a regular symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the normal symbols based on the passage of a game ball through gate 28 cannot be performed immediately at the time of passage, that is, even if the display of the normal symbols is being performed or an auxiliary game is being performed, the right to determine whether the normal symbols are correct or incorrect for the passage can be reserved up to a predetermined number of balls.
[0070] The number of reserved regular drawings stored in the reserved regular drawing memory unit is displayed on the reserved regular drawing indicator 44. Specifically, the reserved regular drawing indicator 44 consists of two LEDs labeled "qr", and displays the number of reserved regular drawings by lighting up the LEDs according to the number of reserved regular drawings. For example, if the number of reserved drawings is "0", the display will show "q□r□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. If the number of reserved drawings is "1", the display will show "q□r●", with the "q" LED turned off and the "r" LED lit red. The reserved numbers "2" to "4" are also defined in the same way as the first reserved regular drawing indicator 43a.
[0071] As shown in Figure 4, the round indicator 45 consists of two LEDs: a lamp for 7R and a lamp for 10R. In this round indicator 45, for example, when any of the 7R 1st to 7th jackpots occur, the 7R lamp lights up at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display will be in the form of "7R▲10R△" (for example, △: off, ▲: on). Also, when the 10R 8th jackpot or the 10R 9th jackpot occurs, the 10R lamp lights up at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display will be in the form of "7R△10R▲" (for example, △: off, ▲: on).
[0072] As shown in Figure 4, the win indicator 48 is composed of three LEDs labeled "b1 to b3". When the aforementioned jackpot symbols (specific form, specific display result) are displayed on the special symbol display section, the LEDs are lit in a predetermined manner to indicate (notify) that the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a jackpot. Specifically, for example, if the result of the first special symbol win / failure judgment is a jackpot (specific result), and the first special symbol variation display based on this is performed on the first special symbol indicator 41a, then if any of the aforementioned 7R jackpot symbols 1 to 7 are displayed (stopped) on the first special symbol indicator 41a, then the LEDs "b1" and "b2" are lit and the LED "b3" is turned off, as in "b1■b2■b3□" (for example, ■: lit, □: off). Furthermore, if the result of the second special symbol win / loss determination is a jackpot (specific result), and the second special symbol variation display based on this is performed on the second special symbol display 41b, then if the aforementioned 10R 8th jackpot symbol or 10R 9th jackpot symbol is displayed (stopped) on the second special symbol display 41b, then the LEDs "b1" and "b3" are lit and the LED "b2" is turned off, as in "b1■b2□b3■" (for example, ■: lit, □: off).
[0073] In this way, the win indicator 48 can notify whether the special symbol win / failure determination that triggered the jackpot (when the jackpot symbols are displayed) was a first special symbol win / failure determination or a second special symbol win / failure determination, based on the lighting patterns of the three LEDs "b1 to b3". This notification of the type of special symbol win / failure determination that triggered the jackpot by the win indicator 48 is also called "determination notification", and the win indicator 48 is also called "determination notification means".
[0074] The hit indicator 48 makes a determination notification over a predetermined period of time from the occurrence of a jackpot (display of the jackpot symbols). In this embodiment, it is made from the occurrence of a jackpot (display of the jackpot symbols) until the next jackpot occurs (until the next jackpot symbols are displayed). For example, if, while playing with the left hand (while the first special symbol is displayed to change), a jackpot symbol is displayed (stopped) on the first special symbol display 41a, and then, after the jackpot game, the player continues playing with the right hand (while the second special symbol is displayed to change), and a jackpot symbol is displayed (stopped) on the second special symbol display 41b, the display pattern (lighting pattern) of the win indicator 48 changes to "b1■b2■b3□" triggered by the display of the jackpot symbol on the first special symbol display 41a, and the display pattern of the win indicator 48, "b1■b2■b3□", is maintained until a jackpot symbol is displayed on the second special symbol display 41b. Then, when a winning symbol is displayed on the second special symbol indicator 41b, one of the two LEDs "b1" and "b2" of the winning indicator 48 that was lit up until then, "b2", is turned off, and the display pattern (lighting pattern) of the winning indicator 48 becomes "b1■b2□b3■". Also, for example, if a winning symbol is displayed on the first special symbol indicator 41a, and then after a jackpot game, the winning symbol is displayed on the first special symbol indicator 41a again, the display pattern (lighting pattern) of the winning indicator 48 becomes "b1■b2■b3□" triggered by the previous display of the winning symbol on the first special symbol indicator 41a, and thereafter, even after the winning symbol for the next jackpot is displayed on the first special symbol indicator 41a, the display pattern of the winning indicator 48 "b1■b2■b3□" is maintained. Therefore, in this embodiment, it is possible to indicate (notify) the type of special symbol win / loss determination that triggered the previous jackpot during the interval between the previous jackpot and the next jackpot.
[0075] Furthermore, the execution period for the judgment notification by the winning indicator 48 (judgment notification period) does not have to span between jackpots, as in this embodiment. For example, it can be set from the occurrence of a jackpot (display of the jackpot symbols) until the end of the jackpot game related to that jackpot, or from the occurrence of a jackpot (display of the jackpot symbols) until a predetermined amount of time has elapsed after the jackpot game related to that jackpot, or from the occurrence of a jackpot (display of the jackpot symbols) until a predetermined number of special symbol variations are displayed after the jackpot game related to that jackpot. In addition, if the game state after the end of a jackpot game is a game state that is more advantageous to the player than a normal game state, such as a high probability state or a time-saving state described later (also called a "specific game state"), the judgment notification period can be set from the occurrence of a jackpot (display of the jackpot symbols) until the end of that specific game state. Furthermore, if a specific area abnormality occurs during a jackpot game, as described later, it is possible to set a predetermined period from the occurrence of the specific area abnormality as the judgment notification period. In this case, when the specific area abnormality occurs, the LED of the win indicator 48 is lit in a display mode (lighting mode) that indicates the type of special symbol win / failure judgment (first special symbol win / failure judgment or second special symbol win / failure judgment) that triggered the jackpot game being played.
[0076] In this embodiment, the display mode (initial display mode) of the winning indicator 48 when the power to the pachinko game machine 1 is turned on is, in principle, set to a state where all three LEDs "b1~b3" are turned off (all off). Furthermore, in this embodiment, the display by the winning indicator 48 (i.e., "judgment notification") is subject to backup. For example, if the power is cut off while the display mode of the winning indicator 48 is "b1■b2■b3□", the LED lighting pattern data related to that display mode is stored (backed up) in RAM, and when the power is turned on again, the display mode of the winning indicator 48 is set to the same as before the power cut off, based on the backed-up lighting pattern data. However, if a RAM clear is performed when the power to the pachinko game machine 1 is turned on, the backed-up lighting pattern data is erased, and the display mode of the winning indicator 48 is set to the initial display mode (all off) as described above. Note that the judgment notification by the winning indicator 48 may be configured not to be subject to backup. Furthermore, it is not always necessary to provide the winning indicator 48.
[0077] Next, the electrical configuration of this pachinko game machine 1 will be explained based on Figures 2 and 5. The pachinko game machine 1 of this embodiment includes a main control board 80 (also called the "main control unit" or "game control unit") which controls game progression and game profits, such as special symbol win / loss determination, normal symbol win / loss determination, and transitions in game states; a sub-control board 90 (also called the "sub-control unit", "sub-control unit", or "performance control unit") which controls effects executed as the game progresses; a payout control board 110 (also called the "payout control unit") which controls the payout of game balls; and an image control board 100 (also called the "image control unit") which controls the display of an image display device 7, a performance display device 102, a first special symbol hold display device 103a, and a second special symbol hold display device 103b, etc.
[0078] As shown in Figure 2, a main control board housing case containing a main control board 80 is provided approximately in the center of the rear side (back side) of the pachinko game machine 1. Above this main control board case, an image control board housing case containing a sound control board 106, a lamp control board 107, and an image control board 100 is provided, and above the image control board housing case, a sub-control board housing case containing a sub-control board 90 is provided. Furthermore, a payout control board case containing a payout control board 110 is provided to the lower left of the main control board case, and a power supply board case containing a power supply board 109 is provided to the right of that.
[0079] The power supply board 109 functions as a power supply means that receives power from an external source and supplies power to the pachinko game machine 1. Specifically, it supplies power to various electrical components necessary for the operation of the pachinko game machine 1, such as the various circuit boards, devices and equipment, sensors, switches, motors, and solenoids shown in the block diagram of Figure 5. The power supply board 109 is equipped with a power switch (not shown) exposed on the outside of the power supply board case. Power is supplied when the power switch is turned ON, and the power is stopped when it is turned OFF.
[0080] The main control board 80 has a game control one-chip microcontroller (also called the "game control microcontroller") 81 mounted on it that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 (game control means) includes a ROM that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The game control microcontroller 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcontroller 81. The ROM may also be external. The RAM of the game control microcontroller 81 is provided with the special symbol hold storage section (first special symbol hold storage section and second special symbol hold storage section) and the general symbol hold storage section described above.
[0081] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start-up sensor 20a, a second start-up sensor 21a, a gate sensor 28a, a first large prize-winning slot sensor 30a, a second large prize-winning slot sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general prize-winning slot sensor 27a. Any or all of these sensors are also referred to as the "game ball detection means."
[0082] The first start port sensor 20a is installed inside the first start port 20 and detects game balls that have entered the first start port 20. The second start port sensor 21a is installed inside the second start port 21 and detects game balls that have entered the second start port 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize port sensor 30a is installed inside the first large prize port 30 and detects game balls that have entered the first large prize port 30. The second large prize port sensor 35a is installed inside the second large prize port 35 and detects game balls that have entered the second large prize port 35 and passed through the second large prize port 35. The specific area sensor 39a is installed in a specific area 39 inside the second large prize port 35 and detects game balls that have entered the second large prize port 35 and passed through the specific area 39. The non-specific area sensor 49a is located in the non-specific area 49 within the second large prize opening 35 and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area 49. The general prize opening sensors 27a are located in each general prize opening 27 and detect game balls that have entered the general prize opening 27. The RAM of the game control microcomputer 81 (main control unit) is provided with an area for counting and storing the number of game balls detected by each of these sensors (game ball detection means), and the number of detections by each sensor can be counted by the control (program) of the game control microcomputer 81 (counting means).
[0083] Furthermore, the solenoids connected include the second start port solenoid 24, the first major prize port solenoid 33, the second major prize port solenoid 38, and the movable piece solenoid 151. These various solenoids are also called "electrical drive sources" or "driving means." The second start port solenoid 24 is for driving the opening / closing member 23 of the variable prize device 22, and the first major prize port solenoid 33 is for driving the opening / closing member 32 of the first major prize device 31. In addition, the second major prize port solenoid 38 is for driving the opening / closing member 37 of the second major prize device 36, and the movable piece solenoid 151 drives the movable piece 150 of the second major prize device 36.
[0084] Furthermore, the main control board 80 is connected to a first special symbol indicator 41a, a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, a second special symbol hold indicator 43b, a regular symbol hold indicator 44, a round indicator 45, a game status indicator 46, a launch direction indicator 47, and a win indicator 48. The display control of the main indicator 40, including each of these indicators, is performed by a microcomputer 81 for game control.
[0085] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a payout device 120 that dispenses prize balls and loaned balls, and a card unit 135 (installed adjacent to the pachinko game machine 1, which enables ball lending based on information stored in an inserted prepaid card (game value storage medium), etc.), and a launch device 112 is connected via a launch control board 111 (also called the "launch control unit"). The launch device 112 includes a launch handle 60 (see Figure 1).
[0086] The payout control board 110 has a payout control one-chip microcontroller (also called the "payout control microcontroller") 116 mounted on it that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcontroller 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The payout control microcontroller 116 drives the payout motor 121 of the payout device 120 to pay out prize balls or loan balls based on signals from the game control microcontroller 81 and signals from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The payout game balls are detected by payout sensors 122 and 123 for counting. When a player operates the handle 60 (see Figure 1) of the launching device 112, the touch sensor 114 detects the player's contact with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. The launching motor 113 is then driven and controlled so that the game ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.
[0087] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using diodes) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.
[0088] As shown in Figure 5, the sub-control board 90 is equipped with a one-chip microcontroller for performance control (also called the "performance control microcontroller") 91 that controls the performance of the pachinko game machine 1 according to a program. The performance control microcontroller 91 (performance control means) includes a ROM that stores programs for controlling game performances as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The performance control microcontroller 91 transmits and receives data with other boards via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcontroller 91. The ROM may also be external.
[0089] The sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. The sub-control board 90 (sub-control unit), the image control board 100 (image control unit), the sound control board 106 (sound control unit), and the lamp control board 107 (lamp control unit) function as performance control means (also called "performance execution means") that control the corresponding performance devices and components (performance means) to execute various performances such as display performances, sound performances, and lamp performances (light performances) according to the state of the game.
[0090] The microcontroller 91 for performance control on the sub-control board 90 causes the CPU of the image control one-chip microcontroller 101 (also called the "image control microcontroller") on the image control board 100 to perform display control on the image display device 7, the performance indicator 102, the first special effect hold indicator 103a, and the second special effect hold indicator 103b, based on commands received from the main control board 80.
[0091] The RAM of the image control board 100 is memory for processing image data. The ROM of the image control board 100 stores image data such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers and symbols (including performance patterns, hold patterns, etc.) and background images. The image control microcontroller 101 reads image data from the ROM based on commands from the performance control microcontroller 91. Then, it executes display control based on the read image data.
[0092] The performance indicator 102 consists of two LEDs and displays fluctuation and stop indications in accordance with the fluctuation and stop indications of the performance symbol 8. The stopping indication is displayed in a display manner that shows the display result of the performance symbol 8 (the result of the special symbol win / loss determination) by the lighting / extinguishing or color combination of the two LEDs. Similarly, the first special symbol hold indicator 103a and the second special symbol hold indicator 103b also consist of two LEDs. The first special symbol hold indicator 103a is displayed in a display manner that shows the same number of hold items as the number of hold items displayed in the first performance hold display area 9c and the first special symbol hold indicator 43a, by the lighting / extinguishing or color combination of the two LEDs. Similarly, the second special symbol hold indicator 103b is displayed in a display manner that shows the same number of hold items as the number of hold items displayed in the second performance hold display area 9d and the second special symbol hold indicator 43b, by the lighting / extinguishing or color combination of the two LEDs. This is because displaying the performance indicator across almost the entire display screen 7a (performance symbol display area) or operating the movable decorative member 14 to cover almost the entire performance symbol display area 7b (performance symbol display area) of the display screen 7a may cause some or all of the various images displayed on the display screen 7a, such as the performance symbol 8, the first performance hold 9a, the second performance hold 9b, etc., to become invisible. Therefore, such hold indicators 103a and 103b are provided. In addition to the image control one-chip microcontroller 101 on the image control board 100, a VDP (Video Display Processor) may be provided instead.
[0093] Furthermore, the microcontroller 91 for performance control outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The audio data, such as voice, output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be mounted on the audio control board 106, in which case the CPU may be made to perform audio control. In this case, a ROM may also be mounted on the audio control board 106, and the audio data may be stored in that ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the CPU of the image control board 100 may be made to perform audio control. In this case, the audio data may also be stored in the ROM of the image control board 100.
[0094] Furthermore, the microcontroller 91 for performance control determines the light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) for the frame lamps 66 and panel lamps 5, etc., from the data stored in ROM based on commands received from the main control board 80, and controls the lighting of the lamps (LEDs) such as the frame lamps 66 and panel lamps 5 via the lamp control board 107.
[0095] Furthermore, the performance control microcontroller 91 operates the movable decorative member 14, which is connected to the lamp control board 107 via the relay board 108, based on commands received from the main control board 80. The movable decorative member 14 is a movable gimmick provided on the center decorative body 10. The performance control microcontroller 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating manner from data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be implemented on the lamp control board 107, in which case the CPU may be made to perform lamp lighting control and operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data related to light emission patterns and operation patterns may be stored in the ROM.
[0096] Furthermore, the sub-control board 90 is connected to a first performance button detection switch 63c and a second performance button detection switch 63d, which detect when the first performance button 63a or the second performance button 63b (see Figure 1) is operated (pressed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first performance button 63a or the second performance button 63b, a signal is output to the sub-control board 90 from the corresponding performance button detection switch. The first performance button detection switch 63c and the second performance button detection switch 63d are collectively referred to simply as "performance button detection switches".
[0097] Next, the control related to the hit / miss determination in the pachinko game machine 1 of this embodiment will be explained. In this embodiment, there are two results for the special symbol hit / miss determination: "jackpot (specific result)" and "miss (non-specific result)". If the result of the special symbol hit / miss determination is a jackpot, the "jackpot symbol" is stopped and displayed on the special symbol display unit, and if it is a miss, the "miss symbol" is stopped and displayed on the special symbol display unit. If a jackpot is determined, a "special game" is executed in which the first large prize slot 30 or the second large prize slot 35 is opened according to the opening pattern corresponding to the type of special symbol that has been stopped and displayed. The special game is a game in which game balls are entered into the first large prize slot 30 or the second large prize slot 35 (special ball slot) which is opened according to a predetermined opening pattern. The special game executed when a jackpot is achieved is also called a "jackpot game".
[0098] There are several types of jackpots. As shown in Figure 6, there are a total of nine types of jackpots: "7R (Round) 1st Jackpot", "7R 2nd Jackpot", "7R 3rd Jackpot", "7R 4th Jackpot", "7R 5th Jackpot", "7R 6th Jackpot", "7R 7th Jackpot", "10R 8th Jackpot", and "10R 9th Jackpot". 7R 1st to 7th jackpots are jackpots in which the number of times the big prize slot (1st big prize slot 30 or 2nd big prize slot 35) is opened (number of rounds) is 7 times, while 10R 8th and 9th jackpots are jackpots in which the number of times the big prize slot (1st big prize slot 30 or 2nd big prize slot 35) is opened (number of rounds) is 10 times.
[0099] Here, the 7R jackpots from the 1st to the 7th round are collectively referred to as "7R jackpots," and the 10R jackpots from the 8th to the 9th round are collectively referred to as "10R jackpots." Furthermore, a jackpot game involving a 7R jackpot is also referred to as a "7R jackpot game," and a jackpot game involving a 10R jackpot is also referred to as a "10R jackpot game."
[0100] In this embodiment, there are two types of jackpots based on the number of rounds: 7R jackpot and 10R jackpot. However, it is possible to have various types of jackpots, such as two types, 5R jackpot and 10R jackpot, or one type, 7R jackpot. Also, in this embodiment, the maximum number of rounds for a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, it is possible to have more rounds than 10R (e.g., 15R) or fewer rounds than 10R (e.g., 9R).
[0101] In each round of the jackpot game in this embodiment, one of the first jackpot entry point 30 and the second jackpot entry point 35 is open (allowing ball entry, allowing game balls to be received), while the other is closed (unable to enter, unable to receive game balls). In other words, the two jackpot entry points 30 and 35 (special entry points) are never open simultaneously; only one of the jackpot entry points (special entry points) is open. Specifically, in the first round, the first major prize gate 30 (lower major prize gate) is closed and the second major prize gate 35 (upper major prize gate) is opened; in the second round, the first major prize gate 30 (lower major prize gate) is opened and the second major prize gate 35 (upper major prize gate) is closed; in the third round, the first major prize gate 30 (lower major prize gate) is closed and the second major prize gate 35 (upper major prize gate) is opened, similar to the first round; and in the fourth round, the first major prize gate 30 (lower major prize gate) is opened and the second major prize gate 35 (upper major prize gate) is closed, similar to the second round. Thereafter, as the game progresses through rounds 5 and 6, the closing of the first large prize opening 30 (lower large prize opening) and the opening of the second large prize opening 35 (upper large prize opening) alternate with the opening of the first large prize opening 30 (lower large prize opening) and the closing of the second large prize opening 35 (upper large prize opening). In other words, in this embodiment of the jackpot game, the second large prize opening 35 (upper large prize opening) opens in odd-numbered rounds, and the first large prize opening 30 (lower large prize opening) opens in even-numbered rounds, with the first large prize opening 30 (lower large prize opening) and the second large prize opening 35 (upper large prize opening) opening alternately, with the second large prize opening 35 (upper large prize opening) opening first.
