Game machine
Patent Information
- Application Number
- JP2022015308
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-03
- Publication Date
- 2025-01-31
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines do not prevent players from receiving excessive prize balls, leading to potential unfair advantages.
A gaming machine equipped with game control means to manage game execution based on a specific count number, abnormality detection, and specific information storage to prevent awarding excessive prize balls, with initial settings adjusted to ensure fair gameplay.
Prevents excessive prize ball awards, ensuring fair gameplay and maintaining game balance.
Smart Images

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Abstract
Description
Technical Field
[0006] , , , ,
[0001] The present invention relates to a gaming machine represented by a pachinko machine or the like.
Background Art
[0002] For example, in the gaming machine described in Patent Document 1 below, various winning openings (starting opening, big winning opening, general winning opening) are provided in a game area where game balls can flow down. When a game ball enters each of the various winning openings, a prize ball is awarded to the player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the gaming machine of Patent Document 1 above, a player may obtain an excessive number of prize balls by continuous gaming. In this case, the gaming machine did not prevent itself from awarding an excessive number of prize balls to the player.
[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine that does not award an excessive number of prize balls to a player.
Means for Solving the Problems
[0006] The gaming machine of the present invention is a gaming machine including game control means capable of controlling a game, abnormal detection means capable of detecting a predetermined abnormality, and specific information storage means for storing specific information related to a specific measurement number based on the number of prize balls awarded to a player, and the game control means is Based on the fact that the aforementioned specific measurement count exceeds a predetermined threshold, the game may be controlled to become unplayable. This gaming machine is characterized in that, if the power is turned on while certain specific conditions are not met, the specified information can be set to its initial value. [Effects of the Invention]
[0007] According to the present invention, it is possible to avoid awarding excessive prize balls to players. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board unit. [Figure 3] This is a front view showing the second major prize-winning device in detail. [Figure 4] This is a front view of the display units. [Figure 5] (A) is a front view of the performance unit when the on-board movable device and the on-board movable device are in standby mode, and (B) is a front view of the performance unit when the on-board movable device and the on-board movable device are in operation. [Figure 6] This block diagram shows the electrical configuration of the main control board according to the first embodiment. [Figure 7] This block diagram shows the electrical configuration of the performance control board. [Figure 8] This is a perspective view showing the back of a gaming machine. [Figure 9] This is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general diagram, and (B) is a table showing random numbers related to the special diagram. [Figure 11] (A) is the hit detection table, (B) is the regular diagram variation pattern detection table, and (C) is the auxiliary game control table. [Figure 12] (A) is the jackpot determination table, (B) is the jackpot symbol type determination table, and (C) is the reach determination table. [Figure 13] It is a special figure 1 variation pattern determination table. [Figure 14] It is a special figure 2 variation pattern determination table. [Figure 15] It is a pre-reading determination table. [Figure 16] It is a jackpot game control table. [Figure 17] It is an explanatory diagram of the game state. [Figure 18] It is an explanatory diagram showing a specific example of the production mode. [Figure 19] It is an explanatory diagram showing a specific example of the normal variation of the special figure variation production. [Figure 20] It is an explanatory diagram showing a specific example of the N reach of the special figure variation production. [Figure 21] It is an explanatory diagram showing a specific example of the SP reach of the special figure variation production. [Figure 22] It is an explanatory diagram showing a specific example of the hold production. [Figure 23] It is an explanatory diagram showing a specific example of the movable body production. [Figure 24] It is an explanatory diagram showing a specific example of the operation production. [Figure 25] It is a diagram showing the over-prize ball prevention function. [Figure 26] It is a diagram showing the reset of the number of difference balls. [Figure 27] (A) is a diagram showing the production mode in the case of over-prize ball abnormality, and (B) is a diagram showing the production mode in the case of magnetic detection abnormality. [Figure 28] (A) is a diagram showing the over-prize ball warning image, and (B) is a diagram showing the game stop warning image. [Figure 29] (A) is a diagram in which a purple border image is displayed when in the high-probability high-base state, and (B) is a diagram in which a red border image is displayed when in the high-probability base state. [Figure 30] (A) is a diagram showing when the special reset switch is pressed, and (B) is a diagram showing when one hour has passed in the customer waiting state. [Figure 31] It is a flowchart of the main control main process. [Figure 32] This is a flowchart of the main timer interrupt processing. [Figure 33] This is a flowchart of the input processing. [Figure 34] This is a flowchart for the process of measuring the difference in the number of balls played. [Figure 35] This is a flowchart for special operation processing. [Figure 36] This is a flowchart for the special symbol waiting process. [Figure 37] This is a flowchart for the customer waiting time measurement process. [Figure 38] This is a flowchart for the process of determining a jackpot. [Figure 39] This is a flowchart for the variation pattern determination process. [Figure 