[0102] Here, we will explain the opening pattern of the large prize slots during a jackpot game. In this embodiment, the opening patterns of the first large prize slot 30 and the second large prize slot 35 are the same. That is, in odd-numbered rounds during a jackpot game, the second large prize slot 35 is kept open for 25,000ms (25 seconds) from the start of the round, and then closed after 25,000ms (25 seconds) to end the round. In other words, the second large prize slot 35 is opened with an opening pattern of 25,000ms and 1 opening. With this opening pattern, it is possible to easily enter the second large prize slot 35 by shooting to the right. On the other hand, in even-numbered rounds during a jackpot game, the first large prize slot 30 is kept open for 25,000ms (25 seconds) from the start of the round, and then closed after 25,000ms (25 seconds) to end the round. In other words, the first large prize slot 30 is opened with an opening time of 25,000 ms and one opening. With this opening pattern, it is possible to easily enter the first large prize slot 30 by shooting to the right.
[0103] Furthermore, in the 5th round during a jackpot game, in addition to opening the second large prize slot 35, the movable piece 150 is operated based on the number of game balls that have entered the second large prize slot 35 reaching a predetermined number. Specifically, when a game ball enters the second large prize slot 35, the entered game ball is detected by the second large prize slot sensor 35a, and the number of detected game balls (i.e., the number of balls that have entered the second large prize slot 35) is counted using a counter (not shown) provided in the RAM of the main control unit (ball counting means). When this counted value reaches a predetermined value, the movable piece 150 is activated. In other words, the timing of the operation of the movable piece 150 is determined by the predetermined value (the number of balls that have entered the second large prize slot 35).
[0104] The predetermined value (count value) that triggers the movement of the movable piece 150 is set within the range of the number of game balls (specified number) that are allowed to enter the second large prize pocket 35 during one round. In this embodiment, there are two predetermined values, broadly speaking: a "first predetermined value (first count value)" and a "second predetermined value (second count value)" which is a value larger than the first predetermined value.
[0105] Specifically, as shown in Figure 48, the correspondence between "jackpot type" and "first predetermined value and second predetermined value" is pre-stored in the ROM of the main control unit (value storage means). In this embodiment, the first predetermined value (first count value: c1) is set to "1" and the second predetermined value (second count value: c2) is set to "2". The first predetermined value is set for all jackpot types. On the other hand, the second predetermined value is set for specific jackpot types (in this example, 7R 1st, 3rd, 5th, and 7th jackpots and 10R 8th jackpot), and is not set for other jackpot types (in this example, 7R 2nd, 4th, and 6th jackpots and 10R 9th jackpot). Therefore, in this embodiment, the movable piece 150 operates at least once and can operate up to twice in the 5th round of the jackpot game.
[0106] Note that the setting configurations for the first predetermined value (c1) and the second predetermined value (c2) shown in Figure 48 are merely examples, and various other configurations are possible. In this embodiment, the second predetermined value is set to "2," but the second predetermined value can also be a value of "3" or higher (for example, any value from "3" to "9"). Furthermore, the second predetermined value may be set to different values depending on the type of jackpot, for example, "2" for the 7R first jackpot and "3" for the 7R third jackpot.
[0107] Alternatively, instead of setting a first predetermined value (c1), a second predetermined value (c2) may be set, and the second operation of the movable piece 150 may be performed based on the number of balls that enter the second large prize opening 35. In other words, one predetermined value (count value) may be set as the trigger for the operation of the movable piece 150, and the second operation of the movable piece 150 may be performed based on that predetermined value. When the second operation of the movable piece 150 is controlled by one predetermined value, the first operation of the movable piece 150 can be configured to be performed, for example, triggered by the opening of the second large prize opening 35.
[0108] In this embodiment, two types of operation modes (operation patterns) are pre-defined for the movable piece 150, each with a relatively different probability of game balls passing through the specific area 39. Specifically, there are two modes: a mode in which the probability of game balls passing through the specific area 39 is low (first operation mode), and a mode in which the probability of game balls passing through the specific area 39 is high (second operation mode). When the movable piece 150 operates, it operates in one of these modes. Which mode the movable piece 150 operates in is determined by the aforementioned predetermined value that triggered the operation of the movable piece 150, that is, the count value by the ball entry counting means (the number of game balls detected by the second large prize entry sensor 35a, i.e., the number of balls entered into the second large prize entry 35).
[0109] Specifically, when the count (number of balls entering the second large prize opening 35) reaches a first predetermined value ("1" in this example) and the movable piece 150 operates, i.e., in the first operation, it operates in a manner in which the possibility of the game ball passing through the specific area 39 is low (first operation mode). When the count (number of balls entering the second large prize opening 35) reaches a second predetermined value ("2" in this example) and the movable piece 150 operates, i.e., in the second operation, it operates in a manner in which the possibility of the game ball passing through the specific area 39 is high (second operation mode). When the movable piece 150 operates in the first operation mode (first operation), the possibility of the game ball passing through the specific area 39 becomes extremely low, making it difficult (virtually impossible) for the game ball to pass through the specific area 39. On the other hand, when the movable piece 150 operates in the second operation mode (second operation), the possibility of the game ball passing through the specific area 39 becomes high, making it easy for the game ball to pass through the specific area 39.
[0110] As mentioned above, the second predetermined value is set for specific types of jackpots, but not for other types of jackpots. For this reason, the five types of jackpots that correspond to the specific types for which the second predetermined value is set, namely the 7R 1st, 3rd, 5th, and 7th jackpots and the 10R 8th jackpot, are jackpots in which the movable piece 150 is operated in a manner that makes it highly likely that the game ball will pass through the specific area 39 (also called "V-passing planned jackpots") (see Figure 48). On the other hand, jackpots for which the second predetermined value is not set, namely the 7R 2nd, 4th, and 6th jackpots and the 10R 9th jackpot, are jackpots in which the movable piece 150 is operated in a manner that makes it less likely that the game ball will pass through the specific area 39 (also called "V-non-passing planned jackpots") (see Figure 48). In other words, a "V-passing scheduled jackpot" is a jackpot (probability-changing jackpot) that is premised on generating the high-probability state described later (granting a bonus), while a "V-non-passing scheduled jackpot" is a jackpot (non-probability-changing jackpot) that is premised on not generating the high-probability state described later (not granting a bonus). Incidentally, the jackpot game (special game) related to the V-non-passing scheduled jackpot is also called the "first special game," and the jackpot game (special game) related to the V-passing scheduled jackpot is also called the "second special game."
[0111] Here, the relationship between the operation of the movable piece 150 and the game balls that enter the second large prize opening 35 is as follows. As shown in Figure 49, when the count value by the aforementioned ball entry counting means reaches a first predetermined value ("1" in this example) (c1=1), the movable piece 150 is set to an 80ms operating state (movable piece solenoid 151 is turned ON). That is, when the first ball entering the second large prize opening 35 is detected, the specific area 39 is opened (V open) for 80ms (0.08 seconds). In other words, the movable piece 150 operates with an operation pattern of 80ms operation time (open time) and 1 operation (number of openings). In this case, the movement of the movable piece 150 takes place for an extremely short time (a split second) of 80ms. Therefore, by the time the game ball that triggered the movement (the game ball corresponding to the first ball to enter the second large prize pocket 35) passes the second large prize pocket sensor 35a and reaches the location where the movable piece 150 is installed, the movement of the movable piece 150 is extremely likely to have finished (become in a non-operating state) (see Figure 50(a)). Thus, the possibility of the game ball passing through the specific area 39 is extremely low (virtually impossible).
[0112] On the other hand, as shown in Figure 49, when the count value obtained by the aforementioned ball counting means reaches a second predetermined value (in this example, "2") (c2=2), the movable piece 150 is set to an operating state for 3000ms (movable piece solenoid 151 is turned ON). That is, when the second ball entering the second large prize opening 35 is detected, the specific area 39 is opened (V open) for 3000ms (3 seconds). In other words, the movable piece 150 operates with an operating time (open time) of 3000ms and an operating number (open number) of 1. In this case, the operation of the movable piece 150 takes a relatively long time of 3000ms, so by the time the game ball that triggered the operation (the game ball corresponding to the second ball entering the second large prize slot 35) passes the second large prize slot sensor 35a and reaches the location where the movable piece 150 is installed, there is a very high probability that the operation of the movable piece 150 has not yet finished (is still in operation) (see Figure 50(b)). Therefore, there is a very high probability that the game ball will pass through the specific area 39. If the movable piece 150 is in operation when the round of play ends, the operation of the movable piece 150 will also end with the end of that round of play.
[0113] Thus, when the ball counting means reaches a first predetermined value, the movable piece 150 operates in a short-opening operation pattern (first operation mode) that opens the specific area 39 for a very short time (80 ms), and when the ball counting means reaches a second predetermined value, it operates in a long-opening operation pattern (second operation mode) that opens the specific area 39 for a longer time (3000 ms) than the short-opening operation pattern. In the case of a "jackpot where the ball does not pass through the V-zone," the movable piece 150 operates in the short-opening operation pattern (first operation mode) in the 5th round, but does not operate in the long-opening operation pattern (second operation mode) afterward. In the case of a "jackpot where the ball passes through the V-zone," the movable piece 150 operates in the short-opening operation pattern (first operation mode) in the 5th round, and then can operate in the long-opening operation pattern (second operation mode).
[0114] Therefore, in a "jackpot where the ball is not expected to pass through V," even if a game ball enters the second large prize slot 35 in the 5th round, the probability of the game ball passing through the specific area 39 during that round is extremely low (virtually zero). As a result, the game state after the jackpot ends is unlikely to be the high-probability state described later, or in other words, it is highly likely to be the normal state (low-probability state) described later. On the other hand, in a "jackpot where the ball is expected to pass through V," if two or more game balls enter the second large prize slot 35 in the 5th round, the probability of the game ball passing through the specific area 39 during that round is extremely high (approximately 100%). As a result, the game state after the jackpot ends is highly likely to be the high-probability state described later. Thus, in this embodiment, the 5th round of a jackpot game is designated as a V round, which determines whether or not the game state after the jackpot ends will be the high-probability state based on whether or not a game ball passes through the specific area 39. These types of V-rounds are also called "prize-determining games," "specific round games," or "specific rounds."
[0115] Here, the movable piece 150 is a component that guides (distributes) the game balls that have entered the V-attacker (second large prize opening 35) to a specific area 39 or a non-specific area 49, and is involved with the game balls inside the V-attacker. For this reason, the movable piece 150 is usually installed in a place that is difficult to see at a glance, such as inside or at the back of the V-attacker, on the game board 2 (game area 3) or around the V-attacker (see Figure 50). In addition, in this embodiment, the opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) during a jackpot game are the same for 7R jackpots and 10R jackpots, respectively, in terms of opening time, number of openings, and opening order, and the opening pattern in the V-round (the 5th round in this example) is also the same (see Figure 6). These factors, along with the control of the movement of the movable piece 150 based on the count value (number of balls entering the V-attacker) from the ball entry counting means in the V-round, make it difficult to determine, for example, "at what timing a game ball that has entered the V-attacker may pass through the specific area 39" or "whether or not a game ball has passed through the specific area 39" (V-passing status) of the game ball in the V-round.
[0116] As a result, with the pachinko game machine 1 of this embodiment, for example, even if one closely observes the movement (opening pattern) of the V-attacker as in the conventional method, it becomes difficult to determine (understand, predict) the result of the V-round before it is determined. Therefore, it is possible to eliminate the decrease in the enjoyment of the game caused by being able to determine (predict) the result of the V-round (whether or not the game ball passes into a specific area) in advance.
[0117] Furthermore, the opening pattern of the large prize slot is not limited to this embodiment, and the opening patterns of the first large prize slot 30 and the second large prize slot 35 may be different. Also, in this embodiment, the opening pattern of the large prize slot is the same, only the number of rounds differs depending on the type of jackpot (7R or 10R), but the opening pattern of the large prize slot may be different depending on the type of jackpot. Moreover, the operation patterns of the movable piece 150 (first operation mode, second operation mode) are not limited to this embodiment.
[0118] The distribution probabilities for each jackpot in the determination of whether the first special symbol (Special Symbol 1) is successful are as follows: 5% for the 7R 1st jackpot, 15% for the 7R 2nd jackpot, 12% for the 7R 3rd jackpot, 15% for the 7R 4th jackpot, 18% for the 7R 5th jackpot, 10% for the 7R 6th jackpot, and 25% for the 7R 7th jackpot. Dividing these into jackpots that are expected to pass through the V-zone and jackpots that are not expected to pass through the V-zone, 60% are expected to pass through the V-zone (5% + 12% + 18% + 25% = 60%) and 40% are expected to not pass through the V-zone (15% + 15% + 10% = 40%) (see Figures 6 and 8). On the other hand, the distribution probabilities for each jackpot in the hit / fail determination of the second special symbol (Special Symbol 2) are 80% for the 10R 8th jackpot and 20% for the 10R 9th jackpot. Dividing these into jackpots that are expected to pass through V and jackpots that are not expected to pass through V, the proportions are 80% for jackpots expected to pass through V and 20% for jackpots that are not expected to pass through V (see Figures 6 and 8). Therefore, when a jackpot is determined by the hit / fail determination of the second special symbol based on ball entry into the second start port 21, the probability of it being a jackpot expected to pass through V is higher than when a jackpot is determined by the hit / fail determination of the first special symbol based on ball entry into the first start port 20. In addition, when a jackpot is determined by the hit / fail determination of the second special symbol based on ball entry into the second start port 21, a 10R jackpot will appear, which would not appear in the hit / fail determination of the first special symbol based on ball entry into the first start port 20.
[0119] Thus, in this pachinko game machine 1, it is set up so that it is more advantageous for the player to win a jackpot when the game ball enters the second start opening 21 (second special symbol win / loss judgment) than when the game ball enters the first start opening 20 (first special symbol win / loss judgment). For this reason, players play the game hoping that the game ball will enter the second start opening 21. This is especially noticeable when the opening extension function is in operation, which increases the frequency of the game ball entering the second start opening 21.
[0120] In this pachinko game machine 1, the determination of whether a special symbol is correct (jackpot determination) is performed based on a random number for determining whether a special symbol is correct (also called "information for determining correctness"), and the determination of the type of jackpot when a jackpot is achieved is performed based on a random number for determining the type of jackpot (also called "random number for determining symbols" or "information for determining symbols"). As shown in Figure 7(A), the random number for determining whether a special symbol is correct takes a value in the range of "0 to 629", and the random number for determining the type of jackpot takes a value in the range of "0 to 99". In addition, the random numbers (acquired information) obtained based on ball entry into the first start port 20 and the second start port 21 include a variable pattern random number (also called "variable pattern information") in addition to the random number for determining whether a special symbol is correct and the random number for determining the type of jackpot.
[0121] The variable pattern random number is a random number used to determine the variable pattern, including the variable time. The variable pattern random number takes values in the range of "0 to 198". In addition, the random numbers obtained based on passing through gate 28 include the random number for determining whether or not to hit the normal symbol, as shown in Figure 7(B). The random number for determining whether or not to hit the normal symbol is a random number used to determine whether or not to perform the auxiliary game that opens the second start opening 21 (normal symbol lottery). The normal symbol random number takes values in the range of "0 to 240".
[0122] Next, the game state of the pachinko game machine 1 of this embodiment will be described. In this pachinko game machine 1, the game state when a variable game is performed can be controlled by combinations of the operation or non-operation of the probability variation function for special symbols and regular symbols, the variation time reduction function (time reduction function), and the opening extension function. The game state when a variable game (variation display) is performed is also called the "game mode" or "variation mode".
[0123] The state in which the probability variation function for special symbols (the first special symbol and the second special symbol) is activated is called the "high probability state," and the state in which it is not activated is called the "normal state" or "low probability state." In the normal state, the win / loss determination is made using the win / loss determination table for the normal state, and in the high probability state, the win / loss determination is made using the win / loss determination table for the high probability state, in which the value of the random number used for determining whether a special symbol will result in a win is higher than in the normal state (see Figure 8(A)). For this reason, in the high probability state, the probability of a special symbol being determined to result in a win is higher than in the normal state. In other words, when the probability variation function for special symbols is activated, the probability that the result of the special symbol variation display will be a win (the stopped symbol will be a win symbol) is higher than when it is not activated.
[0124] Furthermore, the state in which the time reduction function (time reduction function) for special symbols (first special symbol and second special symbol) is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the average time of special symbol variation (the time from the start of variation display to the confirmed display) is shorter than the average time of special symbol variation in the non-time reduction state. In other words, in the time reduction state, the variation pattern is determined using a variation pattern table that is set so that variation patterns with shorter variation times are selected more often than in the non-time reduction state (see Figure 9). As a result, in the time reduction state, the pace of consumption of special symbol reserves is faster, and effective ball entry into the starting gate (ball entry that can be stored as a special symbol reserve) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0125] The probability variation function and the variation time reduction function for special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. Furthermore, the probability variation function and variation time reduction function for regular symbols are synchronized with the variation time reduction function for special symbols. In other words, the probability variation function and variation time reduction function for regular symbols operate when the special symbols are in a time-reduced state, and do not operate when they are not. For this reason, in the time-reduced state, the probability of winning in the regular symbol win / loss determination is higher than in the non-time-reduced state. Specifically, in the time-reduced state, the regular symbol win / loss determination (regular symbol determination) is performed using a regular symbol win / loss determination table in which the value of the regular symbol random number (winning random number) that is determined to be a win is greater than that of the regular symbol win determination table used in the non-time-reduced state (see Figure 8(C)). As a result, in the time-saving state (when the probability variation function for regular symbols is activated), the probability of the display result of the variation display for regular symbols being a win (the stopping symbol being a regular winning symbol) is higher compared to the non-time-saving state (when the probability variation function for regular symbols is not activated).
[0126] Furthermore, in the time-saving mode, the variation time of the normal symbols is shorter than in the non-time-saving mode. In this embodiment, the variation time of the normal symbols is set to 30 seconds in the non-time-saving mode and to 1 second in the time-saving mode (see Figure 8(D)).
[0127] Furthermore, in the time-saving state, the variable prize entry device 22 (second start opening 21) has an extended opening time function, making the opening time of the second start opening 21 during auxiliary play longer than in the non-time-saving state. In addition, in the time-saving state, the variable prize entry device 22 has an increased number of openings function, making the number of times the second start opening 21 is opened during auxiliary play greater than in the non-time-saving state. Specifically, in the non-time-saving state, if the result of the normal symbol win / loss judgment is a win, the opening / closing member 23 of the variable prize entry device 22 (second start opening 21) opens once for 0.2 seconds, and in the time-saving state, if the result of the normal symbol win / loss judgment is a win, the opening / closing member 23 of the variable prize entry device 22 (second start opening 21) opens three times for 2.0 seconds each.
[0128] When the probability variation function and variation time reduction function for regular symbols, as well as the opening time extension function and opening number increase function of the variable prize entry device 22 (second start opening 21), are in operation, the second start opening 21 opens more frequently and the frequency of game balls entering the second start opening 21 increases compared to when these functions are not in operation (this is also called the "high-frequency state"). As a result, the base, which is the ratio of the number of prize balls to the number of balls launched, increases. Therefore, the state in which these functions are in operation is also called the "high base state" or "electric support state," and the state in which they are not in operation is also called the "low base state." In the high base state (high-frequency state), it is possible to aim for a jackpot without significantly reducing the number of game balls held.
[0129] Furthermore, the high base state does not necessarily require all of the above functions to be activated. In other words, it is sufficient if at least one of the following functions is activated: the probability variation function and the variation time reduction function for the regular symbols, and the opening time extension function and the opening number increase function for the variable prize entry device 22, so that the second start opening 21 is opened more easily (the frequency of ball entry is higher) compared to when that function is not activated. In addition, the high base state may be controlled independently of the time reduction state for the special symbols. The function that generates such a high base state can also be called the "high base generation function".
[0130] In the pachinko game machine 1 of this embodiment, when a jackpot occurs in any of the 7R 1st, 3rd, 5th, or 7th jackpots or the 10R 8th jackpot, the game state after the jackpot game is such that there is a very high probability that the game ball will pass through a specific area 39 during the jackpot game. Based on the passage of the game ball through the specific area 39, the game enters a high probability state for special symbols, as well as a time-saving state and a high base state for special symbols (see Figure 6). This game state is also called the "high probability high base state". The high probability high base state is a so-called "probability variation game state" and ends when a predetermined number of special symbol variation displays (variation game) are performed or when a jackpot occurs and the jackpot game begins. If the game ball does not pass through the specific area 39, the game returns to the normal state of special symbols, a time-saving state and a high base state (low probability high base state).