40] This is a flowchart for the variation pattern determination process. [Figure 41] This is a flowchart of the processing during special symbol changes. [Figure 42] This is a flowchart for the process of determining special symbols. [Figure 43] This is a flowchart for managing the game state. [Figure 44] This is a flowchart for the special electric mechanism processing. [Figure 45] This is a flowchart for the game state setting process. [Figure 46] This is a flowchart of the output processing. [Figure 47] This is a flowchart of the external signal output processing. [Figure 48] This is a flowchart of the sub-control main processing. [Figure 49] This is a flowchart for handling 1m timer interrupts. [Figure 50] This is a flowchart for handling 10m timer interrupts. [Figure 51] This block diagram shows the electrical configuration of the main control board according to the second embodiment. [Figure 52] This is a flowchart of the power-on processing according to the second embodiment. [Figure 53] This table shows the functions corresponding to combinations of pressing the RAM clear switch and the second special reset switch when the power is turned on. [Figure 54] This figure shows the configuration of the non-erasable storage unit according to the third embodiment. [Figure 55] This is a flowchart of the power-on processing according to the third embodiment. [Figure 56] This is a flowchart of the main-side timer interrupt processing according to the third embodiment. [Figure 57] This is a flowchart of the error handling according to the third embodiment. [Figure 58] This diagram shows the over-prize prevention function in a modified example. [Figure 59] This diagram shows the reset of the number of balls in a modified example. [Figure 60] This diagram shows a modified example where the number of balls is displayed on a 7-segment display. [Figure 61] This is a diagram illustrating the maximum number of balls won. [Figure 62] This diagram illustrates the change in the counter in a modified example where the over-prize ball prevention function is activated based on the increase from the minimum number of balls. [Modes for carrying out the invention]
[0009] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of description, symbols or numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated. Furthermore, in any flowchart described later, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as no inconsistencies arise in the processing content.
[0010] <First Embodiment> 1. Structure of a gaming machine This document describes the Pachinko game machine PY1 of this configuration. First, the structure of the Pachinko game machine PY1 will be explained using Figures 1 to 5. In the following explanation, the left, right, up, and down directions of each part of the Pachinko game machine PY1 refer to the left, right, up, and down directions from the perspective of a player facing the Pachinko game machine PY1 (from a front view). Furthermore, "front" refers to the direction from the Pachinko game machine PY1 towards the player facing the Pachinko game machine PY1, and "rear" refers to the direction from the player facing the Pachinko game machine PY1 towards the Pachinko game machine PY1.
[0011] As shown in Figure 1, the pachinko game machine PY1 is equipped with a game machine frame 2. The game machine frame 2 is equipped with an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. Furthermore, the front door 23 is equipped with a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game hall (game shop), players in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be made of transparent glass, transparent synthetic resin, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko game machine PY1.
[0012] A handle 72k is provided on the lower right front of the front frame 23m, which can be rotated to launch the game balls. The amount the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launching intensity) applied to the game balls to launch them (the amount that the launching device 72, described later, drives the launching solenoid). Therefore, the game balls are launched with a launching intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. In addition, a lower tray 35 for storing excess game balls that cannot be accommodated in the upper tray 34 is provided at the lower center of the front of the lower decorative body 36.
[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. The normal button 40 is composed of, for example, a button with a pressing surface, a lever with a gripping portion, etc. Furthermore, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button with a pressing surface, a lever with a gripping portion, etc.
[0014] Furthermore, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the upper part of the surface of the front frame 23m. The speaker 52 (sound output means) consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Moreover, a movable frame movable device 58, which serves as a performance device for enhancing the enjoyment of the game, is attached to the upper sides of the left and right edges of the front frame 23m. The frame movable device 58 consists of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0015] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.
[0016] Next, the game board unit YU will be explained, mainly using Figures 2 to 5. The game board unit YU comprises a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front. Along the opening 1A, a roughly ring-shaped inner wall portion 1B is formed projecting forward to define a game area 6 through which game balls can flow. In addition, a roughly ring-shaped outer wall portion 1C is formed projecting forward outside the inner wall portion 1B to define the game area 6.
[0017] A game area 6 is formed on the front of the game board 1, surrounded by an inner wall 1B, an outer wall 1C, and so on. In other words, the front of the game board 1 is divided into the game area 6 and the rest of the area by the inner wall 1B and the outer wall 1C.
[0018] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the pachinko game machine PY1. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide the game balls that enter and flow down the game area 6 to the first starting opening 11, second starting opening 12, general prize opening 10, gate 13, first major prize opening 14, and second major prize opening 15, which will be described later.
[0019] The game area 6 is provided with a first start-up device 11D, which has a first start-up opening 11 into which game balls can be entered, and a second start-up device (so-called "electric chute") 12D that allows or prevents game balls from entering the second start-up opening 12.
[0020] The first starting prize device 11D is stationary. Therefore, the ease with which game balls enter the first starting opening 11 remains constant (unchanged). The entry of a game ball into the first starting opening 11 triggers the lottery for the first special symbol (hereinafter referred to as "Special Symbol 1") (acquisition and determination of the Special Symbol 1-related random number described later: hereinafter referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. When a game ball enters the first starting opening 11, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.
[0021] The electric tuner 12D is equipped with an operable electric tuner opening / closing member 12k. Normally (in the normal state), the electric tuner opening / closing member 12k is in a closed position where it is impossible or extremely difficult for game balls to enter the second start port 12. In a special state, it moves to an open position where game balls can enter the second start port 12. This movement of the electric tuner opening / closing member 12k to the open position is also called the "open state" of the second start port 12 or electric tuner 12D, and game balls can only enter the second start port 12 when it is in the open state. On the other hand, when the electric tuner opening / closing member 12k is in the closed position, it is also called the "closed state" of the second start port 12 or electric tuner 12D. Furthermore, when the second start port 12 or electric tuner 12D becomes the "open state," it is also called "the electric tuner 12D opens," and when the electric tuner 12D becomes the "closed state," it is also called "the electric tuner 12D closes."
[0022] When a game ball enters the second starting slot 12, it triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the Special Symbol 2-related random number described later: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a game ball enters the second starting slot 12, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.
[0023] Furthermore, the game area 6 is provided with a general prize slot 10 into which game balls can be entered. When a game ball enters the general prize slot 10, a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls.
[0024] Furthermore, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a random number for the regular symbol: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric tuner 12D is opened when an auxiliary game is performed. In other words, the auxiliary game is a game that involves opening the electric tuner 12D.
[0025] Furthermore, the game area 6 is provided with a first large prize entry device 14D (hereinafter also referred to as "normal AT 14D") which has a first large prize entry opening 14 into which game balls can be entered.
[0026] The first major prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated to an open state and a closed state. The first major prize opening 14 opens and closes when the normal AT opening / closing member 14k is operated. Normally, the normal AT opening / closing member 14k is in a closed state that blocks the first major prize opening 14, making it impossible or extremely difficult for game balls to enter the first major prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for game balls to enter the first major prize opening 14. Thus, it is only possible for game balls to enter the first major prize opening 14 when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first major prize opening 14, a predetermined number of game balls (for example, 15 balls) are dispensed as prize balls.
[0027] Furthermore, the game area 6 is provided with a guidance stage 12g that guides the game balls to the second starting opening 12. The game balls rolling on the upper surface of the guidance stage 12g can flow downward toward the second starting opening 12.
[0028] Furthermore, the game area 6 is provided with a second large prize entry device 15D (hereinafter also referred to as "VAT 15D") which has a second large prize entry opening 15 into which game balls can be entered. The second large prize entry device 15D is equipped with an operable VAT opening / closing member 15k. Normally, the VAT opening / closing member 15k blocks the second large prize entry opening 15, making it impossible or extremely difficult for game balls to enter the second large prize entry opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for game balls to enter the second large prize entry opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize entry opening 15 is also called the "closed state". In this way, the second large prize entry opening 15 opens and closes by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize slot 15, a predetermined number of game balls (for example, 15 balls) are dispensed as prize balls.
[0029] Here, the second major prize device 15D will be explained in detail using Figure 3. Inside the second major prize device 15D, there is a gate-shaped second major prize opening sensor 15a that can detect game balls that have entered the second major prize opening 15 and allow the game balls to pass downwards.
[0030] Downstream of the second large prize-winning opening sensor 15a, there are a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that have passed through the second large prize-winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D comprises a sorting member 16k made of a roughly rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to slide left and right when driven by the sorting solenoid 16s.
[0031] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the front view in Figure 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it). When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and it passes through the non-specific area 17. This route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass through (enter) the specific region 16 (passage-allowed state: in the front view in Figure 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific region 16, the distribution member 16k does not cover the specific region 16 directly above it, and the area directly above the specific region 16 is open). When the distribution member 16k is in the second state, game balls that have entered the second large prize opening 15 can easily pass through the specific region 16 after passing through the second large prize opening sensor 15a. This route of the game ball flowing down from the second large prize opening 15 to the specific region 16 is called the second route.
[0033] Basically, the distribution member 16k is held in the first state. In other words, the first state can be said to be the normal state of the distribution member 16k. Then, only during a predetermined round of play (for example, 10 rounds), the distribution solenoid 16s can be energized and change to the second state.