[0131] Then, in the high-probability, high-base state after a jackpot game related to any of the 7R 1st, 3rd, or 5th jackpots, if the special symbol variation display is executed a predetermined number of times (for example, 50, 75, or 100 times) without a jackpot occurring, the game enters a high-probability state for special symbols, a non-time-saving state, and a low-base state (see Figure 6). This game state is also called the "high-probability, low-base state."
[0132] Furthermore, in the case of a 7R 2nd, 4th, or 6th jackpot, or a 10R 9th jackpot, the game state after the jackpot game is such that the probability of the game ball passing through the specific area 39 during the jackpot game is extremely low. Therefore, the game state becomes the normal state of the special symbols, as well as the special symbols in a time-saving state and a high base state (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state is a so-called "time-saving game state" (also called the "time-saving state"), and it ends when the special symbols are displayed in a variable display (variable game) for a predetermined number of times (for example, 50, 75, or 100 times), or when a jackpot is hit and the jackpot game is executed. Although the probability is extremely low, if the game ball were to pass through the specific area 39, the game would enter the "high probability high base state."
[0133] In high-base states, such as high-probability high-base states or low-probability high-base states, it is advantageous to shoot the game ball to the right to enter the right game area 3B. This is because, in high-base states, the second starting opening 21 is more likely to open compared to low-base states, making it easier to shoot the ball into the second starting opening 21 than into the first starting opening 20. Therefore, players should shoot to the right to get the game ball through the gate 28, which is the trigger for determining whether a regular symbol wins or losses, and into the second starting opening 21. This allows for a greater number of starting ball entries (opportunities for determining whether a special symbol wins or losses) compared to shooting to the left. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner, indicating that the game ball should be aimed at the right game area 3B (right-shooting instruction notification).
[0134] In contrast, in a low-base state (for example, a low-probability low-base state), it is more advantageous to shoot the game ball to the left to enter the left game area 3A. This is because, in a low-base state, the second start opening 21 is less likely to open compared to a high-base state, making it easier to shoot the ball into the first start opening 20 than into the second start opening 21. Therefore, the player shoots left to get the game ball into the first start opening 20. This allows for a larger number of start entries (opportunities for determining whether a special symbol is a hit or miss) compared to shooting to the right. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner (display control) to indicate that the game ball should be aimed at the left game area 3A (left-shoot instruction notification).
[0135] Specifically, the firing direction indicator 47 consists of two LEDs labeled "yz," and indicates the firing direction by lighting up the LEDs according to the game state. For example, in a low base state, the display can show "y□z□" (for example, □: off, ■: on) with both LEDs off to indicate that the ball should be fired towards the left game area. In a high base state, the display can show "y■z■" (for example, □: off, ■: on) with both LEDs on to indicate that the ball should be fired towards the right game area.
[0136] In this embodiment, the instruction to determine whether to launch the game ball towards the left game area 3A or the right game area 3B within the game area 3 is provided not only by the LED display of the launch direction indicator 47, but also by the display of a launch instruction image (not shown) on the image display device 7 (display screen 7a). For the player, the image display device 7 (display screen 7a) is easier to see and understand than the launch direction indicator 47. Therefore, the player generally looks at the launch instruction image displayed on the image display device 7 (display screen 7a) to determine whether to "shoot left" or "shoot right," that is, whether the current game state is a "left-shooting game state" or a "right-shooting game state." The left-shooting game state is a low-base state in which variable games are executed, while the right-shooting game state is a state in which jackpot games are executed (special game state) and a high-base state in which variable games are executed.
[0137] As described above, in the pachinko game machine 1 of this embodiment, if we use the low probability low base state in which no jackpot games are played as the baseline, this low probability low base state can be considered as the "normal game state" or "normal state," and the variable game played in the low probability low base state can be considered as the "normal game." Furthermore, a jackpot game is a game that can be performed by displaying special symbols in a variable manner and then stopping the jackpot symbols. Since it is an advantageous game for the player in which a large number of prize balls can be obtained by getting game balls into the large prize pockets (first large prize pocket 30, second large prize pocket 35), a jackpot game can be considered as a "special game," and the game state in which such a jackpot game is played can be considered as the "special game state."
[0138] When the game state (game mode) is in a low base state, the game is played by shooting to the left, and the determination of whether the first special symbol is hit or miss (display of the first special symbol's variation) based on the ball entering the first start port 20 is mainly performed. On the other hand, when the game state (game mode) is in a high base state, the game is played by shooting to the right, and the determination of whether the second special symbol is hit or miss (display of the second special symbol's variation) based on the ball entering the second start port 21 is mainly performed.
[0139] Furthermore, the low probability low base state (normal game state) and the high probability low base state (i.e., the "low base state") are also called the "first game state" or "first game mode," while the low probability high base state (time-saving game state) and the high probability high base state (probability variation game state) (i.e., the "high base state") are also called the "second game state" or "second game mode."
[0140] [Main control processing] Next, the operation of the game control microcontroller 81 (control processing by the main control unit) will be explained based on Figures 10 to 39. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the operation of the game control microcontroller 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" in S101, etc. ("S" in the flowchart) means step.
[0141] When the power to the pachinko game machine 1 is turned on, the microcontroller 81 for game control reads the main control processing program shown in Figure 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control processing first performs initial settings (S101). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU of the main control board 80, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, status, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial settings (S101) are executed only once after power is turned on and are not executed thereafter.
[0142] Following the initial setup (S101), interrupts are disabled (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values of the various random number counters shown in Figure 7 are updated by adding 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the main control board 80.
[0143] When the normal and special symbol main random number update process (S103) is completed, interrupts are enabled (S104). While interrupts are enabled, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on interrupt pulses that are repeatedly input to the CPU of the main control board 80, for example, at a 4ms period. Then, between the completion of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU while interrupts are disabled, the interrupt process (S105) will not start immediately, but will start after interrupts are enabled (S104).
[0144] [Interrupt handling] Next, interrupt processing (S105) will be explained. As shown in Figure 11, interrupt processing (S105) first executes output processing (S201). In output processing (S201), commands (control signals), etc., set in the output buffer provided in the RAM of the main control board 80 for each of the processes described below are output to the sub-control board 90, the payout control board 110, etc. The commands etc. to be output include information such as the game state, the result of the special symbol win / loss judgment, the symbols as the type of jackpot (jackpot symbols), and the variation pattern. Note that a command consists of, for example, 2 bytes of information. In this case, the upper byte is information about the type of command, and the lower byte is information about the content of the command.
[0145] In the input processing (S202) that follows the output processing (S201), detection signals detected by various sensors installed in the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, first large prize port sensor 30a, second large prize port sensor 35a, general prize port sensor 27a, etc. (see Figure 5)) are read and stored in the RAM output buffer as prize ball information. In addition, detection signals from the lower tray full detection sensor that detects when the lower tray 62 is full are also taken in and stored in the RAM output buffer as lower tray full data.
[0146] The next process, the regular and special symbol main random number update process (S203), is the same as the regular and special symbol main random number update process (S103) performed in the main control process in Figure 10. That is, the update process for the various random number counter values (including the regular symbol random number counter value) shown in Figure 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).
[0147] Following the normal and special symbol main random number update process (S203), the following processes are executed: start-out sensor detection process (S204), normal symbol operation process (S206), special symbol operation process (S207), specific area sensor detection process (S208), non-specific area sensor detection process (S209), held ball count processing (S210), and power outage monitoring process (S211), which will be described later. After that, other processes (not shown) that are not closely related to the present invention are executed, and the interrupt process (S105) is terminated. Then, until an interrupt pulse is input to the CPU of the main control board 80, the processes S102 to S104 of the main control process are repeatedly executed (see Figure 10), and when an interrupt pulse is input (approximately 4ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands etc. that were set in the RAM output buffer in the previous interrupt process (S105) are output.
[0148] [Start gate sensor detection process] As shown in Figure 12, the start-up sensor detection process (S204) first determines whether or not a game ball has passed through gate 28, that is, whether or not a game ball has been detected by gate sensor 28a (S301). If the game ball has not passed through gate 28 (NO in S301), the process proceeds to S305. If the game ball has passed through gate 28 (YES in S301), it is determined whether or not the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter in RAM that counts the number of normal symbol reserved balls) is less than 4 (S302).
[0149] If the number of reserved balls with normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls with normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls with normal symbols (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether a normal symbol is correct or not (label-TRND-H) stored in the RAM update value storage area (not shown) is obtained, and the obtained value (also called the "obtained random value") is stored in the address space corresponding to the current number of reserved balls with normal symbols in the normal symbol reserved storage section provided in the RAM of the main control board 80.
[0150] In S305, it is determined whether a game ball has entered the second start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S305). If no game ball has entered the second start port 21 (NO in S305), the process proceeds to S309 without performing S306 to S308. If a game ball has entered the second start port 21 (YES in S305), it is determined whether the number of reserved balls for special feature 2 (the number of reserved balls for special feature 2, specifically the value of the counter in the RAM of the main control unit that counts the number of reserved balls for special feature 2) is less than 4 (the upper limit) (S306). Then, if the number of reserved balls in Special Feature 2 is not less than 4 (NO in S306), the process proceeds to S309 without performing S307 and S308. However, if the number of reserved balls in Special Feature 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in Special Feature 2 (S307).
[0151] Next, the Special Symbol 2 related random number acquisition process (S308) is performed. In the Special Symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether a special symbol is correct (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (that is, the random number values shown in Figure 7(A) are acquired), and these acquired random values (also called "Special Symbol 2 acquired random values") are stored in the address space of the second Special Symbol hold storage unit corresponding to the current number of Special Symbol 2 held balls.
[0152] Next, in the start-up port sensor detection process (S204), it is determined whether or not a game ball has entered the first start-up port 20, that is, whether or not a game ball has been detected by the first start-up port sensor 20a (S309). If no game ball has entered the first start-up port 20 (NO in S309), this process is terminated without performing the processes from S310 onwards. If a game ball has entered the first start-up port 20 (YES in S309), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in the RAM of the main control unit that counts the number of reserved balls for Special Feature 1) is less than 4 (the upper limit) (S310). If the number of reserved balls for Special Feature 1 is not less than 4 (NO in S310), this process is terminated without performing the processes from S311 onwards. If the number of reserved balls for Special Feature 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for Special Feature 1 (S311).
[0153] Next, the Special Symbol 1 related random number acquisition process (S312) is performed. In the Special Symbol 1 related random number acquisition process (S312), similar to the Special Symbol 2 related random number acquisition process (S308), the value of the special symbol win / failure determination counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the variation pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random values shown in Figure 7(A) are acquired), and these acquired random values (also called "Special Symbol 1 acquired random values") are stored in the address space of the first Special Symbol hold storage unit corresponding to the current number of Special Symbol 1 held balls.
[0154] Furthermore, the main control unit (game control microcomputer 81) that executes the special figure 1 related random number acquisition process (S312) and the special figure 2 related random number acquisition process (S308) functions as an "acquisition means". In addition, the main control unit (game control microcomputer 81) that executes the special figure 1 related random number acquisition process (S312) functions as a "first acquisition means", and the main control unit (game control microcomputer 81) that executes the special figure 2 related random number acquisition process (S308) functions as a "second acquisition means".
[0155] [Processing upon ball entry at start of game] As shown in Figure 11, the game control microcomputer 81 performs the start ball entry processing (S205) following the start gate sensor detection processing (S204). As shown in Figure 13, in the start ball entry processing (S205), it is first determined whether the number of reserved balls in Special Feature 2 has increased by "1" (S315). If it is determined that the number of reserved balls in Special Feature 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" was added to the number of reserved balls in Special Feature 2 in S307 of the start gate sensor detection processing (S204) based on the fact that a game ball has entered the second start gate 21. On the other hand, if it is determined that the number of reserved balls in Special Feature 2 has not increased (NO in S315), the process proceeds to S319 without performing the processes in S316 to S318.
[0156] In S316, the latest random number value (acquired information) for the second special symbol, which was acquired in the special symbol 2 related random number acquisition process (S308) of the start-up sensor detection process (S204) and stored in the second special symbol hold memory unit, is read out (S316). Then, a determination is made on the read out random number value (acquired information) for the second special symbol (S317). Specifically, the value of the random number counter for determining whether a special symbol wins or losses (random number value for determining whether a special symbol wins or losses), acquired when the ball enters the second start-up 21, is used to determine whether it is a win or a loss, depending on the current game state (low probability state or high probability state). If the determination result is a win, the type of win is determined. The process in S317 corresponds to a pre-determination (so-called "hold pre-reading") that determines whether a second special symbol hold is a win or loss prior to the win or loss determination (S1303, S1304) in the special symbol 2 win or loss determination process (S1202).
[0157] In the pre-determination, it is possible to determine whether or not the jackpot determination value matches the jackpot determination table (see Figure 8(A)), that is, the jackpot determination table for high probability states if the state is high probability state, and the jackpot determination table for normal states if the state is normal (low probability state).
[0158] Next, in S318, command data is generated as a Special Symbol 2 Start Ball Entry Command, which includes at least information related to the result of the pre-determination in S317 (pre-determination information), specifically information indicating whether the random value for determining the success or failure of the special symbol matches the jackpot determination value (success or failure information), information indicating the value of the random number counter for determining the type of jackpot (random value for determining the type of jackpot), and information indicating the value of the random number counter for the variable pattern (random value for the variable pattern). This command is then set in the RAM output buffer (S318). The Special Symbol 2 Start Ball Entry Command may also include information indicating some or all of the random values acquired for Special Symbol 2 read in S316 as pre-determination information. However, from the standpoint of preventing fraud, it is desirable not to transmit information indicating the value of the random numbers acquired for Special Symbol 2 read in S316 to the sub-control unit.
[0159] The sub-control unit (sub-control board 90) analyzes the Special Feature 2 Start Ball Entry command transmitted by the main control unit to identify (determine) whether or not the information relates to a jackpot, what type of jackpot it is, what the variation pattern is, etc. In this embodiment, in addition to the above, by analyzing the Special Feature 2 Start Ball Entry command, it is also possible to determine whether or not a jackpot will result if the acquired Special Feature 2 acquired random number is judged in a high probability state, and whether or not a jackpot will result if judged in a low probability state. As a result, the sub-control unit stores the information identified by the received Special Feature 2 Start Ball Entry command as performance hold information, pre-determines the performance hold information at a specific timing, and determines whether or not performance hold information that will be judged as a jackpot when judged in a low probability state is stored. The same applies when the sub-control unit receives the Special Feature 1 Start Ball Entry command, which will be described later.
[0160] Next, in S319, similar to the processing related to Special Feature 2 described above, it is determined whether the number of balls held in Special Feature 1 has increased by "1" (S319). If it is determined that the number of balls held in Special Feature 1 has increased by "1" (YES in S319), the process proceeds to S320. This corresponds to the case where "1" is added to the number of balls held in Special Feature 1 in S311 of the start-up sensor detection processing (S204) based on the fact that a game ball has entered the first start-up opening 20. On the other hand, if it is determined that the number of balls held in Special Feature 1 has not increased (NO in S319), this process ends without performing any further processing from S320 onwards.
[0161] In S320, it is determined whether the time-saving flag is ON or OFF (S320). If it is determined that the time-saving flag is ON, i.e., the system is in a high base state (YES in S320), the process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., the system is in a low base state (NO in S320), the process proceeds to the pre-determination process from S321 onwards.
[0162] Here, if the time-saving flag is ON, that is, if the current game state is a high base state, the opening extension function is activated, which increases the frequency of balls entering the second start port 21, making it easier to determine whether Special Symbol 2 is a winner or loser (determining whether the second special symbol is a winner or loser). Furthermore, the pachinko game machine 1 of this embodiment prioritizes the consumption of the second special symbol reserve (display of the second special symbol's variation) over the consumption of the first special symbol reserve (display of the first special symbol's variation) (a so-called "Special Symbol 2 priority variation machine"). In such a configuration, for example, if a pre-determination of Special Symbol 1 is performed in a high base state, and the result is notified to the player through an announcement or other effect, and the result of the pre-determination is clearly indicated as a jackpot, the player can use the priority of consuming the second special symbol reserve to intentionally eliminate the second special symbol reserve (set it to "0") at any timing, thereby intentionally causing a jackpot related to Special Symbol 1 for which the result of the pre-determination was indicated. The ability of players to adjust the timing of such jackpots is undesirable from the standpoint of fairness in the game. Therefore, if the current game state is a high base state and not a low base state (YES in S320), the processing related to the pre-determination of Special Figure 1 from S321 onwards is not performed, and this process is terminated.
[0163] The processing in S321 to S323 is the same as the processing in S316 to S318 described above, but applied to Feature Figure 1. Specifically, the latest Feature Figure 1 acquired random number value (acquired information) acquired in the Feature Figure 1 related random number acquisition processing (S312) in the start-up sensor detection processing (S204) and stored in the first Feature Figure hold storage unit is read out (S321). Then, a pre-determination is performed on the read Feature Figure 1 acquired random number value (acquired information) (S322), and command data including information related to the result of the pre-determination (pre-determination information) is generated as a Feature Figure 1 start ball entry command in S322, and this command is set in the RAM output buffer (S323). Note that the pre-determination (hold pre-read) in S322 is performed prior to the win / fail determination (S1603, S1604) in the Feature Figure 1 win / fail determination processing (S1207).
[0164] The main control unit (game control microcomputer 81) that executes the processes in S317 and S322 in the above-mentioned starting ball entry process (S205) functions as a "pre-determination means". Furthermore, the main control unit (game control microcomputer 81) that executes the pre-determination (S322) of the random value (acquired information) of Special Figure 1 acquired based on the ball entering the first starting opening 20 functions as a "first pre-determination means", and the main control unit (game control microcomputer 81) that executes the pre-determination (S317) of the random value (acquired information) of Special Figure 2 acquired based on the ball entering the second starting opening 21 functions as a "second pre-determination means".
[0165] [General operation processing] The microcomputer 81 for game control performs the normal symbol operation processing (S206) shown in Figure 14, following the start-gate sensor detection processing (S204). In the normal symbol operation processing (S206), the processing related to the normal symbol display 42 and the variable prize winning device 22 is divided into four stages, and a normal symbol operation status "1" to "4" is assigned to each of these stages. If the normal symbol operation status is "1" (YES in S401), the normal symbol standby processing (S402) is performed. If it is "2" (NO in S401, YES in S403), the normal symbol variation processing (S404) is performed. If it is "3" (NO in both S401 and S403, YES in S405), the normal symbol confirmation processing (S406) is performed. If it is "4" (NO in all of S401, S403, and S405), the normal electric prize processing (S407) is performed. The default setting for the general operation status is "1".
[0166] [Normal symbol waiting process] As shown in Figure 15, in the normal symbol waiting process (S402), it is first determined whether the number of reserved balls for normal symbols is "0" (S501). If it is "0" (YES in S501), the process ends without performing any further processing from S502 onwards. On the other hand, if the number of reserved balls for normal symbols is not "0" (NO in S501), the normal symbol win / failure determination process described later is performed (S502), followed by the normal symbol variation pattern selection process (S503). In the normal symbol variation pattern selection process, the normal symbol variation pattern selection table shown in Figure 8(D) is referenced, and if the game state is a time-saving state, a normal symbol variation pattern with a variation time of 1 second is selected. On the other hand, if the game state is not a time-saving state, a normal symbol variation pattern with a variation time of 30 seconds is selected.
[0167] Next, after performing the normal symbol random number shift processing (S504) described later, the normal symbol variation start processing is performed (S505), and this process is completed. In the normal symbol variation start processing (S505), the normal symbol variation display is started using the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start processing, a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.
[0168] [Normal symbol win / loss determination process] As shown in Figure 16, in the normal symbol win / failure determination process (S502), first, the value of the normal symbol win / failure determination random number counter (label-TRND-H) stored in the normal symbol hold memory unit is read (S601). Next, it is determined whether the time-saving flag is ON or not (whether the game state is a time-saving state or not) (S602). If it is determined that the time-saving flag is ON, i.e., that the game state is a time-saving state (YES in S602), a high-probability normal symbol win / failure determination is performed based on the time-saving state table (win determination values from "0" to "239") of the normal symbol win / failure determination table shown in Figure 8(C) (S604), and the process proceeds to S605. That is, it is determined whether the read value of the normal symbol win / failure determination random number counter (label-TRND-H) matches any of the win determination values.
[0169] If the time-saving flag is not ON in S602, i.e., if it is determined that the time-saving state is not active (NO in S602), a low-probability normal symbol win / loss determination is performed based on the table for the non-time-saving state (win determination value is "0" or "1") from the normal symbol win / loss determination table shown in Figure 8(C) (S603), and the process proceeds to S605. Then, it is determined whether the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) (S605). If it is determined that it is not a win (it is a miss) (NO in S605), the losing normal symbol to be displayed is determined (normal symbol miss symbol), and the process ends. On the other hand, if it is determined that it is a win (normal symbol win) (YES in S605), the winning normal symbol to be displayed is determined (normal symbol win symbol), the normal symbol win flag is turned ON (S608), and the process ends.
[0170] [Normal symbol random number shifting process] As shown in Figure 17, the normal symbol random number shift process (S504) first decrements the number of normal symbol reserved balls by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory is shifted one position from the current position toward the read position (S702). Then, the address space, which is the storage location of the highest-level reserved memory in the normal symbol reserved memory, is cleared to 0, that is, the RAM area corresponding to the 4th normal symbol reserved is cleared to 0 (S703), and the process ends. In this way, the normal symbol reserved balls are consumed in the order they are reserved.
[0171] [Processing during normal symbol variation] As shown in Figure 18, in the normal symbol variation processing (S404), it is first determined whether the normal symbol variation time has elapsed (S801). If it has not elapsed (NO in S801), this process is terminated without performing the processes from S802 onwards. On the other hand, if the normal symbol variation time has elapsed (YES in S801), the normal symbol variation stop command is set (S802), and the normal symbol operation status is set to "3" (S803). Then, other processes are performed, such as stopping the normal symbol display according to the result of the normal symbol win / loss determination (winning normal symbol or losing normal symbol) (S804), and this process is terminated.
[0172] [Normal symbol confirmation process] As shown in Figure 19, in the normal symbol confirmation process (S406), it is first determined whether the normal symbol win flag is ON or not (S901). If the normal symbol win flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905) and the process ends. On the other hand, if the normal symbol win flag is ON (YES in S901), it is determined whether the time-saving flag is ON or not, that is, whether or not the time-saving state is active (S902). If the time-saving state is active (YES in S902), the opening pattern for the time-saving state is set as the opening pattern for the variable prize entry device 22 (second start opening 21) (S903). As mentioned above, the opening pattern for the time-saving state is an opening pattern that repeats an opening of 2.0 seconds three times. In response to this, S903 sets the opening pattern for the second start port 21 during the time-saving state, and also sets the second start port opening counter, which counts the number of times the second start port 21 has been opened, to "3".
[0173] In response to this, if the machine is not in a time-saving state (NO in S902), the opening pattern for the variable prize winning device 22 (second starting port 21) is set to the opening pattern for the non-time-saving state (S906). As mentioned above, the opening pattern for the non-time-saving state is an opening pattern that opens once for 0.2 seconds. In response to this, in S906, the opening pattern for the second starting port 21 in the non-time-saving state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is completed.
[0174] [Standard electric component processing] As shown in Figure 20, in the normal electric bonus processing (S407), it is first determined whether the normal win termination flag is ON or OFF (S1001). The normal win termination flag is a flag that indicates that the opening of the second start port 21 has ended in the auxiliary game that was executed as a win.
[0175] If the end-of-cycle flag is not ON (NO in S1001), it is determined whether or not the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether or not the time (timing) for opening the second start port 21 has been reached (S1003). If it has not been reached (NO in S1003), this process is terminated; if it has been reached, the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether or not the time (timing) to close the second start port 21 has arrived (i.e., whether or not a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), this process is terminated; if it has arrived (YES in S1005), the second start port 21 is closed (closed) (S1006).
[0176] Following the closing process of the second start gate 21 (S1006), the value of the second start gate open counter is decremented by 1 (S1007), and it is determined whether the value of the second start gate open counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process ends as is in order to open the second start gate 21 again. On the other hand, if the value of the second start gate open counter is "0" (YES in S1008), the normal win termination process (S1009) to end the auxiliary game is performed, and the normal win termination flag is set (S1010), and the process ends. The second start gate open counter becomes "0" when the second start gate 21 is opened (opening operation of the opening / closing member 23) is performed 3 times during the time-saving state, and becomes "0" when the second start gate 21 is opened once during the non-time-saving state.
[0177] In response to this, if it is determined in S1001 that the normal symbol hit completion flag is ON (YES in S1001), the opening operation of the second start port 21 for the number of times set in S903 or S906 has been completed, so the normal symbol hit completion flag is turned OFF (S1011), the normal symbol hit flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this process is completed. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S206).
[0178] [Special Illustrated Action Processing] As shown in Figure 11, the game control microcomputer 81 performs special symbol operation processing (S207) following the regular symbol operation processing (S206). As shown in Figure 21, in the special symbol operation processing (S207), the processing related to the special symbol display 41 and the big prize devices (first big prize device 31, second big prize device 36) is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each of these stages.
[0179] If the special symbol operation status is "1" (YES in S1101), the special symbol standby process (S1102) is performed. If it is "2" (NO in S1101, YES in S1103), the special symbol variation process (S1104) is performed. If it is "3" (NO in both S1101 and S1103, YES in S1105), the special symbol confirmation process (S1106) is performed. If it is "4" (NO in all S1101, S1103, and S1105), the special electric mechanism process for a jackpot game (S1107) is performed. The special symbol operation status is initially set to "1".
[0180] [Special symbol waiting process] As shown in Figure 22, in the special symbol waiting process (S1102), it is first determined whether the number of balls held in the second start port 21 (i.e., the number of balls held in special symbol 2) is "0" (S1201). If the number of balls held in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value (acquired information) obtained due to the ball entering the second start port 21, it is determined whether the number of balls held in the first start port 20 (i.e., the number of balls held in special symbol 1) is "0" (S1206). Then, if the number of reserved balls in Special Feature 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value (acquired information) obtained due to balls entering the first start opening 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of being set as a standby screen (running a demo screen for waiting customers) (S1211). If so (YES in S1211), this process is terminated without performing the process in S1212, otherwise (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).
[0181] If S1201 determines that the number of reserved balls in Special Feature 2 is not "0" (NO in S1201), that is, if there is one or more random counter values stored due to balls entering the second start opening 21, the following processes are performed in this order: Special Feature 2 win / failure determination process (S1202), Special Feature 2 variation pattern selection process (S1203), Special Feature 2 random number shift process (S1204), and Special Feature 2 variation start process (S1205). Furthermore, if the number of balls held in Special Feature 2 is "0" but the number of balls held in Special Feature 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of the random number counter value related to the second start port 21, but there is a memory of one or more random number counter values obtained due to balls entering the first start port 20, the following processes are performed in this order: Special Feature 1 win / fail determination process (S1207), Special Feature 1 variation pattern selection process (S1208), Special Feature 1 random number shift process (S1209), and Special Feature 1 variation start process (S1210).
[0182] Thus, in this embodiment, the display of the first special symbol based on the first special symbol hold is performed only when the number of balls held in special symbol 2 is "0" (YES in S1201). In other words, the consumption of the second special symbol hold (display of the second special symbol) takes precedence over the consumption of the first special symbol hold (display of the first special symbol). And in this embodiment, the win / loss determination based on the second special symbol hold is more likely to result in a jackpot that is more profitable for the player than the win / loss determination based on the first special symbol hold (see Figure 8(B)).
[0183] [Special Feature 2 Correct / Incorrect Determination Process] As shown in Figure 23, in the special symbol 2 win / failure determination process (S1202), first, the value of the special symbol win / failure determination random number counter (label-TRND-A) stored (the oldest stored value) in the lowest area of the RAM's second special symbol hold memory (i.e., the RAM area corresponding to the first second special symbol hold) is read out as the determination value (S1301). Next, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1302). If it is not in a high probability state (NO in S1302), that is, in a normal state, the win / failure determination is made based on the jackpot determination table for the normal state (jackpot determination values are "3" and "397") from the jackpot determination table (see Figure 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), the win / failure determination is made based on the jackpot determination table for the high probability state from the jackpot determination table (see Figure 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values are set to "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0184] If the result of the win / failure determination (S1303, S1304) is "jackpot" (YES in S1305), the value of the jackpot type determination random number counter (label-TRND-AS) is read, the jackpot type is determined based on the jackpot type determination table shown in Figure 8(B) (S1307), the jackpot symbol is determined based on the value of the jackpot type determination random number (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the win / failure determination (S1303, S1304) is not "jackpot" ("miss") (NO in S1305), the missing symbol is determined (S1306), and this process ends.
[0185] Here, when determining the type of jackpot, in the case of a win / failure determination related to the first special symbol, the type of jackpot is determined using the jackpot type determination table for the first special symbol, and in the case of a win / failure determination related to the second special symbol, the type of jackpot is determined using the jackpot type determination table for the second special symbol. Note that the special symbol win / failure determination and the jackpot type determination determination may each be referred to as "determination," or the jackpot determination including which jackpot symbol it is may also be referred to as "determination." Furthermore, the main control unit (game control microcomputer 81) that performs the win / failure determination related to the second special symbol (S1303, S1304) functions as the "second win / failure determination means." The second win / failure determination means is also called the "second determination means."
[0186] [Special Feature 2 Variation Pattern Selection Process] As shown in Figure 22, in the special symbol waiting process (S1102), following the special symbol 2 win / failure determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figures 24 and 25, in the special symbol 2 variation pattern selection process (S1203), it is first determined whether the game state is a time-saving state (whether the time-saving flag is ON or OFF) (S1401). If it is determined that the game state is not a time-saving state (NO in S1401), that is, if it is not a time-saving state, then it is determined whether the jackpot flag is ON or OFF (S1402).
[0187] If it is determined that the jackpot flag is ON (YES in S1402), the table for jackpots in non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to a jackpot in a non-time-saving state) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1403). In this embodiment, one of variation patterns P1 to P3 is selected. Note that the variation time of the special symbols is determined once the variation pattern of the special symbols is determined (selected).
[0188] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), then it is determined whether the number of reserved special symbols is "1" or "2" (S1405). The number of reserved symbols here refers to the number of stored information, including the information used to determine the variation pattern in this process, so the number of stored reserved symbols is one of the values from "1" to "4". If it is determined in S1405 that the number of reserved symbols is either "1" or "2" (YES in S1405), then the first reserved symbol miss table (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state, a miss, and a number of reserved balls of "1" or "2") is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1406). In this embodiment, one of the variation patterns P4 to P7 is selected.
[0189] On the other hand, if it is determined in S1405 that the number of reserved balls is neither "1" nor "2", that is, either "3" or "4" (NO in S1405), the second reserved ball miss table (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state, a miss, and a reserved ball count of "3" or "4") is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1407). In this embodiment, one of variation patterns P8 to P11 is selected. Furthermore, the first reserved ball miss table is set to have a higher probability of selecting a variation pattern with a relatively longer variation time than the second reserved ball miss table. Also, the shortest selectable variation time (12000ms) is longer than that of the second reserved ball miss table (4000ms).
[0190] Furthermore, if it is determined in S1401 that the machine is in a time-saving state (YES in S1401), it is determined whether the jackpot flag is ON or not, as shown in Figure 25 (S1408). If it is determined that the jackpot flag is ON as a result (YES in S1408), the time-saving state jackpot table (the part of the variation pattern table shown in Figure 9 that corresponds to both the time-saving state and a jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1409). In this embodiment, one of variation patterns P12 to P14 is selected.
[0191] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the number of reserved balls is "1" (S1410). The number of reserved balls here is the same as described above, and the number of reserved balls is one of the values from "1" to "4". If it is determined in S1410 that the number of reserved balls is "1" (YES in S1410), the third reserved ball miss table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state, a miss, and the number of reserved balls "1") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1411). In this embodiment, one of the variation patterns P15 to P18 is selected.
[0192] Furthermore, if it is determined in S1410 that the number of reserved balls is not "1", that is, that the number of reserved balls is one of "2" to "4" (NO in S1410), the fourth reserved ball miss table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state, a miss, and a number of reserved balls of "2 to 4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1411). In this embodiment, one of variation patterns P19 to P22 is selected.
[0193] Here, when the time-saving mode is active and the result is a loss, the variation pattern selected is more likely to be a variation pattern with a shorter variation time compared to the variation pattern selected when the time-saving mode is not active and the result is a loss. This is because the goal is to speed up the consumption of special symbol reserves during the time-saving mode (to allow the game to progress quickly during the time-saving mode).
[0194] After selecting a variation pattern as described above, other processing shown in Figure 24 is performed (S1404), and this process is completed. In the other processing (S1404), processing such as setting a variation pattern specification command corresponding to the selected variation pattern in the RAM output buffer is performed. The variation pattern specification command is included in the variation start command described later and sent to the sub-control unit by output processing (S201).
[0195] [Special Feature 2 Random Number Shift Processing] As shown in Figure 26, in the Special Feature 2 random number shift process (S1204), first, the Special Feature 2 reserved ball count is decremented by 1 (S1501). Next, the storage location of various counter values in the second Special Feature reserved memory unit is shifted to one level lower (for example, if the second Special Feature reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", then to the address "0000" side) (S1502). Then, "0" is set in the highest-level address space of the second Special Feature reserved memory unit (S1503), and this process is completed.
[0196] After executing the Special Symbol 2 random number shift process (S1204), the Special Symbol 2 variation start process (S1205) is executed as shown in Figure 22. In the Special Symbol 2 variation start process (S1205), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the second special symbol.
[0197] [Specific Figure 1 Correct / False Determination Process] As shown in Figure 27, in the special symbol 1 win / failure determination process (S1207), the processes S1601 to S1609 are carried out in the same manner as the special symbol 2 win / failure determination process (S1202) shown in Figure 23. Therefore, a detailed explanation of this process is omitted. However, since this process concerns special symbol 1, in S1601, the special symbol win / failure determination random number counter value (label-TRND-A) stored in the lowest area of the first special symbol hold storage section of the RAM (the RAM area corresponding to the first of the first special symbol holds) is read and processed. The main control unit (game control microcomputer 81) that performs the win / failure determination related to the first special symbol (S1603, S1604) functions as the "first win / failure determination means". The first win / failure determination means is also called the "first determination means".
[0198] [Special Feature 1: Variation Pattern Selection Process] As shown in Figures 28 and 29, the 1st Variation Pattern Selection Process (S1208) follows the same flow as the 2nd Variation Pattern Selection Process (S1403) shown in Figures 24 and 25 (S1701-S1712). Therefore, a detailed explanation of this process is omitted.
[0199] [Special Feature 1 Random Number Shift Processing] As shown in Figure 30, in the Special Feature 1 random number shift processing (S1209), first, the number of reserved balls in Special Feature 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first Special Feature reserved memory unit is shifted one position lower (S2002). Then, "0" is set in the highest address space of the first Special Feature reserved memory unit (S1803), and this process is completed.
[0200] After executing the Special Symbol 1 random number shift process (S1209), the Special Symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the Special Symbol 1 variation start process (S1210), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the first special symbol.
[0201] [Special symbol variation processing] As shown in Figure 31, in the special symbol variation processing (S1104), it is first determined whether the variation time for the special symbol (the variation time determined according to the variation pattern selected in S1203 or S1208 in Figure 22; see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the processing ends. This allows the variation display of the special symbol to continue.
[0202] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), the fluctuation stop command is set (S1902). Next, it is determined whether the probability variation flag is ON or not (S1903), and if it is ON (YES in S1903), the probability variation counter is decremented by 1 (S1904), and it is determined whether the value of the probability variation counter is "0" or not (S1905). If it is determined that the value of the probability variation counter is "0" (YES in S1905), the probability variation flag is turned OFF (S1906), and the process proceeds to S1907. The high probability state (probability variation state) ends with the processing of S1906. On the other hand, if it is determined that the probability variation flag is not ON (NO in S1903), or if it is determined that the value of the probability variation counter is not "0" (NO in S1905), the process proceeds to S1907.
[0203] In S1907, it is determined whether the time-saving flag is ON or NOT ON (S1907). If it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter, which counts the number of times the special symbols were displayed during the time-saving state, is deducted by 1 (S1908). Then, it is determined whether the value of the time-saving counter is "0" or NOT ON (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and high base state) ends with the processing in S1910. If it is determined that the time-saving flag is NOT ON (NO in S1907), or if it is determined that the value of the time-saving counter is NOT "0" (NO in S1909), the process proceeds to S1911.
[0204] In S1911, the special symbol operation status is set to "3" (S1911). Next, other processes are performed, such as stopping the special symbol display according to the display result corresponding to the determination result of the special symbol win / loss judgment random number and the jackpot type determination random number (S1912), and this process is completed. When the game control microcomputer 81 stops (ends) the display of the special symbol's movement, it sets the stop display time (stop display period) for the special symbol (stopped symbol). Then, when the set stop display time (stop display period) has elapsed, the special symbol confirmation process (S1106) is performed.
[0205] Furthermore, the main control unit (game control microcomputer 81) that performs processes (S1906, S1910) to turn off the probability variation flag based on the probability variation counter value becoming "0", or to turn off the time reduction flag based on the time reduction counter value becoming "0", functions as a "game state control means". The game state control means is also called a "mode control means".
[0206] [Special Symbol Confirmation Process] As shown in Figure 32, in the special symbol confirmation process (S1106), it is first determined whether the jackpot flag is ON or not (S2001). If the jackpot flag is ON (YES in S2001), it is determined whether the type of jackpot this time is a 10R jackpot (10R 8th jackpot or 10R 9th jackpot) or not (S2002). If it is determined that the type of jackpot this time is a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds to be executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2006. On the other hand, if it is determined that the type of jackpot this time is not a 10R jackpot (NO in S2002), the type of jackpot is a 7R jackpot (any of the 7R 1st to 7th jackpots), so the value of the round counter is set to "7" (S2005), and the process proceeds to S2006.
[0207] In S2006, lighting pattern data that determines the display mode (lighting mode) of the round indicator 45 is set (S2006), and the process moves to S2007. Specifically, according to the judgment result of S2002 mentioned above, that is, the type of jackpot (number of rounds) in this case, lighting pattern data for the two LEDs that make up the round indicator 45 (7R lamp, 10R lamp) is set (S2006). When this set lighting pattern data is output by output processing (S201), the LEDs (round lamps) of the round indicator 45 light up according to that lighting pattern data.
[0208] In S2007, lighting pattern data is set to determine the display mode (lighting mode) of the winning indicator 48 (S2007), and the process moves to S2008. As mentioned above, the winning indicator 48 indicates whether the special symbol win / failure determination that triggered the jackpot (when the jackpot symbols are displayed) was the first special symbol win / failure determination or the second special symbol win / failure determination. In this embodiment, the pachinko game machine 1 has two types of jackpots: "7R jackpot" (7R 1st to 7th jackpots) and "10R jackpot" (10R 8th and 9th jackpots). "7R jackpot" is the type of jackpot when a jackpot is determined by the first special symbol win / failure determination, and "10R jackpot" is the type of jackpot when a jackpot is determined by the second special symbol win / failure determination (see Figure 6). Therefore, in this embodiment, based on the judgment result of S2002 described above, the lighting pattern data for the three LEDs that make up the winning indicator 48 is set (S2007). That is, if it is determined in S2002 that the type of jackpot this time is a 10R jackpot (YES in S2002), then this jackpot is determined by the second special symbol win / loss judgment (also called "special symbol 2 jackpot"), so as lighting pattern data corresponding to this, data is set to light up LEDs "b1" and "b3" of the three LEDs "b1~b3" shown in Figure 4. On the other hand, if S2002 determines that the type of jackpot in this case is not a 10R jackpot (NO in S2002), then the type of jackpot in this case is a 7R jackpot, and since this jackpot is determined by the first special symbol win / loss determination (also called "Special Symbol 1 Jackpot"), data is set to light up LEDs "b1" and "b2" of the three LEDs "b1~b3" shown in Figure 4 as the corresponding lighting pattern data. When this set lighting pattern data is output by output processing (S201), the LEDs of the win indicator 48 light up according to that lighting pattern data.
[0209] In this embodiment, a 7R jackpot is set as a Special Symbol 1 jackpot, and a 10R jackpot is set as a Special Symbol 2 jackpot. As a result of the First Special Symbol win / failure determination, a 10R jackpot is not derived, and as a result of the Second Special Symbol win / failure determination, a 7R jackpot is not derived (see Figure 6). For this reason, when setting the lighting pattern data for the win indicator 48 in S2007, it is set based on the determination result of S2002 (the type of jackpot that occurred). However, if, for example, a common type of jackpot is set for both the Special Symbol 1 jackpot and the Special Symbol 2 jackpot, it is not possible to determine the type of Special Symbol win / failure determination that triggered the jackpot (First Special Symbol win / failure determination or Second Special Symbol win / failure determination) based solely on the type of jackpot that occurred. Therefore, it is not possible to determine the lighting pattern data for the win indicator 48 based on the type of jackpot that occurred. Therefore, in such cases, for example, the jackpot flags set in S1309 and S1609 above can be divided into those corresponding to the Special Symbol 1 jackpot (e.g., "Special Symbol 1 jackpot flag") and those corresponding to the Special Symbol 2 jackpot (e.g., "Special Symbol 2 jackpot flag"). By doing this, it becomes possible to determine the type of special symbol win / loss determination that triggered the jackpot when a jackpot occurred, and thereby it becomes possible to appropriately determine the lighting pattern data of the win indicator 48.