[0034] The specific area 16 and the non-specific area 17 are equipped with a specific area sensor 16a and a non-specific area sensor 17a, respectively, which detect game balls that have passed through (entered) the respective areas 16 and 17 and allow the game balls to pass downwards.
[0035] Furthermore, it is possible to install only one of the first major prize device 14D and the second major prize device 15D, as long as it does not interfere with the gameplay.
[0036] Furthermore, at the very bottom of the game area 6, there are two outlets 19 for discharging game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the game board 1 is equipped with a lit-up lamp 54.
[0037] By the way, the game area 6 in which the game balls can flow can be divided into the left game area (first game area) to the left of the center in the left-right direction, and the right game area (second game area) to the right. The operation of the handle 72k to launch the game balls so that they flow down the left game area is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game balls so that they flow down the right game area is called "right-handed shooting". In the pachinko game machine PY1, the path through which the game balls can flow when launched with left-handed shooting is called the first path R1, and the path through which the game balls can flow when launched with right-handed shooting is called the second path R2. The first path R1 and the second path R2 are also composed of numerous game pins and the like.
[0038] The first channel R1 is provided with a first starting opening 11 and two general prize winning openings 10. Therefore, players can aim to win by hitting the game ball with their left hand to make it flow down the first channel R1, either into the first starting opening 11 or into one of the general prize winning openings 10. On the other hand, the second channel R2 is provided with a second starting opening 12, a gate 13, a first major prize winning opening 14, and a second major prize winning opening 15. Therefore, players can aim to pass through the gate 13 or win by hitting the game ball with their right hand to make it flow down the second channel R2, either into the second starting opening 12, the first major prize winning opening 14, or the second major prize winning opening 15.
[0039] Furthermore, any game balls that do not enter any of the prize slots (first starting slot 11, second starting slot 12, general prize slot 10, first major prize slot 14, and second major prize slot 15) are guided to the out slot 19 and discharged. In addition, the number of prize balls awarded for entering each prize slot can be set as appropriate.
[0040] Furthermore, indicators 8 are positioned to the left of the lower part of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the indicators 8 include a special figure 1 indicator 81a that variably displays special figure 1, a special figure 2 indicator 81b that variably displays special figure 2, and a general figure indicator 82 that variably displays general figures. The indicators 8 also include a special figure 1 hold indicator 83a that displays the number of special figure 1 holds (U1: the number of times the variable display of special figure 1 by the special figure 1 indicator 81a is held), and a special figure 2 hold indicator 83b that displays the number of special figure 2 holds (U2: the number of times the variable display of special figure 2 by the special figure 2 indicator 81b is held), which will be described later.
[0041] The variable display of Special Feature 1 is executed when a game ball enters the first starting opening 11 and triggers a Special Feature 1 lottery. Similarly, the variable display of Special Feature 2 is executed when a game ball enters the second starting opening 12 and triggers a Special Feature 2 lottery. In the following explanation, Special Feature 1 and Special Feature 2 are collectively referred to as Special Feature, and the Special Feature 1 lottery and Special Feature 2 lottery are collectively referred to as Special Feature lottery. Furthermore, the Special Feature 1 indicator 81a and the Special Feature 2 indicator 81b are collectively referred to as Special Feature indicator 81. In addition, the Special Feature 1 reserve indicator 83a and the Special Feature 2 reserve indicator 83b are collectively referred to as Special Feature reserve indicator 83.
[0042] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The special symbol that is stopped (the special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped special symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed, which opens the big prize slots (the first big prize slot 14 and the second big prize slot 15).
[0043] The special symbol indicator 81 is composed of eight LEDs (Light Emitting Diodes) arranged horizontally, for example, and displays a special symbol corresponding to the result of the special symbol lottery depending on how the LEDs are lit. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described later), the special symbol indicator 81 displays a jackpot symbol consisting of the lit LEDs in the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: off). If the result of the special symbol lottery is a loss, the special symbol indicator 81 displays a losing symbol consisting of the lit LED in the rightmost position, such as "■■■■■■■□". Note that the LED lighting patterns corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.