[0210] Next, in S2008, the opening pattern for the large prize slot is set according to the type of jackpot (S2008), and the process moves on to S2009. As mentioned above, the opening pattern for the large prize slot is determined according to the type of jackpot (see Figure 6). Specifically, if it is any of the 7R 1st to 7th jackpots, the opening pattern for the 7R jackpot corresponding to that jackpot is set, and if it is the 10R 8th jackpot or the 10R 9th jackpot, the opening pattern for the 10R jackpot corresponding to that jackpot is set. During a jackpot game, the opening and closing operation of the large prize slot (special ball slot) is performed according to the jackpot opening pattern set in S2008.
[0211] Next, the timing of the movable piece's operation is set according to the type of jackpot (S2009), and the process proceeds to S2010. As mentioned above, the operation of the movable piece 150 in the V round (the 5th round in this embodiment) is based on the number of game balls that enter the second jackpot opening 35 (V attacker), and the number of balls that triggers this operation is determined according to the type of jackpot (see Figure 48). Specifically, a "first predetermined value (c1) corresponding to the number of balls that define the timing of the first operation" and a "second predetermined value (c2) corresponding to the number of balls that define the timing of the second operation" are set according to the type of jackpot (predetermined value setting means). In this embodiment, the first predetermined value (c1) is set to "1" and the second predetermined value (c2) is set to "2". The operation of the movable piece 150 is controlled based on the value set in S2009 and the count value (number of balls entered into the V-attacker) obtained by the ball entry counting means during the V-round (5th round). The second predetermined value (c2) is not set when the type of jackpot is a "jackpot not scheduled to pass through V," and is only set when it is a "jackpot scheduled to pass through V."
[0212] In S2010, the opening command for the jackpot is set to begin the jackpot game. The opening command is determined by the type of jackpot, and there are separate opening commands for each type of jackpot, such as the opening command for the 7R 1st jackpot and the opening command for the 7R 2nd jackpot. Then, the opening period corresponding to the set opening command is set.
[0213] The main control unit transmits the set opening command to the sub-control unit at a predetermined timing via output processing (S201). Upon receiving the opening command, the sub-control unit then performs predetermined game effects corresponding to the opening period.
[0214] In S2011, the opening period for the jackpot game is started (S2011), and the special symbol operation status is set to "4" (S2012). Also, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), the special symbol operation status is set to "1" (S2013), and the process is completed.
[0215] The opening period is the period before the initial opening of the big prize slot in a jackpot game, and after the display time (display period) of the special symbol (performance symbol) that stopped on the jackpot symbols has elapsed. During this period, the display of the special symbol (performance symbol) is not permitted. The opening period is also called the "start period." The performance performed during the opening period (start period) is also called the "opening performance" or "start performance." The length of the opening period (opening time) is generally set to be long enough to allow the player to recognize that a jackpot game has started, and can be, for example, longer than the jackpot stop display time. The length of the opening period (opening time) may also be varied depending on the game state when a jackpot occurs and the type of jackpot.
[0216] The main control unit (game control microcomputer 81) that executes the special symbol waiting process (S1102), the special symbol variation process (S1104), and the special symbol confirmation process (S1106) functions as a "variable game execution means." Furthermore, when these processes (S1102, S1104, and S1116) are executed for the first special symbol, the main control unit (game control microcomputer 81) functions as a "first variation display execution means," and when these processes are executed for the second special symbol, the main control unit (game control microcomputer 81) functions as a "second variation display execution means."
[0217] [Special Electric Mechanism Processing (Big Win Game)] As shown in Figure 33, in the special electric bonus processing (S1107), first, it is determined whether the probability variation flag is ON or not (S2101). If it is determined that the probability variation flag is ON (YES in S2101), the probability variation flag is turned OFF (S2102), and then it is determined whether the time reduction flag is ON or not (S2103). In S2103, if it is determined that the time reduction flag is ON (YES in S2103), the time reduction flag is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variation flag is not ON (NO in S2101), the probability variation flag is OFF, so the process proceeds to S2103 without performing the S2102 process. Also, if it is determined in S2103 that the time reduction flag is not ON (NO in S2103), the time reduction flag is OFF, so the process proceeds to S2105 without performing the S2104 process. In other words, during a jackpot game, the game is controlled to be in a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to be in a low base state during a jackpot game.
[0218] Next, it is determined whether the jackpot completion flag is ON or OFF (S2105). The jackpot completion flag is a flag that indicates that all opening processes of the big prize devices (first big prize device 31 and second big prize device 36) have been completed (all rounds have been completed) in a jackpot game. If it is determined that the jackpot completion flag is NOT ON (NO in S2105), then it is determined whether or not it is the start of a round (S2106). This is determined based on the big prize opening pattern set for each type of jackpot in S2008 mentioned above. For example, if it is before the start of the first round, it is determined by whether or not the opening period has ended and the first opening process of the first round has been executed. If the first round has already started, it is determined by whether or not the previous round has ended and the predetermined interval period has ended. Note that a round is also simply called "R" or "round game".
[0219] If it is determined in S2106 that it is time to start a round (YES in S2106), the round start command for the corresponding round is set (S2107), the big prize opening process is performed (S2108), and this process ends. As a result, the big prize opening is opened and the predetermined round begins. Note that in S2107, a round start command is set that can specify the round to start, such as "1R Start Command" for the start of the first round, and "2R Start Command" for the start of the second round. The set round start command is sent to the sub-control unit by the output process in S201. In the big prize opening process in S2108, the big prize opening pattern determined according to the type of jackpot being executed is started, and the opening pattern determined for the round to be started is initiated.
[0220] On the other hand, if it is determined in S2106 that it is not the start of a round (NO in S2106), the process proceeds to S2111. Examples of times when it is determined that it is not the start of a round include the opening period before the start of a round, during the execution of a round, and during the interval period after the end of a round. In S2111, it is determined whether or not a round is in progress, that is, whether or not the big prize opening operation based on the predetermined opening pattern started in S2108 is in progress (S2111). If it is determined that a round is in progress (the big prize opening operation is in progress) (YES in S2111), it is determined whether or not the round being executed is a V round (S2112). As mentioned above, in this embodiment, the 5th round of a jackpot game is a V round, so here it is determined whether or not it is the 5th round. Then, if the currently executing round is the V round (5th round) (YES in S2112), the V round processing described later is performed (S2113). If it is not the V round (NO in S2112), the process proceeds to S2114 without performing the V round processing (S2113).
[0221] In S2114, it is determined whether the round termination conditions for the currently running round have been met (S2114). In this embodiment, the round termination conditions are defined as follows: (1) the round execution time specified for the currently running round (25 seconds in this embodiment) has elapsed (or the release pattern specified for the currently running round has been completed), and (2) the specified number of game balls specified for the currently running round (9 balls in this embodiment) have entered the game. When either of these conditions is met, the round termination condition is met based on the previously met condition. If it is determined in S2114 that the round termination condition has not been met (NO in S2114), this process ends without performing any further processing from S2115 onwards.
[0222] On the other hand, if it is determined in S2114 that the round end condition has been met (YES in S2114), the round end command for the corresponding round is set (S2115), and the process proceeds to S2116. In S2115, a round end command is set that can specify the round ending, such as "1R End Command" for the end of the first round, or "2R End Command" for the end of the second round. The set round end command is sent to the sub-control unit by the output processing in S201.
[0223] In S2116, upon the end of a round, the large prize slot (first large prize slot 30 or second large prize slot 35) is closed, and a predetermined interval time is set (large prize slot closing process) (S2116). In this embodiment, there are two types of interval times between rounds: "2000ms (2 seconds)" and "200ms (0.2 seconds)". The interval time set upon the end of a V-round (the interval period between the 5th and 6th rounds) is set to "2000ms", and the interval time set upon the end of any other rounds is set to "200ms". Upon the end of a V-round, in order to secure time to determine whether the number of balls entered and discharged in that V-round match or not from the perspective of monitoring whether there is a ball jam or preventing fraud, the interval time after the end of a V-round is set to "2000ms", and the interval time between other rounds is set to "200ms". This allows for monitoring ball jams and preventing cheating during the V round, while also enabling quick and smooth alternating opening of the first and second large prize slots 30 and 35 during the other rounds.
[0224] Next, in S2117, it is determined whether the interval time set in the previous big prize opening closing process (S2116) has elapsed (S2117). This S2117 process is also performed if it is determined in S2111 that a round is not currently running (NO in S2111). In S2117, if it is determined that the interval time has not elapsed (NO in S2117), this process ends as is. If it is determined that the time has elapsed (YES in S2117), the value of the round counter is decremented by 1 (S2118), and it is determined whether the value of the round counter is "0" (S2119). If it is determined that the value of the round counter is not "0" (NO in S2119), this process ends in order to start the next round. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2119), the big win termination process (S2120) is executed to end the big win game. In the jackpot termination process (S2120), the jackpot ending command is set and the jackpot ending period begins. Next, the jackpot termination flag is turned ON (S2121), and this process ends. The round counter value becomes "0" when all rounds in the jackpot being executed have finished.
[0225] In the jackpot termination process (S2120), the process of setting the ending command is performed. The ending command to be set is selected from among several ending commands based on the game state at the time of the jackpot, the type of jackpot information, and the ON / OFF status of the V flag. The ending period that is executed (set) differs depending on the type of ending command that is set.
[0226] The ending period is the period set after all opening operations of the big prize slots (first big prize slot 30 and second big prize slot 35) in a jackpot game have been completed, but before the display of special symbols (performance symbols) becomes possible. The ending period is also called the "end period". During the ending period (end period), the big prize slots are kept closed. The performances performed during the ending period (end period) are also called the "ending performance" or "end performance".
[0227] Furthermore, in a V-round (a jackpot game), information indicating whether or not the game ball passed through a specific area is also called "specific area information." This specific area information includes information indicating that the game ball passed through a specific area in a V-round (V flag: ON) and information indicating that the game ball did not pass through a specific area in a V-round (V flag: OFF). The ending period determination means (end period determination means) that determines the ending period can determine the ending period based on this specific area information.
[0228] If the jackpot end flag is determined to be ON in S2105 (YES in S2105), the final round of the jackpot game has ended, so it is determined whether the execution time for the jackpot ending sequence has elapsed (S2122). If it is determined that the ending time has not elapsed (NO in S2122), the process ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game state setting process (S2124), described later, is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and the process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207).
[0229] The main control unit (game control microcomputer 81) that performs the above special electric mechanism processing (S1107) functions as a "special game execution means".
[0230] [V-round processing] As shown in Figure 34, in the V-round process (S2113), it is first determined whether the number of game balls that enter the V-attacker (second large prize opening 35) during the V-round, that is, the number of balls counted by the aforementioned ball entry counting means, is the first predetermined value (c1) (S2701). As mentioned above, in the V-round, the movable piece 150 is operated based on the number of game balls that enter the V-attacker during the V-round, and the "first predetermined value (first count value)" and "second predetermined value (second count value)" that determine the number of balls that trigger this operation are set in S2009. In S2701, it is determined whether the number of balls counted by the ball entry counting means in the current V-round is the "first predetermined value (c1) that corresponds to the number of balls that defines the timing of the first operation" set in S2009. In this embodiment, the first predetermined value (c1) is set to "1" regardless of the type of jackpot (see Figure 48). Therefore, if the count value from the ball counting means is "1" (YES in S2701), the process in S2702 is performed. If it is not "1" (NO in S2701), the process in S2703 is performed without performing the process in S2702.
[0231] In S2702, a specific area opening and closing process is performed by operating the movable piece 150 to open and close the specific area 39 (S2702). Since this specific area opening and closing process corresponds to the first operation of the movable piece 150 based on the number of balls entering the V-attacker being "1", the operation of the movable piece 150 in this case is performed in a short opening operation pattern (first operation mode) that opens the specific area 39 for 80ms.
[0232] Furthermore, in S2702, a specific area validity period is set when the movable piece 150 is operated. The specific area validity period is the period during which the detection of a game ball by the specific area sensor 39a is determined to be valid (reward granted). During periods other than this validity period, the detection of a game ball by the specific area sensor 39a is determined to be invalid (reward not granted). If a game ball is detected by the specific area sensor 39a during a period other than the specific area validity period (outside the specific area validity period), the detection is determined to be invalid, and it is determined that a "specific area abnormal passage," which is a type of error related to the passage of a game ball into the specific area 39, has occurred (error determination means). In this embodiment, the specific area validity period is set to be the period from the start of operation of the movable piece 150 in the V round until a predetermined time (for example, 2 seconds) has elapsed after the end of the operation. The reason for continuing the validity period even after the movable piece 150 has finished operating is that if a game ball passes through the specific area 39 just before the movable piece 150 finishes operating and is detected by the specific area 39a, that detection will be treated as valid. Since the operation of the movable piece 150 in S2702 is a short-open operation pattern, the possibility of a game ball being detected by the specific area sensor 39a as a result of this operation is extremely low.
[0233] Next, in S2703, it is determined whether the V-round (jackpot game) currently in progress is related to a "jackpot scheduled to pass through V" (S2703). In the case of a jackpot scheduled to pass through V, after the first operation of the movable piece 150 (short opening operation pattern) is performed during the V-round, the second operation becomes possible when a game ball enters the V-attacker. Therefore, in S2703, it is determined whether the V-round currently in progress is related to a "jackpot scheduled to pass through V". If it is determined that it is not a jackpot scheduled to pass through V (NO in S2703), that is, if the V-round currently in progress is related to a "jackpot not scheduled to pass through V", this process is terminated without performing the processes in S2704 and S2705.
[0234] In contrast, if it is determined that the V-round currently being executed is related to a "V-passing scheduled jackpot" (YES in S2703), it is determined whether the count value by the ball entry counting means is the second predetermined value (c2) (S2704). Here, it is determined whether the count value by the ball entry counting means in the V-round (number of balls entered into the V-attacker) is the "second predetermined value (c2) corresponding to the number of balls entered that defines the timing of the second operation" set in S2009. In this embodiment, the second predetermined value (c2) is set to "2" (see Figure 48), so if the count value by the ball entry counting means is "2" (YES in S2704), the process in S2705 is performed, and if it is not "2" (NO in S2704), this process is terminated without performing the process in S2705.
[0235] In S2705, similar to S2702 described above, a specific area opening and closing process is performed by operating the movable piece 150 to open and close the specific area 39 (S2705). However, since the specific area opening and closing process in S2705 corresponds to the second operation of the movable piece 150 based on the number of balls entering the V-attacker being "2", the operation of the movable piece 150 in this case is performed in a long opening operation pattern (second operation mode) that opens the specific area 39 for 3000ms (3 seconds). In addition, in S2705 as well, the specific area validity period is set in conjunction with the operation of the movable piece 150. As a result, when the specific area 39 is opened by the operation of the movable piece 150 in S2705 and a game ball is detected by the specific area sensor 39a during the specific area validity period, the detection is determined to be valid. On the other hand, if a game ball is detected by the specific area sensor 39a during a period other than the specific area validity period, the detection is determined to be invalid, and it is determined that an abnormal passage through the specific area (specific area error) has occurred (error determination means).
[0236] Here, when a game ball is detected by the specific area sensor 39a and the V flag is turned ON (the timing when a game ball is detected by the specific area sensor 39a within the valid period), the game state indicator 46 is set to a predetermined display mode to notify that the game state after the jackpot game has ended will be a high probability state. Specifically, the game state indicator 46 is composed of three LEDs labeled "a1 a2 a3". In this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). Also, when a game ball is detected by the specific area sensor 39a during a jackpot game and the V flag is turned ON, the display mode is "a1■a2■a3■". Then, when the jackpot game ends and the game state is set to a high probability state, the display mode is "a1□a2□a3□". Furthermore, the timing of the lighting control of the game state indicator 46 is not limited to these timings. During a jackpot game, the display may remain in the "a1□a2□a3□" pattern even if the game ball passes through a specific area. At the timing of transitioning to a high probability state after the jackpot game ends, the display may change to "a1■a2■a3■", and at the timing of transitioning from a high probability state to a low probability state, the display may change to "a1□a2□a3□".
[0237] In other words, in the specific area sensor detection process (S208) described later, the V flag is turned ON only when V passage (passage of a game ball into specific area 39) is detected during the specific area valid period, and the V flag is not turned ON when V passage is detected outside the specific area valid period (during the V invalid period). When the V flag is ON, the probability variation flag is turned ON. In other words, the game state after a big win is set to a high probability state (see the game state setting process (S2124) described later). This prevents the V flag from being turned ON based on V passage due to fraudulent activity, that is, prevents the high probability state from being set fraudulently.
[0238] [Game state setting process] As shown in FIG. 35, in the game state setting process (S2124), first, it is determined whether the V flag is ON (S2201). The V flag is a flag indicating whether a game ball has passed through a specific area (V passage presence / absence). When a game ball passes through the specific area 39 during the V round, it is turned ON in the specific area sensor detection process (S208) described later. If it is determined in S2201 that the V flag is ON (YES in S2201), the sure-win flag is turned ON (S2202), the sure-win counter is set (S2203), and the V flag is turned OFF (S2204).
[0239] In S2203, a value corresponding to the number of variable games (special symbol winning / losing determination) that can be executed in the high-probability state is set in the sure-win counter. In this embodiment, "10,000" is set in the sure-win counter (S2203). This value of "10,000" (10,000 times) is substantially the same as guaranteeing the high-probability state until the next big win occurs or the business hours end, considering the big win probability in the high-probability state, the business hours of the game arcade in a day, and the number of variable games that can be executed within the business hours. Therefore, when the game state is set to the high-probability state, it can be said that the high-probability state is guaranteed until the next big win occurs (substantially synonymous). Note that, as in this embodiment, a value of "10,000" can be set in the sure-win counter to substantially set the high-probability state until the next big win, or when the sure-win flag is turned ON, the high-probability state can be set without setting the sure-win counter until the next big win occurs.
[0240] If it is determined in S2201 that the V flag is ON (YES in S2201) and the processes of S2202 to S2204 are performed, or if it is determined in S2201 that the V flag is not ON (OFF) (NO in S2201), then the time-saving flag is turned ON (S2206), the time-saving counter is set (S2207), and this process ends.
[0241] In S2207, a value equivalent to the number of variable games (special symbol win / loss judgments) that can be performed in the time-saving state and high base state (high frequency state) is set in the time-saving counter. The operating period of the time-saving function and the high base generation function (also called the "time-saving period" or "electric support period") is determined by the number of special symbol variations (number of variable games performed). In this embodiment, the number is predetermined according to the type of jackpot and differs depending on the type of jackpot. Specifically, as shown in Figure 6, it is "50 times" for 7R 1st jackpot and 7R 2nd jackpot, "75 times" for 7R 3rd jackpot and 7R 4th jackpot, "100 times" for 7R 5th jackpot, 7R 6th jackpot and 10R 9th jackpot, and "10,000 times" for 7R 7th jackpot and 10R 8th jackpot. In response to this, S2207 sets "50", "75", "100", or "10,000" depending on the type of jackpot that has just finished (the current jackpot).
[0242] If the probability counter is set to "10,000", the high probability state will continue until 10,000 special symbol variations (variable gameplay) are performed (effectively until the next big win). However, the end date of the high probability high base state will differ depending on the value set in the time-saving counter.
[0243] In other words, if the probability variation counter is set to "10,000" and the time reduction counter is set to "50", after a big win game ends, the game will remain in a high probability high base state until 50 spins of variable gameplay (variation display of special symbols) are performed. After the 50th spin of variable gameplay, the high probability high base state ends and the game returns to a high probability low base state. After that (from the 51st spin onwards), the high probability low base state continues until a big win occurs. If a big win occurs in the high probability high base state before 50 spins of variable gameplay are performed, the high probability high base state ends upon the occurrence of that big win.