[0044] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is performed for a predetermined variation time before the special symbol is displayed as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. However, the mode of the variable display of the special symbol is not particularly limited, and as long as each LED is not displayed as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0045] By the way, in the pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, various random numbers (examples of numerical information and judgment information) for performing special symbol lotteries, etc., may be acquired. These various random numbers are temporarily stored as special symbol reserves in the special symbol reserve storage unit 105, which will be described later. Hereafter, the various random numbers acquired when a game ball enters the first start port 11 will be called "special symbol 1 related random numbers," and the various random numbers acquired when a game ball enters the second start port 12 will be called "special symbol 2 related random numbers." Here, the special symbol 1 related random numbers are stored as special symbol 1 reserves in the special symbol 1 reserve storage unit 105a of the special symbol reserve storage unit 105. On the other hand, the special symbol 2 related random numbers are stored as special symbol 2 reserves in the special symbol 2 reserve storage unit 105b of the special symbol reserve storage unit 105. It is possible to set an upper limit (for example, 4) on the number of special figure 1 reserves that can be stored in the special figure 1 reserve storage unit 105a (number of special figure 1 reserves) and the number of special figure 2 reserves that can be stored in the special figure 2 reserve storage unit 105b (number of special figure 2 reserves). In the following, special figure 1 reserves and special figure 2 reserves will be collectively referred to as "special figure reserves," and the number of special figure 1 reserves and the number of special figure 2 reserves will be collectively referred to as "number of special figure reserves." Also, special figure 1 related random numbers and special figure 2 related random numbers will be collectively referred to as "special figure related random numbers."
[0046] In the pachinko game machine PY1, if the variable display of the special symbol does not occur immediately after a game ball enters the first start opening 11 or the second start opening 12, specifically if an entry occurs while the variable display of the special symbol is being performed or while a jackpot game is being played, the variable display of the special symbol (or the right to draw a special symbol) for that entry can be reserved. The special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display the variable symbol based on that special symbol reserve. In other words, consuming a special symbol reserve means determining the special symbol-related random numbers etc. corresponding to that special symbol reserve and performing a variable display of the special symbol to show the result of that determination.
[0047] The number of reserved special symbols is then displayed on the reserved special symbol indicator 83. Each of the reserved special symbol 1 indicator 83a and the reserved special symbol 2 indicator 83b consists of, for example, four LEDs, and the number of reserved special symbols can be displayed by lighting up the corresponding number of LEDs.
[0048] Furthermore, the variable display of the regular symbol indicates the result of the regular symbol lottery. In the variable display of the regular symbol, the regular symbol is displayed in a variable state and then stopped. The regular symbol that is stopped (stopped regular symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a winning symbol), an auxiliary game is performed to open the second start opening 12 (electric tuner 12D).
[0049] The general diagram indicator 82 is composed of, for example, two LEDs, and displays a general diagram corresponding to the result of the general diagram lottery depending on how the LEDs are lit. If the result of the general diagram lottery is a win, the general diagram indicator 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the general diagram lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A pattern in which all LEDs are turned off may also be used for the losing pattern. Note that the LED lighting patterns corresponding to the result of the general diagram lottery are not limited and can be set as appropriate.
[0050] Furthermore, before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of the variable display of the normal display is, for example, the alternating illumination of both LEDs. However, the mode of the variable display of the normal display is not particularly limited, and as long as each LED is not shown as stopped (illuminated in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0051] In the pachinko game machine PY1, when a game ball passes through gate 13, a random number for a normal symbol (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve storage unit 106, described below, provided that variable normal symbol display or auxiliary gameplay is not being performed. An upper limit (for example, 4) can be set for the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106. In the following, the random number for a normal symbol acquired when a game ball passes through gate 13 will also be called a "normal symbol related random number".
[0052] Next, using Figure 5, we will explain the performance unit 1U attached to the back of the game board 1. The performance unit 1U is a unitized collection of multiple devices that primarily perform performances. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "below-board movable device") 56.
[0053] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, etc., and is equipped with a display screen 50a capable of displaying patterns and the like.
[0054] The on-board movable device 55 is positioned in front of the display screen 50a, is movable along the display screen 50a, and comprises a decorative on-board movable body 55k. The under-board movable device 56 is positioned in front of the display screen 50a, is movable along the display screen 50a, and comprises a decorative under-board movable body 56k.
[0055] Figure 5(A) schematically shows the state in which the upper movable body 55k and the lower movable body 56k are held in their normal standby state (initial position) when not in operation. When the drive source of the upper movable device 55 is activated, the upper movable body 55k moves downward (descends), and when the drive source of the lower movable device 56 is activated, the lower movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the descended upper movable body 55k or the risen lower movable body 56k, making the image display device 50 difficult to see.
[0056] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.
[0057] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be explained based on Figures 6 to 9. As shown in Figures 6 to 7, the pachinko game machine PY1 is further located on the rear side of the image display device 50 of the game board 1, and includes a game control board (hereinafter also called the "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (hereinafter also called the "sub-control board") 120 that controls game effects (special symbol variation effect, hold effect, jackpot game effect), customer waiting effect, and operation promotion effect that prompts operation during the period when the operation of the normal button 40 or special button 41 is effective (operation valid period) in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls game ball payout, etc. (see Figure 8). The main control board 100 can be positioned as a game control unit that controls the game. The performance control board 120 can also be positioned as a performance control unit that controls the performances, together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit only needs to include at least the performance control board 120 and be capable of controlling game performances, customer waiting performances, and operation promotion performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, and movable devices 55, 56, etc.).
[0058] Furthermore, the pachinko game machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the performance control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a pressable RAM clear switch 191. The RAM clear switch 191 (specific operating means) is used to clear (hereinafter referred to as "RAM clear") the game information (for example, information on game states such as high probability states, the number of special symbol reserves, and the results of jackpot determinations) stored in the game RAM 104 of the game control microcomputer 101, which will be described later, to the game CPU 102 when the power is turned on. As shown in Figure 8, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko game machine PY1. Therefore, only employees of the game hall who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operating mechanism that is practically impossible for the player to operate. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcontroller 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or on a dedicated board, for example.
[0059] Furthermore, the power supply board 190 is provided with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 193 is also connected to the power supply board 190. The power is switched on and off by operating the power switch 193 ON or OFF. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.
[0060] As shown in Figure 6, the main control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.
[0061] The game ROM 103 stores programs for performing the main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.
[0062] The game RAM 104 includes the aforementioned special symbol hold memory unit 105 and the regular symbol hold memory unit 106. The game RAM 104 also includes a non-erasable memory unit 107, which contains a total prize balls memory unit 107a, a total balls launched memory unit 107b, and a net ball count memory unit 107c. The non-erasable memory unit 107 is designed so that even when a RAM clear is performed, the game CPU 102 does not erase the stored contents. The non-erasable memory unit 107 (total prize balls memory unit 107a, total balls launched memory unit 107b, net ball count memory unit 107c) will be described in detail later.
[0063] The main control board 100 is also equipped with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see Figure 8). As shown in Figure 9, the 7-segment display 300 is a so-called 4-segment display and has a total of 32 illuminated (light-emitting) parts. Specifically, the 7-segment display 300 has, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have 8 illuminated parts (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32 so that they can represent the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by a game control microcomputer 101.
[0064] The setting key cylinder 180 functions as an operating mechanism for setting a setting value corresponding to the probability of hitting a jackpot. The inside of this setting key cylinder 180 rotates between an initial position and a rotation position when a setting key (not shown) is inserted. Therefore, in this pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can enter a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is available. Therefore, the setting value cannot be changed from "1". Note that when in setting mode, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and a RAM clear is performed.
[0065] The main control board 100 is also equipped with a special reset switch 181 that can be pressed. As shown in Figure 8, the special reset switch 181 is located on the main control board 100, which is situated on the back of the pachinko game machine PY1. Therefore, only employees of the game hall who are able to open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 is an operating means that is practically impossible for players to operate. The function of the special reset switch 181 will be described in detail later. The main control board is also equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0066] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0067] The various sensors MS connected to the main control board 100 include a first start-up sensor for detecting game balls that enter the first start-up opening 11, a second start-up sensor for detecting game balls that enter the second start-up opening 12, a general prize-winning opening sensor for detecting game balls that enter the general prize-winning opening 10, a gate sensor for detecting game balls that pass through the gate 13, a first major prize-winning opening sensor for detecting game balls that enter the first major prize-winning opening 14, a second major prize-winning opening sensor 15a for detecting game balls that enter the second major prize-winning opening 15, a specific area sensor 16a for detecting game balls that pass through (enter) a specific area 16, and a non-specific area sensor 17a for detecting game balls that pass through (enter) a non-specific area 17.
[0068] Furthermore, the various sensors MS include an outlet sensor that detects all game balls (total number of balls launched) flowing down the game area 6. Here, game balls that flow out of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) located at the bottom of the game board mounting frame 2. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects unauthorized magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally enter the various prize winning slots 10, 11, 12, and 14 into the game balls. When each of the above sensors detects a game ball, it outputs a signal to the main control board 100 according to the detected information.
[0069] The various sensors MS include a front door open sensor that detects when the front door 23 is opened relative to the outer frame 22, and a front frame sensor that detects when the front frame 23m is opened relative to the game board mounting frame 2A. When the front door open sensor detects when the front door 23 is opened, it outputs a signal to the main control board 100 according to the detected information. When the front frame sensor detects when the front frame 23m is opened, it outputs a signal to the main control board 100 according to the detected information. The types and number of sensors connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.
[0070] Furthermore, the various actuators MA connected to the main control board 100 include an electric tuner solenoid that drives the electric tuner opening / closing member 12k of the electric tuner 12D, a first major prize slot solenoid that drives the normal AT opening / closing member 14k of the first major prize slot device 14D, a second major prize slot solenoid that drives the VAT opening / closing member 15k of the second major prize slot device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. Note that the types and number of actuators connected to the main control board 100 can be changed as appropriate within a range that does not interfere with gameplay.