[0244] Furthermore, if the probability variation counter is set to "10,000" and the time reduction counter is set to "75", after the jackpot game ends, the game will remain in a high probability high base state until 75 spins of variable gameplay (variation display of special symbols) are performed. After the 75th spin, the high probability high base state ends and the game returns to a high probability low base state. After that (from the 76th spin onwards), the high probability low base state will continue until a jackpot occurs. If a jackpot occurs in the high probability high base state before 75 spins of variable gameplay are performed, the high probability high base state will end upon the occurrence of that jackpot.
[0245] Furthermore, if the probability variation counter is set to "10,000" and the time reduction counter is set to "100", after the jackpot game ends, the game will remain in a high probability high base state until 100 spins of variable gameplay (variation display of special symbols) are performed. After the 100th spin of variable gameplay, the high probability high base state ends and the game returns to a high probability low base state. After that (from the 101st spin onwards), the high probability low base state will continue until a jackpot occurs. Note that if a jackpot occurs in the high probability high base state before 100 spins of variable gameplay are performed, the high probability high base state will end upon the occurrence of that jackpot.
[0246] On the other hand, if the probability variation counter is not set, the end time of the low probability high base state will differ depending on the value set in the time reduction counter. Specifically, if the probability variation counter is not set and "50" is set in the time reduction counter, after the jackpot game ends, the low probability high base state will continue until 50 spins of the variable game (variation display of special symbols) are executed. Once the 50th spin of the variable game is completed, the low probability high base state will end, and the game will return to the low probability low base state. If a jackpot occurs in the low probability high base state before 50 spins of the variable game are executed, the low probability high base state will end upon the occurrence of that jackpot.
[0247] Furthermore, if the probability variation counter is not set and the time reduction counter is set to "75", after the jackpot game ends, the machine will be in a low probability high base state until 75 spins of the variable game (variation display of special symbols) are performed. Once the 75th spin is completed, the low probability high base state ends and the machine returns to a low probability low base state. If a jackpot occurs in the low probability high base state before 75 spins of the variable game are performed, the low probability high base state will end upon the occurrence of that jackpot.
[0248] Furthermore, if the probability variation counter is not set and the time reduction counter is set to "100", after the jackpot game ends, the game will remain in a low probability high base state until 100 spins of the variable game (variation display of special symbols) are performed. Once the 100th spin is completed, the low probability high base state ends and the game returns to a low probability low base state. If a jackpot occurs in the low probability high base state before 100 spins of the variable game are performed, the low probability high base state will end upon the occurrence of that jackpot.
[0249] In this embodiment, when the result of the second special symbol win / loss determination is a 10R 8th jackpot or a 10R 9th jackpot, the type of jackpot is made easy (possible) for the player to determine through the stopping display pattern of the performance symbol 8 and the performances performed up to that stopping display. Specifically, for example, by setting the stopping display pattern of the performance symbol 8 corresponding to a 10R 8th jackpot to an odd number of repeating digits (such as 333 or 777), and the stopping display pattern of the performance symbol 8 corresponding to a 10R 9th jackpot to an even number of repeating digits (such as 222 or 888), it becomes easy (possible) for the player to determine the type of jackpot.
[0250] On the other hand, if the result of the first special symbol win / loss judgment is one of the 7R 1st to 7th jackpots, it is difficult (impossible) for the player to determine the type of jackpot through the stopping display of the 8th symbol and the effects performed up to that stopping display. Furthermore, if the high base state (time-saving state) continues even after the number of special symbol fluctuation displays after the jackpot game ends exceeds 100, it is made clear to the player that the high probability high base state (probability variation state) will continue until the next jackpot. Also, if the high base state ends and transitions to a low base state at the 50th, 75th, or 100th fluctuation display after the jackpot game ends, the game state is either a low probability low base state or a high probability low base state, but it is difficult (impossible) for the player to determine through the effects whether the jackpot probability state is a high probability state or a low probability state. This allows the game to heighten the player's tension and anxiety regarding whether or not they are in a high-probability state as the number of spins (variation count) after a big win ends increases, thereby enhancing the excitement after a big win. Furthermore, it allows players to continue playing until at least 100 spins have been displayed after a big win, thereby increasing the game's activity level.
[0251] Furthermore, for the 7R 1st to 7th jackpots, the 7R 7th jackpot may be displayed with the symbol 8 stopping as a repeating "7" (777), while the 7R 1st to 6th jackpots may be displayed with the symbol 8 stopping as a repeating number other than 7 (such as 111 or 444), allowing players to distinguish the type of jackpot only for the 7R 7th jackpot through the way the symbol stops. This would also enhance the enjoyment and increase the activity after the jackpot game for the 7R 1st to 6th jackpots has ended.
[0252] The time-saving counter and the probability-changing counter count the total number of times the first special symbol is displayed and the second special symbol is displayed. The values set for the time-saving counter and the probability-changing counter are not limited to this embodiment, and the values can be determined considering factors such as gameplay and payout rate.
[0253] The main control unit (game control microcontroller 81) that performs the above game state setting process (S2124) functions as a "game state control means (mode control means)".
[0254] [Specific Area Sensor Detection Processing] As shown in Figure 11, the game control microcontroller 81 performs a specific area sensor detection process (S208) following the special figure operation process (S207). As shown in Figure 36, in the specific area sensor detection process (S208), it is first determined whether or not a game ball has been detected by the specific area sensor 39a (S2401). If it is determined that there is no detection by the specific area sensor 39a (NO in S2401), this process is terminated without performing the processes from S2402 onwards. On the other hand, if it is determined that there has been detection by the specific area sensor 39a (YES in S2401), it is determined whether or not the detection occurred during the specific area validity period (S2402).
[0255] If it is determined in S2402 that the specific area is valid (YES in S2402), the V flag is turned ON (S2403), and the specific area passage command is set in the RAM output buffer (S2404), ending this process. In other words, if a game ball that entered the second large prize pocket 35 in the V round (5th round) passes through the specific area 39 during the specific area valid period (detected by the specific area sensor 39a), the V flag is turned ON (S2403) and the specific area passage command is set (S2404).
[0256] The processing in S2403 and S2404 is performed in both cases: when the game ball passes through the specific area 39 as a result of the movable piece 150 operating in a short-opening pattern during the V-round of a jackpot scheduled to pass through V or a jackpot not scheduled to pass through V; and when the game ball passes through the specific area 39 as a result of the movable piece 150 operating in a long-opening pattern during the V-round of a jackpot scheduled to pass through V. Therefore, in this embodiment, even if an irregular event occurs in a jackpot not scheduled to pass through V, which does not presuppose V passage, that irregular V passage is processed as a valid V passage.
[0257] The specific area passage command set in S2404 is transmitted to the sub-control board 90 at a predetermined timing via output processing (S201). Based on the receipt of the specific area passage command, the sub-control board 90 recognizes that a V-pass has occurred in the V-round (that a V-pass has occurred and the V-round has ended).
[0258] On the other hand, if it is determined in S2402 that the specific area is not valid (i.e., invalid) (NO in S2402), the invalid period pass command is set in the RAM output buffer (S2405) without turning on the V flag, and this process ends. In other words, if a game ball passes through the specific area 39 during a period other than the specific area valid period (invalid period) (detected by the specific area sensor 39a), the passage is an abnormal passage through the specific area (specific area error), and an invalid period pass command indicating this is set. When this invalid period pass command is transmitted to the sub-control board 90 at a predetermined timing by output processing (S201), the sub-control board 90 uses the image display device 7 (display screen 7a), frame lamp 66, board lamp 5, speaker 67, etc. to provide a predetermined error notification based on the received invalid period pass command. The main control unit (game control microcontroller 81) that executes the S2402 process, which can trigger the setting of such an invalid period pass command (S2405), functions as an "error determination means".
[0259] [Non-specific area sensor detection processing] As shown in FIG. 11, the game control microcomputer 81 performs non-specific area sensor detection processing (S209) following the specific area sensor detection processing (S208). As shown in FIG. 37, in the non-specific area sensor detection processing (S209), first, it is determined whether or not a game ball has been detected by the non-specific area sensor 49a (S2411). As a result, if it is determined that there is no detection by the non-specific area sensor 49a (NO in S2401), this process ends without performing the processing after S2412. On the other hand, if it is determined that there has been detection by the non-specific area sensor 49a (YES in S2411), it is determined whether the V flag is OFF (S2412). If it is OFF (YES in S2412), the process proceeds to S2413. If it is not OFF (NO in S2412), this process ends without performing the processing after S2413. Note that when the V flag is not OFF (NO in S2412), that is, when the V flag is ON, since a V pass has occurred in the V round, the processing after S2413 is not performed.
[0260] In S2413, it is determined whether the number of game balls that have passed through the non-specific area 49 is "9" (S2413). As described above, when a game ball is detected by the non-specific area sensor 49a, the detection count is counted as the non-specific area passage count by non-specific area passage counting means (not shown). Therefore, in S2413, the count value (count value) is referred to, and it is determined whether the non-specific area passage number is "9". If the number of game balls that have passed through the non-specific area 49 is not "9" (NO in S2413), this process ends as it is. If the number of game balls that have passed through the non-specific area 49 is "9" (YES in S2413), a specific area non-pass command is set in the output buffer of the RAM (S2414), and this process ends. That is, during the V round (the 5th round), when a game ball enters the V attacker (the second large winning hole 35) and 9 (the specified number) game balls pass through the non-specific area 49 without the V flag becoming ON (without V passing) (when 9 game balls are detected by the non-specific area sensor 49a), based on this, a specific area non-pass command is set (S2414).
[0261] The command to avoid passing through a specific area, set in S2414, is transmitted to the sub-control board 90 at a predetermined timing via output processing (S201). Based on the receipt of the command to avoid passing through a specific area, the sub-control board 90 recognizes that no V-pass occurred in the V-round (that the V-round ended without V-pass occurring).
[0262] [Handling of held balls] As shown in Figure 11, the game control microcomputer 81 performs the non-specific area sensor detection process (S209) followed by the reserved ball count processing (S210). As shown in Figure 38, in the reserved ball count processing (S210), the number of reserved balls for special symbol 1, special symbol 2, and normal symbol reserved balls stored in the RAM of the main control board 80 is first read (S2501). Next, data indicating the number of reserved balls (a reserved ball count command for transmitting information indicating the number of reserved balls to the sub-control board 90, etc.) is set in the RAM output buffer (S2502). This data indicating the number of reserved balls (reserved ball count command) is output by the output processing (S201) in the next interrupt processing (S105), and for each interrupt processing, the data related to the number of reserved balls (reserved ball count command) is set in the output buffer (S2502) and output processing (S201) is performed sequentially.
[0263] When the sub-control unit receives a reserved ball count command, if it determines that there has been an increase or decrease in the number of reserved balls in the special feature based on the received command, it updates the display content of the performance reserved display area (first performance reserved display area 9c, second performance reserved display area 9d, variable reserved display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls in special feature 1 increases by 1 from "3" to "4", the first performance reserved 9a corresponding to the increased number of reserved balls in special feature 1 "4" is added and displayed in the first performance reserved display area 9c. Also, if the number of reserved balls in special feature 1 decreases by 1 from "2" to "1" (i.e., the first special feature reserved ball is consumed), the first performance reserved 9a displayed at the left end of the first performance reserved display area 9c (the location corresponding to the number of reserved balls in special feature 1 "1", see Figure 3) is moved and displayed in the variable reserved display area 9e, and the remaining first performance reserved 9a displayed in the first performance reserved display area 9c is moved (shifted) one position to the left. On the other hand, the display content of the second performance hold 9b (second special symbol hold) can also be updated in the same way as the first performance hold 9a (first special symbol hold).
[0264] Furthermore, the data for the number of special symbol reserved balls when the number of special symbol reserved balls is increased, that is, the data for the number of special symbol reserved balls associated with the occurrence of a starting ball entry (starting win), may be included in the aforementioned starting ball entry command, or a reserved ball count command showing the number of special symbol reserved balls after addition (after starting ball entry) may be set in the output buffer together with the starting ball entry command. Also, the data for the number of reserved balls when the number of special symbol reserved balls is decreased, that is, the data for the number of special symbol reserved balls associated with the start of the special symbol variation (consumption of special symbol reserved balls), may be included in the aforementioned variation start command, or a reserved ball count command showing the number of special symbol reserved balls after subtraction (after consumption of special symbol reserved balls) may be set in the output buffer together with the variation start command.
[0265] [Power outage monitoring process] As shown in Figure 11, the microcontroller 81 for game control performs power outage monitoring (S211) after the ball count processing (S210). As shown in Figure 39, in the power outage monitoring (S211), it first determines whether or not a power outage signal is input (S2601). If there is no input (NO in S2601), this process ends. On the other hand, if a power outage signal is input (YES in S2601), data regarding the current state of the game machine (whether or not it is in a high probability state, whether or not it is in a jackpot game, how many balls are in reserve, how many spins remain in probability variation / short time mode, etc.) is stored (backed up) in RAM (S2602), the power outage flag is turned ON (S2603), and loop processing is performed without returning to interrupt processing (S105). In S2602, in addition to data regarding the current state of the game machine, it is also possible to store (back up) arbitrary data predetermined as the target of backup. In this embodiment, as described above, the lighting pattern data that defines the display mode of the hit indicator 48 is backed up, so in S2602, the lighting pattern data related to that display mode is also stored.
[0266] [Sub-control main processing] Next, the operation of the microcontroller 91 for performance control (control processing by the sub-control unit) will be explained based on Figures 40 to 47. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the operation of the microcontroller 91 for performance control are located in the RAM of the sub-control board 90 (sub-control unit).
[0267] When the power to the pachinko game machine 1 is turned on (when power is supplied by the power supply board 109), the microcontroller 91 for performance control reads the sub-control main processing program shown in Figure 40 from the ROM of the sub-control board 90 and executes it. As shown in the same figure, the sub-control main processing first performs CPU initialization processing (S4001). In CPU initialization processing (S4001), the stack is set, constants are set, the CPU is set, SIO, PIO, CTC (interrupt time controller), etc., and various flags, status and counters are reset.
[0268] Next, in S4002, it is determined whether the power-off signal is ON and whether the contents of the RAM on the sub-control board 90 are normal (S4002). The power-off signal is output from the power supply board 109 to the sub-control board 90 when the power to the pachinko game machine 1 is turned on. If the result of the determination in S4002 is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination in S4002 is YES (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. In other words, if the power-off signal is not ON, or if the contents of the RAM are not normal even if the power-off signal is ON (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON and the contents of the RAM are normal (YES in S4002), the RAM is not initialized. Initializing the RAM resets the values of various flags, statuses, and counters. Note that steps S4001 to S4003 are executed only once after power-on (when power is turned on) and are not executed thereafter. For this reason, the processing of steps S4001 to S4003 is also called "power-on processing".
[0269] Here, when the microcontroller 91 for performance control executes the power-on processing (S4001~S4003), it performs a notification (power-on notification) indicating that the power-on processing is in progress until the power-on processing is completed (second notification means). Specifically, it displays a message indicating that the power-on processing is in progress on the display screen 7a of the image display device 7, and outputs a notification sound to that effect from the speaker 67 (second notification means). As mentioned above, when the power is turned on, at least the CPU initialization process (S4001) is executed, and if the judgment in S4002 is negative (NO in S4002), the RAM initialization (S4003) is also executed. However, if the CPU initialization process (S4001) is executed and the RAM initialization (S4003) is not executed, the message "Power recovery in progress" is displayed, and if both the CPU initialization process (S4001) and the RAM initialization (S4003) are executed, the message "RAM clearing in progress" is displayed. The display of these messages is executed by the CPU (microcontroller for image control 101) of the image control board 100, which receives a command (power-on command) from the sub-control board 90 to the image control board 100. Whether the message "Power Restoring" or "RAM Clearing" is displayed is determined by the content (type) of the command sent from the sub-control board 90 to the image control board 100. In this embodiment, there is only one type of notification sound for the power-on process, which is output from the speaker 67 via the voice control board 106.
[0270] In S4004, interrupts are disabled. Next, the random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters used to determine the effects are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers used to determine the effects include random numbers used to determine the preview effects and random numbers used to determine the effect symbols. The method for updating the random numbers can be the same as the random number update process performed by the main control board 80 described above. When updating, the random value may be increased by 2 instead of 1 each time. The random numbers used to determine the effects are acquired at predetermined timings. These timings can be, for example, when a control signal (start ball entry command) notifying that a starting ball has entered has been sent from the main control board 80, when a control signal (start variation command) notifying the start of variation has been sent from the main control board 80, or when determining the variation effect pattern described later. The location where the acquired random numbers used to determine the performance are stored is a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.
[0271] Once the random number seed update process (S4005) is completed, the command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the RAM output buffer (also called the "sub-output buffer") of the sub-control board 90 are transmitted to the image control board 100, the sound control board 106, and the lamp control board 107. Upon receiving the commands, each control board (each control unit) executes various effects (effects such as the effect symbol game effect, the special game effect related to the jackpot game, etc.) using various effect devices (image display device 7, speaker 67, panel lamp 5, frame lamp 66, and movable decorative member 14, etc.) according to the received commands.
[0272] Next, interrupts are enabled in S4007, and then steps S4004 to S4007 are looped. While interrupts are enabled, it becomes possible to execute the receive interrupt process (S4008), the 2ms timer interrupt process (S4009), and the 10ms timer interrupt process (S4010). By executing these control processes, it becomes possible to control the display of performance patterns and other elements on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, and control the audio output from speakers.
[0273] [Receive interrupt handling] As shown in Figure 41, the receive interrupt processing (S4008) first determines whether the strobe signal (STB signal) is ON or NOT ON, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input of the microcontroller 91 for performance control (S4101). If it is determined that the strobe signal is NOT ON (NO in S4101), this process ends without performing the processing in S4102. On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this process ends. This receive interrupt processing (S4008) is executed in priority over other interrupt processing (S4009, S4010).
[0274] [2ms Timer Interrupt Processing] The 2ms timer interrupt processing (S4009) is performed whenever an interrupt pulse with a period of 2 msec is input to the sub-control board 90. As shown in Figure 42, the 2ms timer interrupt processing (S4009) first performs input processing (S4201) to create switch data (edge data and level data) based on detection signals from the performance button detection switches 63c and 63d. This switch data indicates whether the first performance button 63a and the second performance button 63b are operated (ON or OFF), and is used to execute the operation-dependent performance based on the operation of the performance button 63. Next, lamp data output processing (S4202) is performed to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) is performed to output drive data for driving the movable performance member 14 (electrical drive source). The lamp data and drive data are created in the 10ms timer interrupt processing described later. Finally, watchdog timer processing is performed to reset the watchdog timer (S4204).
[0275] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4010) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in Figure 43, the 10ms timer interrupt processing (S4010) first performs the received command analysis processing (S4302), which will be described later. Next, it performs switch state acquisition processing (S4303) to store the switch data created in the 2ms timer interrupt processing as switch data for the 10ms timer interrupt processing in the RAM of the sub-control board 90, and then performs switch processing (S4304) to set the display content of the display screen 7a based on the switch data stored in the switch state acquisition processing. After that, it performs other processing such as creating lamp data (data that controls the lighting of the panel lamp 5 and frame lamp 66) and updating the random number for determining the effects (S4305).
[0276] [Received command parsing process] As shown in FIG. 44, in the reception command analysis process (S4302), first, it is determined whether a start entry ball command has been received from the main control board 80 (S4390). If it is determined that the start entry ball command has not been received (NO in S4390), the process proceeds to the process of S4401. If it is determined that the start entry ball command has been received (YES in S4390), the production hold information storage process (S4395) and the hold icon preview process (S4400) are performed, and then the process proceeds to the process of S4401.
[0277] The production hold information storage process (S4395) stores various information (information such as pre-determination results, jackpot type determination random values, variable pattern random values, etc.) included in the start entry ball command (special figure 1 start entry ball command or special figure 2 start entry ball command) received in S4390 in a predetermined production hold information storage area of the RAM of the sub-control board 90 in a shift memory format according to the type of special symbol (first special symbol, second special symbol) and the number of special figure hold balls at the time of transmission / reception (command generation) of the start entry ball command. For example, if the received start entry ball command is a special figure 1 start entry ball command corresponding to the hold ball number "4" of special figure 1, information such as the pre-determination result and win type included in the special figure 1 start entry ball command is stored as special figure 1 production hold information in the area corresponding to hold number 4 in the special figure 1 production hold information storage area. Similarly, when the received start entry ball command is a special figure 2 start entry ball command, information such as the pre-determination result and win type included in the special figure 2 start entry ball command is stored as special figure 2 production hold information in the special figure 2 production hold information storage area.