[0071] Furthermore, the main control board 100 is connected to a group of indicators 8 (a special symbol indicator 81, a general symbol indicator 82, and a special symbol hold indicator 83). The display control of these indicators 8 is performed by a microcomputer 101 for game control.
[0072] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0073] The payout control board 170 uses the prize ball payout device 73 and the rental ball payout device 74 to pay out prize balls and rental balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.
[0074] Furthermore, the launching device 72 is equipped with a touch switch capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives a launch solenoid so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, as long as rotational operation on the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0075] Furthermore, the payout control board 170 is connected to the external terminal board 160. In other words, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits external signals sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) located outside the pachinko game machine PY1. The information included in the external signals includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating errors or irregularities (abnormalities). The external terminal board 160 transmits external signals to the external unit GU via parallel communication, but the external signals may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may also be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, an intermediate board), or the main control board 100 and the external terminal board 160 may be connected directly.
[0076] Furthermore, the main control board 100 transmits various commands containing information about the game to the performance control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the performance control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the performance control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the performance control board 120 as a means of restricting the direction of communication.
[0077] As shown in Figure 7, the performance control board 120 is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0078] Furthermore, the ROM 123 for performance contains programs for the sub-control main processing, receive interrupt processing, and sub-side timer interrupt processing, which will be described later. Note that the ROM 123 for performance may be external.
[0079] Furthermore, the performance control board 120 is equipped with a performance I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko game machine PY1 is not powered on. A backup power supply circuit for the RTC 139 may be provided on the performance control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).
[0080] The image control board 140 is connected to the performance control board 120. The performance control microcontroller 121 of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the performance control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.
[0081] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).
[0082] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display screen 50a.
[0083] The display list consists of a set of commands used to instruct the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0084] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.
[0085] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the performance control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.
[0086] Furthermore, the performance control board 120 is connected to various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL via a predetermined relay board (not shown). The performance control board 120 receives signals output from the various switches. The performance control board 120 also outputs signals to the various actuators SA. In addition, the performance control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.
[0087] The various switches connected to the performance control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a and 41a outputs a signal to the performance control board 120 according to the detected content. The types and number of switches connected to the performance control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.
[0088] The various actuators SA connected to the performance control board 120 include motors that drive the on-board movable device 55, the under-board movable device 56, the frame movable device 58, etc., and by driving the motors, it is possible to make each movable device perform a predetermined operation. Specifically, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0089] The various lamps SL connected to the performance control board 120 include frame lamps 53 and panel lamps 54, and each lamp is made to light up. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, light color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the lighting of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0090] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the performance control board 120 can be changed as appropriate, as long as it does not interfere with the gameplay.
[0091] 3. Main types of games played using amusement machines Next, the main games played using the pachinko machine PY1 will be explained using Figures 10 to 15.
[0092] 3-1. Games related to general diagrams First, let's explain the gameplay related to the regular symbols. When a launched game ball passes through gate 13 in the pachinko game machine PY1, a regular symbol lottery is performed. After the regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (displays a variable symbol followed by a stop symbol). Here, the regular symbols that are displayed as stops include winning symbols and losing symbols. The losing symbols in the regular symbols are also called "losing regular symbols" to distinguish them from the losing symbols in the special symbols, which will be described later. When a winning symbol is displayed as a stop, an auxiliary game is performed, and the game related to passing through gate 13 ends. On the other hand, when a losing regular symbol is displayed as a stop, no auxiliary game is performed, and the game related to passing through gate 13 ends. Furthermore, in the following, when a game ball passes through gate 13 when neither a variable regular symbol display nor an auxiliary game is performed, this is referred to as "the fulfillment of the regular symbol variation start condition."
[0093] The Pachinko game machine PY1, in performing this series of gameplay (normal symbol lottery, variable normal symbol display, auxiliary gameplay), acquires normal symbol-related random numbers when the normal symbol variation start condition is met. The acquired normal symbol-related random numbers include normal symbol random numbers, as shown in Figure 10(A). Normal symbol random numbers are random numbers (judgment information) used for determining a win. Each random number has an appropriate range set for it.
[0094] 3-1-1. Hit detection The hit determination is a determination made using one or more hit determination tables as shown in Figure 11(A) to determine whether or not it is a hit (whether or not to execute an auxiliary game). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table). In each hit determination table, a determination value (normal symbol random value) is assigned to the hit or miss result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. Then, based on the result of the hit determination, it performs a normal symbol variation pattern determination for the variable display of the normal symbol. If the result of the hit determination is a hit, the winning symbol is basically stopped and displayed in the variable display of the normal symbol. On the other hand, if the result of the hit detection is a miss, the losing regular diagram will basically be displayed in the variable display of the regular diagram. Also, the probability of winning can be changed as appropriate.
[0095] 3-1-2. General Chart Fluctuations The general diagram variation pattern determination is a determination to determine the general diagram variation pattern using one or more general diagram variation pattern determination tables as shown in Figure 11(B). The general diagram variation pattern is identification information relating to predetermined items concerning the variable display of the general diagram, such as the general diagram variation time.
[0096] The regular symbol variation pattern determination table can be associated with the game state. That is, it is possible to distinguish between the regular symbol variation pattern determination table used when the game is not in a time-saving state (non-time-saving regular symbol variation pattern determination table) and the regular symbol variation pattern determination table used when the game is in a time-saving state (time-saving regular symbol variation pattern determination table).
[0097] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY1 can make the regular figure variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds. In the time-saving state, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds. The variable display of the regular figure corresponding to the regular figure variation pattern determined by this determination is performed by the regular figure display unit 82. Furthermore, these normal figure variation times can be changed as appropriate. In this way, by performing collision detection and normal figure variation pattern determination, the normal figure is displayed variably on the normal figure display unit 82.
[0098] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the display (result of the regular symbol lottery) in the variable display of the regular symbols.
[0099] Auxiliary gameplay includes various elements that constitute the auxiliary gameplay (auxiliary gameplay components), namely the number of times the electric tuner 12D opens and the opening time for each opening. Each of these elements is associated with the game state. The pachinko game machine PY1 controls the auxiliary gameplay based on the game state using one or more auxiliary gameplay control tables as shown in Figure 11(C). The auxiliary gameplay control tables are associated with the game state. Each auxiliary gameplay control table stores the auxiliary gameplay components. Furthermore, the number of openings and opening times for each of these elements can be changed as appropriate.
[0100] The Pachinko game machine PY1 allows for different opening times of the electric tuner 12D depending on whether the auxiliary game is played in a non-time-saving state or in a time-saving state. For example, in an auxiliary game played in a non-time-saving state, the electric tuner 12D is opened for a first opening time (a time when it is difficult to get the game ball into the electric tuner 12D (e.g., 0.08 seconds)). In the following, the auxiliary game played in a non-time-saving state will also be referred to as the "short opening auxiliary game." In an auxiliary game played in a time-saving state, the electric tuner 12D is opened for a second opening time that is longer than the first opening time (a time when it is easy to get the game ball into the electric tuner 12D (e.g., 3.00 seconds)). In the following, the auxiliary game played in a time-saving state will also be referred to as the "long opening auxiliary game."
[0101] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first starting opening 11 of the pachinko game machine PY1, a special symbol 1 lottery is performed. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a stop display) to notify the result of the special symbol 1 lottery. Here, the special symbol 1 that is stopped to display includes a jackpot symbol and a losing symbol. In other words, the result of the special symbol 1 lottery is either a jackpot or a loss. If a jackpot symbol is stopped to display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to display, a jackpot game is not performed, and the game based on that entry ends.
[0102] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY1 performs a special symbol 2 lottery. When the special symbol 2 lottery is performed, the special symbol 2 display 81b displays a variable special symbol 2 (a variable display followed by a stop display) to notify the result of the special symbol 2 lottery. Here, the special symbol 2 that is stopped on display can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 2 lottery can be a jackpot or a loss. If a jackpot symbol is stopped on display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped on display, a jackpot game is not performed, and the game based on that entry ends.
[0103] In the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Furthermore, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0104] The Pachinko game machine PY1, in performing a series of gameplay actions (special symbol lottery, variable display of special symbols, jackpot gameplay, and setting of game state), acquires special symbol-related random numbers when the starting conditions are met, and performs various judgments on these random numbers. The acquired special symbol-related random numbers include, as shown in Figure 10(B), special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers. Special symbol random numbers are used to determine jackpots. Jackpot symbol type random numbers are used to determine the type of jackpot. Reach random numbers are used to determine reach. Special symbol variation pattern random numbers are used to determine the variation pattern of special symbols. Each random number has an appropriate range. Random numbers are sometimes also referred to as judgment information.
[0105] 3-2-1. Jackpot Determination The jackpot determination is a determination made using one or more jackpot determination tables, as shown in Figure 12(A), to determine whether or not a jackpot has been hit (whether or not to perform a jackpot game). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether or not the game is in a normal probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0106] In each jackpot determination table, special symbol random number determination values (special symbol random number values) are assigned to the jackpot determination results, namely jackpots and misses. The pachinko game machine PY1 compares the acquired special symbol random numbers with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in Figure 12(A), the high-probability jackpot determination table has more special symbol random number determination values set to determine a jackpot than the normal-probability jackpot determination table. In addition, the jackpot winning probability can be changed as appropriate.
[0107] 3-2-2. Determination of the type of winning symbol The jackpot symbol type determination is a determination made when the