[0278] The production hold information stored in this way is used for the execution of various productions such as variable productions, preview productions, and production modes described later. The stored content (production hold information) of the production hold information storage area in the sub-control board 90 is the same as the stored content (acquired information) of the special figure hold memory units (first special figure hold memory unit, second special figure hold memory unit) in the main control board (main control unit) 80 described above. From this, it can be said that the production hold information storage area of the sub-control board 90 is also "acquired information storage means".
[0279] Furthermore, the performance hold information is also called "pre-read information," the performance hold information for Special Figure 1 is also called "first pre-read information," and the performance hold information for Special Figure 2 is also called "second pre-read information." In addition, the performance hold information storage area (acquired information storage means) is also called "pre-read information storage means," the performance hold information storage area for Special Figure 1 is also called "first pre-read information storage means," and the performance hold information storage area for Special Figure 2 is also called "second pre-read information storage means."
[0280] The Hold Icon Notification Processing (S4400) is a process related to the Hold Icon Notification, which is a type of notification effect based on the performance hold information (pre-determination result) stored in S4395. The Hold Icon Notification is an effect that changes the display mode of the performance hold (hold icon, active hold icon) displayed in the performance hold display area (first performance hold display area 9c, second performance hold display area 9d) and the variable hold display area 9e of the display screen 7a to a display mode different from the normal mode, and suggests the possibility (expectation level) of a big win based on the display mode after the change (also called the "notification display mode"). Details about the Hold Icon Notification Processing (S4400) and the Hold Icon Notification will be described later.
[0281] Next, in S4401, it is determined whether or not a variation start command has been received from the main control board 80 (S4401). If it is determined that a variation start command has been received (YES in S4401), the variation effect start process (S4402), described later, is performed, and the process proceeds to S4406. If it is determined that a variation start command has not been received (NO in S4401), the process proceeds to S4406 without performing the variation effect start process (S4402).
[0282] In S4406, it is determined whether or not a variation stop command has been received from the main control board 80 (S4406). If it is determined that a variation stop command has been received (YES in S4406), the variation performance termination process (S4407) is performed to stop the display of the performance symbol 8 and end the variation display (variation performance) of the performance symbol 8, and the process proceeds to S4408. If it is determined that a variation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the variation performance termination process (S4407).
[0283] In S4408, it is determined whether or not an opening command has been received from the main control board 80 (S4408). If it is determined that an opening command has been received (YES in S4408), a special game performance selection process (S4409) is performed to select a performance pattern (performance style) for the special game performance to be executed during a special game (jackpot game), and the process proceeds to S4410. On the other hand, if it is determined that an opening command has not been received (NO in S4408), the process proceeds to S4410 without performing the special game performance selection process (S4409).
[0284] Here, the special game performance includes, at a minimum, an opening performance that is performed during the opening period before the opening of the big prize slot (before the start of the first round) when the special game begins, and a round performance (jackpot game performance) that is performed in accordance with the progress of the round game (jackpot ball entry game) during the special game (jackpot game).
[0285] In this embodiment, an opening command corresponding to the type of jackpot is transmitted from the main control board 80. This opening command specifies the length of the opening period (opening time), the opening animation, the round animation, etc., according to the type of jackpot being started. Then, in the special game animation selection process (S4409), a special game start command is set in the sub-output buffer, which can specify the animation pattern of the selected special game animation (opening animation, round animation, etc.) and information based on the received opening command (type of opening command, opening time, type of jackpot related to the jackpot game at the start timing, etc.). When this set special game start command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the corresponding special game animation on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.
[0286] Specifically, for example, if the type of jackpot being initiated is a 7R jackpot (any of the 7R 1st to 7th jackpots), regardless of whether the jackpot is a "V-passing jackpot" or a "V-non-passing jackpot," the same (common) opening sequence corresponding to the start of a 7R jackpot game is performed on the display screen 7a of the image display device 7. In this case, the opening sequence is designed not to indicate whether the jackpot being initiated is a "V-passing jackpot" or a "V-non-passing jackpot," and is performed, for example, by displaying a text image such as "jackpot" on the display screen 7a of the image display device 7. Following the opening sequence, the round sequence corresponding to the 7R jackpot is unfolded on the display screen 7a of the image display device 7 in accordance with the progress of the round (based on the reception of the round start command in S4418, described later). Furthermore, in the high-base state (high-probability high-base state or low-probability high-base state) after a 7R jackpot game has ended, the gameplay unfolds in a special mode (also called "state non-notification mode") in which it is not possible to tell whether or not the game is in a high-probability state.
[0287] Furthermore, if the type of jackpot being initiated is a 10R 8th jackpot, an opening sequence corresponding to the start of a jackpot game related to a "V-passing jackpot," that is, a 10R jackpot game that is premised on generating a high probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening sequence is designed to give the impression of the start of a jackpot game that is premised on acquiring a large amount of prize balls and transitioning to a high probability, high base state, and is performed, for example, by displaying text images such as "Super Jackpot" or "V Jackpot" on the display screen 7a of the image display device 7. Following the opening sequence, a round sequence corresponding to a 10RV-passing jackpot is performed on the display screen 7a of the image display device 7 in accordance with the progress of the round (based on the reception of the round start command in S4418, which will be described later).
[0288] Furthermore, if the type of jackpot being initiated is a 10R 9th jackpot, an opening sequence corresponding to the start of a jackpot game related to a "jackpot not scheduled to pass through V," that is, a 10R jackpot game that is premised on not generating a high probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening sequence is designed to give the impression of the start of a jackpot game that is premised on acquiring a large number of prize balls and transitioning to a time-saving state (low probability high base state), and for example, the text image of "jackpot" is displayed on the display screen 7a of the image display device 7. Following the opening sequence, a round sequence corresponding to a 10RV not scheduled to pass through jackpots is performed on the display screen 7a of the image display device 7 in accordance with the progress of the round (based on the reception of the round start command in S4418, which will be described later).
[0289] Next, in S4410, it is determined whether or not an ending command has been received from the main control board 80 (S4410). If it is determined that an ending command has been received (YES in S4410), an ending sequence selection process (S4411) is performed to select the pattern of the special game ending sequence (ending sequence) and the sequence mode after the special game ends, and then the process proceeds to S4412 as shown in Figure 45. On the other hand, if it is determined that an ending command has not been received (NO in S4410), the process proceeds to S4412 without performing the ending sequence selection process (S4411).
[0290] In this embodiment, an ending command corresponding to the type of jackpot and whether or not a V-pass occurred is transmitted from the main control board 80, and the length of the ending period (ending time) is determined by this ending command. Then, in the ending performance selection process (S4411), a special game end command that can specify the performance pattern of the selected ending performance and information based on the received ending command (type of ending command, ending time, type of jackpot related to the completed jackpot game, performance mode after the jackpot game, etc.) is set in the sub-output buffer. When this set special game end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the ending performance related to the end of the jackpot game on the display screen 7a of the image display device 7.
[0291] Specifically, for example, if the type of jackpot in a completed jackpot game is a 7R jackpot (any of the 7R 1st to 7th jackpots), regardless of whether the jackpot was a "V-passing jackpot" or a "V-non-passing jackpot," or whether the V-pass occurred or not, the same type of ending sequence corresponding to the end of a 7R jackpot game is performed on the display screen 7a of the image display device 7. In this case, the ending sequence is designed to give the impression that the non-notification of the state mode has begun, and is performed, for example, by displaying a text image such as "Chance Mode Entered" on the display screen 7a of the image display device 7.
[0292] Furthermore, if the type of jackpot in the completed jackpot game is a 10R 8th jackpot (V-passing jackpot) and the V-pass occurs during the jackpot game, an ending sequence indicating a transition to a probability variation game state (high probability, high base state) is performed on the display screen 7a of the image display device 7 as an ending sequence corresponding to the end of the 10R jackpot game. In this case, the ending sequence is designed to give the impression that the probability variation game state (high probability, high base state) has begun, and is performed, for example, by displaying a text image such as "Probability Variation Started" on the display screen 7a of the image display device 7.
[0293] Furthermore, if the type of jackpot in the completed jackpot game is a 10R 9th jackpot (jackpot not scheduled to pass through V) and the V does not pass through during the jackpot game, an ending sequence indicating a transition to a time-saving game state (low probability, high base state) will be performed on the display screen 7a of the image display device 7 as an ending sequence corresponding to the end of the 10R jackpot game. In this case, the ending sequence is designed to give the impression that the time-saving game state (low probability, high base state) has begun, and is performed, for example, by displaying a text image such as "Time-saving mode started" on the display screen 7a of the image display device 7.
[0294] Next, in S4412, it is determined whether or not a specific area passage command has been received from the main control board 80 (S4412). If it is determined that no specific area passage command has been received (NO in S4412), the process proceeds to S4418 without performing S4413 and S4414. If it is determined that a specific area passage command has been received (YES in S4412), it is determined whether or not that specific area passage command is based on passing through V in a 10R jackpot (S4413).
[0295] If the received command to pass through a specific area is based on passing through V in a 10R jackpot (YES in S4413), the V-passing specification command is set in the sub-output buffer (S4414). On the other hand, if the received command to pass through a specific area is not based on passing through V in a 10R jackpot (NO in S4413), i.e., if it is based on passing through V in a 7R jackpot, the process proceeds to S4418 without performing the process in S4414.
[0296] When the V-passing specification command set in S4414 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads image data from the ROM of the image control board 100 to notify that a V-pass has occurred, and executes a V-passing notification effect on the display screen 7a of the image display device 7 using the read image data. Examples of V-passing notification effects include displaying the character image "V" on the display screen 7a or outputting a sound effect indicating a V-pass. The V-passing notification effect is executed when a V-pass occurs in a 10R jackpot, but not in a 7R jackpot. This is because in a 7R jackpot, the player is not informed (kept secret) whether the jackpot is a "V-passing scheduled jackpot" or a "V-non-passing scheduled jackpot". Although the possibility is extremely low, if the ball passes through the V-zone during the 10R 9th jackpot, which is not scheduled to pass through the V-zone, the V-zone passing command will be set (S4414), and the V-zone passing notification animation will be executed.
[0297] Next, in S4418, it is determined whether or not a round start command has been received from the main control board 80 (S4418). If it is determined that a round start command has not been received (NO in S4418), the process proceeds to S4420 without performing the process in S4419. On the other hand, if it is determined that a round start command has been received (YES in S4418), the round specification command corresponding to the received round start command is set in the sub-output buffer (S4419), and the process proceeds to S4420.
[0298] The round start command transmitted from the main control board 80 includes information that can identify which round (starting round) is the starting round. The CPU (production control microcomputer 91) of the sub-control board 90 identifies the round number of the starting round based on the received round start command, and sets a round designation command indicating the round number in the sub-output buffer. When the round designation command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes a round production according to the round number specified based on the round designation command on the display screen 7a of the image display device 7 for the ongoing big win game.
[0299] Finally, in S4420, perform processing related to other production controls (S4420) and end this processing. As the other processing performed in S4420, perform processing based on received commands other than the aforementioned commands (for example, normal symbol variation start command, normal symbol variation stop command, expiration period passage command, specific area non-passage command, etc.).
[0300] [Variable production start processing] Next, the variable production start processing (S4402) executed based on receiving a variable start command from the main control board 80 in the received command analysis processing (S4302) will be described. As shown in FIG. 46, in the variable production start processing (S4402), first, perform a random number processing for production determination to obtain various production determination random numbers such as a random number for variable production determination, a random number for preview production determination, a random number for production symbol determination, a random number for specific production determination, etc. (S4501). In this embodiment, the processing of S4501 is performed at the timing of receiving the variable start command from the main control unit, and a predetermined value (acquired information) is obtained from each random number. Based on the obtained value, determine the variable production, preview production, production symbol to be stopped and displayed, etc. to be executed. Note that the variable production means the production executed along with the variable display (variable game) from when the special symbol starts variable display until the end (stop display), and includes the production symbol game production (variable display and stop display of production symbol 8).
[0301] Next, in S4502, the variation start command received in S4401 is analyzed (S4502). The variation start command includes a variation pattern specification command (information specifying the variation pattern) that specifies the variation pattern selected in the variation pattern selection process for the first special symbol or the second special symbol. The variation pattern specification command includes, for example, variation pattern information (P1~P22) shown in Figure 9, game state information that specifies the current game state, judgment result information that specifies the judgment result of the first special symbol win / fail judgment or the second special symbol win / fail judgment, and symbol information that specifies the type of jackpot (jackpot symbol) (see Figure 8). In addition, there are variation pattern specification commands that correspond to the first special symbol and those that correspond to the second special symbol, and by analyzing the variation pattern specification command, it is possible to determine whether the performance symbol game performance (variation performance) that is being started this time relates to special symbol 1 or special symbol 2. Furthermore, the variation pattern information, game state information, and symbol information included in the variation pattern specification command can be used in other processes other than the variation effect start process executed thereafter.
[0302] Next, in S4503, the current mode status is referenced (S4503). The mode status is used to determine the performance mode to be executed. The mode status is one of the values from "1" to "5", and each value is assigned to performance modes A to E. Specifically, mode status "1" corresponds to performance mode A, mode status "2" corresponds to performance mode B, mode status "3" corresponds to performance mode C, mode status "4" corresponds to performance mode D, and mode status "5" corresponds to performance mode E. By referencing the current mode status, it is possible to identify the current performance mode.
[0303] Here, the production mode refers to the production environment (production format) when variable games are executed. When the production mode is different, some or all of the production modes of various productions such as the background of the display screen 7a, variable productions, reach productions, and preview productions are different. Specifically, the images displayed on the image display device 7 are different, such as different characters, items, and background images appearing, and the production symbol game production can also be executed in a mode corresponding to the production mode. Also, when providing a plurality of game productions (reach productions, preview productions, etc.), different game productions may be made executable depending on the production mode.
[0304] The production mode A (mode status "1") is a production mode set when the game state is controlled to the low-probability low-base state. In this embodiment, the production mode A is set as the normal (basic) production mode. When the production mode A is set, the player can recognize through this production mode that the current game state is the low-probability low-base state.
[0305] The production mode B (mode status "2") is a production mode set after the end of the 7R big win game. In this embodiment, the production mode B is set as the state non-notification mode. The game state when the production mode B is set is the low-probability high-base state or the high-probability high-base state, but at this time, the player cannot recognize (discriminate) whether the current game state is the low-probability high-base state or the high-probability high-base state through the production mode. It can be said that the production mode B is a common (similar) production mode for the low-probability high-base state and the high-probability high-base state.
[0306] Performance Mode C (Mode Status "3") is a performance mode that is set when a predetermined number of variable games (for example, 50, 75, or 100 times) are played without a jackpot occurring in Performance Mode B, and the game state transitions to a high-probability, low-base state. In this embodiment, Performance Mode C is set to Revenge Mode. When Performance Mode C is set, the player can recognize through the performance mode that the current game state is a high-probability, low-base state. If a predetermined number of variable games are played without a jackpot occurring in Performance Mode B, and the game state transitions to a low-probability, low-base state, the performance mode transitions from B (Mode Status "2") to A (Mode Status "1").
[0307] Performance Mode D (Mode Status "4") is a performance mode that is set when the game state remains in a high probability, high base state even after a predetermined number of spins (e.g., 100 spins) of variable gameplay have been performed without a big win occurring in Performance Mode B. It is also a performance mode that is set when the game state is controlled to a high probability, high base state after a big win game related to the 10R 8th big win (10RV passing big win). In this embodiment, Performance Mode D is set as the probability variation confirmed mode. When Performance Mode D is set, the player can recognize through the performance mode that the current game state is a high probability, high base state (probability variation game state).
[0308] Performance Mode E (Mode Status "5") is a performance mode that is set when the game state is controlled to a low probability high base state after a jackpot game related to the 9th 10R jackpot (jackpot that is not scheduled to pass 10RV). In this embodiment, Performance Mode E is set as a time-saving mode. When Performance Mode E is set, the player can recognize through that performance mode that the current game state is a low probability high base state (time-saving game state).
[0309] Although extremely unlikely, if a V-pass does not occur during the jackpot game related to the 8th 10R jackpot and the game state after that jackpot game is controlled to a low probability high base state, then performance mode E will be set. Also, although extremely unlikely, if a V-pass occurs during the jackpot game related to the 9th 10R jackpot and the game state after that jackpot game is controlled to a high probability high base state, then performance mode D will be set.
[0310] Next, in S4504, a variable performance pattern determination table (not shown) is set to determine the performance pattern (also called "variable performance pattern") for the variable performance using the image display device 7, panel lamp 5, movable decorative member 14, etc. (S4504). Specifically, the variable performance pattern determination table to be used is set based on the mode status (current performance mode) referenced in S4503 and the variable pattern specification command received from the main control unit. For example, if the variable pattern information specified by the received variable pattern specification command is "P1 (variable pattern P1)" (see Figure 9), the jackpot variable performance pattern determination table corresponding to the current performance mode is set as the variable performance pattern determination table. In this embodiment, multiple variable performance pattern determination tables corresponding to performance modes (mode status) are pre-stored in the ROM of the sub-control board 90, so in S4504, a table corresponding to the mode status (current performance mode) referenced in S4503 is selected and set from among these variable performance pattern determination tables. The variable animation pattern determination table is primarily used to determine the execution mode of the animation symbols in the game (such as the variation mode of the animation symbols), and multiple variable animation pattern determination tables are pre-stored in the ROM of the sub-control board 90. In S4504, one of these multiple variable animation pattern determination tables is set.
[0311] Next, in S4505, based on the random number for determining the variation effect obtained in S4501 and the variation effect pattern determination table set in S4504, a variation effect pattern that matches the specified variation pattern is selected and set (S4505). The variation effect pattern mainly sets the variation mode of the effect symbol 8 displayed in the effect symbol display area 7b (the execution mode of the effect symbol game effect). This determines whether a reach effect is executed (reach-enabled variation effect), whether a reach effect is not executed (normal variation effect), etc., in the effect symbol game effect (variation effect). In addition to the variation mode of the effect symbol 8, the variation effect pattern also includes the execution modes of display effects, sound effects, light effects, movable effects, etc. that are executed in conjunction with the variation display of the effect symbol 8, and whether or not these effects are executed is also determined.
[0312] A "reach" animation refers to a sequence of events where, for example, when the result of a special symbol win / loss judgment indicates a jackpot, there is a display pattern for the three animation symbols 8L, 8C, and 8R that is identical (a repeating number) (jackpot pattern, specific pattern). In this sequence, two of the three animation symbols 8L, 8C, and 8R (for example, the first and second stop symbols) stop (temporarily stop) as symbols that constitute the jackpot pattern (also called "reach symbols" or "reach pattern"), while the remaining symbol (for example, the third stop symbol) continues to change (also called "reach state"). The animation then indicates whether or not the remaining animation symbol will stop and display as a symbol that completes the jackpot pattern. This reach animation effectively heightens the anticipation of players aiming for a jackpot.
[0313] In S4505, based on the random number for determining the performance symbols obtained in S4501 and the stop symbol determination table (not shown), the performance symbol 8 (also called the "stop performance symbol") to be displayed as a stop is determined and set. There are two types of stop displays: temporary stop display and confirmed stop display. Temporary stop means that the scrolling display (fluctuating display) of performance symbol 8 is temporarily stopped (paused), and performance symbol 8 is displayed at a predetermined stop position on the display screen (for example, the performance symbol display area 7b) with a slight movement that allows its numbers, characters, etc., to be recognized. This slight movement is also called "wobbling fluctuation." On the other hand, confirmed stop means that the scrolling display (fluctuating display) of performance symbol 8 is finished, and performance symbol 8 is displayed completely stopped at a predetermined stop position on the display screen (for example, the performance symbol display area 7b) with a state where its numbers, characters, etc., can be recognized. When the performance symbol 8 undergoes a fluctuation display and then comes to a definitive stop, the display result of that fluctuation display (the result of the fluctuation performance) is definitively displayed (definitive display) (derived display). Therefore, the performance symbol 8 can be temporarily stopped once or multiple times until it comes to a definitive stop.
[0314] The stop symbols determined (selected) in S4505 are the symbols that temporarily stop (also called "temporary stop symbols") and the symbols that stop definitively (also called "definitive stop symbols"). Specifically, the symbols that stop (definitively stop) as a result of the variation effect, i.e., the definitive stop symbols, are determined by the result of the special symbol win / loss judgment. If the result is a miss with a reach, one of the three symbols 8L, 8C, and 8R such as "787" will be a scattered combination (miss with a reach), and if it is a miss without a reach, at least one of the three symbols 8L, 8C, and 8R such as "635" will be a scattered combination (completely scattered) with the other symbols being different. On the other hand, if the result of the special symbol win / loss judgment is a jackpot, and it is either a 7R jackpot 1st to 7th or a 10R jackpot 9th, the result will be a repeating number other than "777", and if it is a 10R jackpot 8th, the result will be a repeating number of "777". As a result, for 7R jackpots, it is impossible to determine whether the jackpot is a jackpot that is scheduled to pass through V or a jackpot that is not scheduled to pass through V based on the stopping display pattern of the performance symbol 8. However, for 10R jackpots 8th and 9th, it is possible to determine whether the jackpot is a jackpot that is scheduled to pass through V or a jackpot that is not scheduled to pass through V based on the stopping display pattern of the performance symbol 8.
[0315] Furthermore, the symbol 8 that is temporarily stopped during the fluctuation display before reaching a confirmed stop, i.e., the temporarily stopped symbol, is basically a result other than the aforementioned matching numbers (jackpot pattern) (e.g., a near miss, a complete miss). However, for example, in the case of a fluctuation display pattern that performs a so-called "re-draw" by stopping the symbol 8 with matching numbers and then displaying the fluctuation display again, the temporarily stopped symbol will be a matching number (jackpot pattern). In this case, the temporarily stopped symbol will be a result corresponding to a jackpot with a relatively low degree of advantage (for example, a jackpot that is not scheduled to pass 10RV, which is less advantageous than a jackpot scheduled to pass 10RV). Also, the confirmed stop symbol after the re-draw can again be a result corresponding to a jackpot with a relatively low degree of advantage, or a result corresponding to a jackpot with a relatively high degree of advantage. Furthermore, since the performance symbol 8 is also temporarily stopped just before (at the last moment) the variation display ends and the symbols stop for the final result, the performance symbol 8 that temporarily stops just before the final result stop is also a temporary stop symbol, but in this case the temporary stop symbol is the same as the final stop symbol. Note that the aforementioned stopping display method of the performance symbol 8 is merely an example, and it is possible to set which performance symbol is displayed as the stopping symbol as appropriate.
[0316] In this embodiment, the pachinko game machine 1 has the following variations (variation patterns) for the performance symbols 8: Reach A, Reach B, Reach C, Super Reach (also called "SP Reach") A, Super Reach B, Super Reach C, character performance, etc. In S4505, based on the variation pattern determination table, it is determined which of these performances to perform, or whether to perform any of these performances at all (this is also called "normal variation").
[0317] For example, when a reach-inducing variation animation is performed, one of the reach animations is set based on the variation pattern specification command and the variation animation pattern determination table. Here, when a super reach animation (any of SP reach A to C) is performed, it is set to have a higher probability of resulting in a jackpot compared to when a normal reach animation (any of reach A to C) is performed. In other words, a super reach animation is a game animation with a higher probability of resulting in a jackpot (higher jackpot expectation) compared to a normal reach animation.
[0318] In this embodiment, when the sub-control board 90 receives a variation pattern specification command from the main control board 80, which specifies a variation pattern with a variation time of 30,000 ms or more (see Figure 9), a reach animation (reach-enabled variation animation) may be set (executed) based on the command. If the variation time is 30,000 ms, a normal reach animation is set (executed) as the reach animation (normal reach variation animation), and if the variation time is 45,000 ms or more, an SP reach animation is set (executed) as the reach animation (SP reach variation animation). In this embodiment, there are three types of normal reaches (reach A to C) and three types of super reaches (SP reach A to C) as types of reach animations, but the number of types of reach animations is not limited to these, and more reach animations may be provided.
[0319] Here, the variation display of the performance symbols 8 is basically performed as follows: After the three performance symbols 8L, 8C, and 8R begin to vary, the variation speed of all symbols becomes high and nearly constant, and then, after a predetermined time (for example, 9 seconds) has elapsed, the variation speed of the first stop symbol (in this example, the left performance symbol 8L) decreases and the first stop symbol stops (temporarily stops). Next, the variation speed of the second stop symbol (in this example, the right performance symbol 8R) decreases and the second stop symbol stops (temporarily stops), and finally the variation speed of the third stop symbol (in this example, the middle performance symbol 8C) decreases and the third stop symbol stops (temporarily stops). After this, the three performance symbols 8L, 8C, and 8R come to a definitive stop, and the display result of the variation display is derived and displayed, and with this, one variation display ends. Based on this flow from the start to the end of the variation display, normal variations and reach effects are performed.
[0320] For example, when the function for shortening the variation time of special symbols according to the number of reserved balls in the special drawing or the game state is not operating (when the function for shortening the variation time is not operating), when the three effect symbols 8L, 8C, and 8R start the variation display, the left effect symbol 8L (the first stop symbol) stops (temporarily stops) at the timing when a predetermined time (for example, 9 seconds) has elapsed since the start of the variation, and subsequently, the right effect symbol 8R (the second stop symbol) stops (temporarily stops). At this time, if the left and right effect symbols 8L and 8R stop (temporarily stop) with symbols of the same number (reach mode), a reach is established, and thereafter, it develops into a reach effect. On the other hand, if a reach is not established (that is, if it is a normal variation), the middle effect symbol 8C (the third stop symbol) stops (temporarily stops) following the stop (temporarily stop) of the right effect symbol 8R (the second stop symbol). In this embodiment, in the normal variation, the time taken for the third stop symbol (in this example, the middle effect symbol 8C) to stop (temporarily stop) from the start of the variation of the effect symbol 8 is about 11 seconds. However, in the normal variation when the function for shortening the variation time of the special symbol is operating, the time taken for the left effect symbol 8L (the first stop symbol) to stop (temporarily stop) from the start of the variation display becomes shorter than normal (when the function for shortening the variation time is not operating), and accordingly, the time taken for the right effect symbol 8R (the second stop symbol) and the middle effect symbol 8C (the third stop symbol) to stop (temporarily stop) also becomes shorter.
[0321] Note that depending on the variation effect pattern set in S4505 and the preview effect pattern set in S4506 described later, for example, after the start of the variation display of the effect symbol 8, the three effect symbols 8L, 8C, and 8R may stop (temporarily stop) simultaneously at the same time, or all the symbols may continue to vary even after exceeding the predetermined time (for example, 9 seconds) until the first stop symbol stops. In such cases, the order and timing of the stop display of the effect symbols may be different from the mode described above.
[0322] Next, in S4506, processing related to setting the pre-announcement effect (pre-announcement effect setting processing) is performed (S4506). Here, a pre-announcement effect is an effect that provides an indication regarding the currently running variation display or an indication regarding the stored hold (variation display to be executed later). For example, it is an effect that suggests the possibility that the display result of the currently running variation display will be a jackpot, or suggests the possibility that the display result of the variation display to be executed later will be a jackpot. A pre-announcement effect is also called an "indication effect". In this embodiment, various pre-announcement effects can be executed, such as a pre-announcement effect based on the effect hold information (pre-determination result) stored in S4395 (also called a "hold pre-read pre-announcement") and a pre-announcement effect related to the current (current) variation display (also called "the variation") (also called "the variation pre-announcement"). Therefore, in S4506, it is determined whether or not to execute each pre-announcement effect (execution status) and the execution pattern (pre-announcement effect pattern) of the pre-announcement effect to be executed is set.
[0323] Specifically, the system determines whether or not to execute a preview animation and the preview animation pattern based on the random number for determining the preview animation acquired in S4501 and the preview animation determination table (not shown) stored in the ROM of the sub-control board 90, and sets the preview animation pattern based on this determination result. Preview animations (suggestive animations) are performed, for example, by displaying an image that suggests the probability of a big win (also called a "preview image" or "suggestive image") on the display screen 7a (also called a "preview display" or "suggestive display"). In addition to display animations (preview displays, suggestive displays), preview animations can also be performed using sound effects, light effects, and movable effects, and combinations of these effects are also possible. Furthermore, the variation preview can also be performed based on the pre-determination result of the special symbol hold.
[0324] Furthermore, the notification effect setting process (S4506) is a process that can be executed at a predetermined time, including during the variation display (variation effect), triggered by the start of the variation display (variation effect) of the effect symbol 8, and the notification effects here do not include the hold icon notification. In other words, the processing related to the hold icon notification is performed by the hold icon notification processing (S4400), not the notification effect setting process (S4506).
[0325] Here, a pre-announcement performance that is executed based on the performance hold information (pre-read information) is also called a "pre-read performance," a pre-announcement performance that is executed based on the special figure 1 performance hold information (first pre-read information) is also called a "first pre-read performance," and a pre-announcement performance that is executed based on the special figure 2 performance hold information (second pre-read information) is also called a "second pre-read performance."
[0326] The contents of the performance hold information stored in S4395 (the contents of the performance hold information storage area), the result of the special symbol win / fail judgment identified by the analysis result of the variation start command in S4502 (the result of the win / fail judgment related to the current special symbol variation display), and the variation pattern information of the special symbols identified by the analysis result of the variation start command (the variation pattern and stop symbols related to the current special symbol variation display) will determine the type of performance to be performed, the manner in which the performance to be performed, and whether or not a performance to be performed at all, which will be different when a performance to be performed at a given time.
[0327] Next, in S4507, a variation performance start command for starting a variation performance or the like is set in the sub-output buffer based on the variation performance pattern set in S4505 and the preview performance pattern set in S4506 (S4507), and the variation performance start process is terminated. When the variation performance start command set in S4507 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 uses the variation performance pattern specified based on the variation performance start command, that is, the predetermined variation performance image data corresponding to the variation performance pattern set in S4505 (image data constituting the start, in-progress, and stop of the variation of the performance symbol 8), and the preview performance pattern specified based on the variation performance start command, that is, the predetermined preview performance image data corresponding to the preview performance pattern set in S4506, reads them from the ROM of the image control board 100, and executes a variation performance, a preview performance, or the like using the read image data on the display screen 7a of the image display device 7. Also, a variation display (flashing display) using two LEDs on the performance display 102 is executed. Further, in accordance with the execution of the variation performance, various performances such as sound performances, light performances, and movable performances are executed via the sound control board 106 and the lamp control board 107.
[0328] [Reserved icon preview process] Next, the reserved icon preview process (S4400) executed based on receiving a start ball entry command from the main control board 80 (YES in S4390) will be described. As shown in FIG. 47, in the reserved icon preview process (S4400), first, it is determined whether the reserved icon preview flag is OFF (S4601). The reserved icon preview flag is a flag indicating whether a reserved icon preview is being executed. When executing a reserved icon preview, it is turned ON in S4605 described later, and is turned OFF when the variation display (variation game) corresponding to the special figure reservation that triggers the execution of the reserved icon preview ends.
[0329] Furthermore, the hold icon notification may be turned OFF when the variable display (variable game) corresponding to the special symbol hold that triggered the execution of the hold icon notification begins (the special symbol hold is consumed). In this case, since the performance hold is displayed in the notification display mode in the variable hold display area, any newly displayed (additional display) performance hold in the performance hold display area can also be displayed in the notification display mode. This makes it possible to create a sense of anticipation for the player not only for the currently running variable game, but also for the subsequent variable game corresponding to the special symbol hold (notification target hold).
[0330] If it is determined in S4601 that the hold icon notification flag is not OFF (it is ON) (NO in S4601), the process ends without performing any further processing from S4602 onwards, because the hold icon notification is currently being executed. For this reason, in this embodiment, while the hold icon notification is being executed, the hold icon notification targeting newly stored (additionally stored) special symbol hold (later special symbol hold) will not be executed. In other words, two or more performance hold notifications of the notification display type will not be displayed in the performance hold display area. Alternatively, the hold icon notification flag may be omitted, and the hold icon notification targeting later special symbol hold may be executed while the hold icon notification is being executed. In other words, the performance hold display area may be configured to display two or more performance hold notifications of the notification display type.
[0331] On the other hand, if it is determined in S4601 that the hold icon notification flag is OFF (YES in S4601), a determination (lottery) is made as to whether or not to execute the hold icon notification (S4602). In this embodiment, when the game state is a low probability low base state or a high probability low base state, that is, when the fluctuation display of the first special symbol (also called "first fluctuation game") is mainly executed in a low base state, the hold icon notification by the first performance hold 9a (also called "first hold icon notification") is made available for execution. Furthermore, when the game state is a low probability high base state or a high probability high base state, that is, when the fluctuation display of the second special symbol (also called "second fluctuation game") is mainly executed in a high base state, the hold icon notification by the second performance hold 9b (also called "second hold icon notification") is made available for execution. In response to this, S4602 determines whether or not to execute the first reserve icon notification if the current game state is a low base state, and determines whether or not to execute the second reserve icon notification if the state is a high base state.
[0332] The decision of whether or not to execute the hold icon notification (hold icon notification execution decision) can be made, for example, based on the hold icon notification execution decision table shown in Figures 51(A) and (B). Specifically, for example, a random number for hold icon notification execution decision (e.g., "0 to 99") is set as a random number for determining the performance, and one value is randomly obtained from this random number, and the obtained value (random value for hold icon notification execution decision) is used to make a decision based on the hold icon notification execution decision table. The random value for hold icon notification execution decision can be obtained, for example, at the timing of receiving the start ball entry command (S4390) or at the timing of making a decision on the execution of the hold icon notification (S4601).
[0333] The pending icon notification execution determination table shown in Figure 51(A) is an example of a first pending icon notification execution determination table used to determine whether or not to execute the first pending icon notification targeting the first special symbol pending (first performance pending 9a). The first pending icon notification execution determination table is a table that can be used in a low base state where the fluctuation display of the first special symbol (entry of game balls into the first start opening 20) is the main event.
[0334] The pending icon notification execution determination table shown in Figure 51(B) is an example of a second pending icon notification execution determination table used to determine whether or not to execute the second pending icon notification targeting the second special symbol pending (second performance pending 9b). The second pending icon notification execution determination table is a table that can be used in high base conditions where the fluctuation display of the second special symbol (entry of game balls into the second start opening 21) is the main event.
[0335] As shown in Figures 51(A) and (B), the pending icon notification execution determination table of this embodiment distinguishes the pre-determination results that can be identified based on the performance pending information (performance pending information corresponding to the newly acquired special symbol pending) newly stored in S4395 above into "no reach miss," "normal reach miss," "SP reach miss," and "jackpot," and assigns a random value for pending icon notification execution determination to each pre-determination result to determine whether or not to execute the pending icon notification, thereby determining whether or not to execute the pending icon notification.
[0336] Here, among the pre-determination results, a "no reach" miss occurs when the pre-determination result related to the special symbol win / loss determination is a miss, and the variation pattern is one of P7, P11, P18, or P22 (variation patterns with a variation time of 12,000 ms or less) (see Figure 9). Also, a "normal reach miss" occurs when the pre-determination result related to the special symbol win / loss determination is a miss, and the variation pattern is one of P6, P10, P17, or P21 (variation patterns with a variation time of 30,000 ms) (see Figure 9). Furthermore, an "SP reach miss" occurs when the pre-determination result related to the special symbol win / loss determination is a miss, and the variation pattern is one of P4, P5, P8, P9, P15, P16, P19, or P20 (variation patterns with a variation time of 45,000 ms or more) (see Figure 9). Furthermore, a jackpot occurs when the result of the pre-determination related to the special symbol win / loss determination is a jackpot, and the variation pattern is one of P1, P2, P3, P12, P13, or P14 (variation patterns with a variation time of 30,000 ms or more) (see Figure 9).
[0337] In this embodiment, both the first reserved icon notification execution determination table and the second reserved icon notification execution determination table are configured to use different table data (determination conditions) depending on the number of special symbol reserved balls when the sub-control unit receives the start ball entry command, that is, the latest (current) number of special symbol reserved balls that has been increased by 1 due to the start ball entry. Furthermore, the number of special symbol reserved balls for which the determination conditions differ is different for the first reserved icon notification execution determination table and the second reserved icon notification execution determination table. Specifically, in the first reserved icon notification execution determination table, the determination conditions differ depending on whether the number of special symbol 1 reserved balls is "1 or 2" or "3 or 4", and in the second reserved icon notification execution determination table, the determination conditions differ depending on whether the number of special symbol 2 reserved balls is "1" or "2 to 4".
[0338] Therefore, for example, when the sub-control unit receives the Special Feature 1 Start Ball Entry command in a low base state and the number of balls held in Special Feature 1 is "1" or "2", the execution of the first held icon notification is determined based on the table data corresponding to the number of balls held in Special Feature 1 "1,2" in the first held icon notification execution determination table (second execution mode). If the number of balls held in Special Feature 1 at that time is "3" or "4", the execution of the first held icon notification is determined based on the table data corresponding to the number of balls held in Special Feature 1 "3,4" in the first held icon notification execution determination table (first execution mode).
[0339] For example, when the sub-control unit receives the Special Feature 2 Start Ball Entry command in a high base state and the number of balls held in Special Feature 2 is "1", the execution of the 2nd Hold Icon Notification is determined based on the table data corresponding to the number of balls held in Special Feature 2 "1" in the 2nd Hold Icon Notification Execution Determination Table (2nd execution mode). If the number of balls held in Special Feature 2 at that time is "2 to 4", the execution of the 2nd Hold Icon Notification is determined based on the table data corresponding to the number of balls held in Special Feature 2 "2 to 4" in the 2nd Hold Icon Notification Execution Determination Table (1st execution mode).
[0340] In this embodiment, both the first and second pending icon notification execution determination tables are configured such that the appearance rate (probability of execution) of the pending icon notification increases in the order of the pre-determination result being "no reach, miss," "normal reach miss," "SP reach miss," and "jackpot." In other words, when the pending icon notification is executed, the probability of a normal reach or SP reach is higher, and the probability of a jackpot is also higher compared to when it is not executed.
[0341] Furthermore, in this embodiment, the first pending icon notification execution determination table is configured to have a higher probability of executing the pending icon notification compared to the second pending icon notification execution determination table. In other words, the configuration is such that the probability of executing the pending icon notification is higher in the low base state than in the high base state.
[0342] Furthermore, in this embodiment, the first reserved icon notification execution determination table is configured such that the first reserved icon notification can be executed except when the number of reserved balls in Special Feature 1 is "1 or 2" and the pre-determination result is "no reach, miss". In other words, in a low base state, if the number of reserved balls in Special Feature 1 is "1 or 2" ...
Claims
[Claim 1] A first acquisition means capable of acquiring acquisition information based on a game ball entering the game; a first storage means capable of storing the acquired information acquired by the first acquisition means up to a predetermined upper limit; a first storage display means capable of displaying a storage display indicating that the acquired information is stored in the first storage means; a first determination means capable of determining the acquired information acquired by the first acquisition means; A first variable display execution means capable of executing a variable display of the first identification information based on a determination result by the first determination means; A second acquisition means capable of acquiring acquisition information based on the entry of a game ball; a second storage means capable of storing the acquired information acquired by the second acquisition means up to a predetermined upper limit; a second storage display means capable of displaying a storage display indicating that the acquired information is stored in the second storage means; A second determination means capable of determining the acquired information acquired by the second acquisition means; A second variable display execution means capable of executing a variable display of the second identification information based on the determination result by the second determination means, A gaming machine in which a special game in which a predetermined profit can be given to a player can be executed based on a display result of the variable display of the first identification information or the second identification information being a specific display result, a first advance determination means for determining the acquired information acquired by the first acquisition means before the determination by the first determination means; a first pre-reading information storage means for storing first pre-reading information including information capable of identifying a result of the determination by the first pre-determination means; A game control means capable of controlling a game state; A performance control means capable of controlling the performance. The gaming state includes at least a first gaming state and a second gaming state in which the acquisition frequency of the acquired information is higher than that of the first gaming state; The performance control means is capable of executing a preview performance suggesting that the display result of the variable display of the first identification information may be the specific display result, The preview performance includes a plurality of types of preview performance including a first look-ahead performance based on the first look-ahead information, The performance control means includes: When executing the preview performance, the preview performance can be selected from the plurality of types of preview performance, When the game is controlled in the first gaming state, the first pre-reading performance may be selected, When the game is controlled in the second gaming state, the first pre-reading performance is not selected, When the first look-ahead performance is executed for the acquired information in which the number of the memory displays displayed by the first memory display means is equal to or greater than a predetermined number, the first look-ahead performance can be executed in a first manner; When the first look-ahead performance is executed for the acquired information in which the number of the stored displays is less than the predetermined number, the first look-ahead performance can be executed in a second manner. A gaming machine characterized by:
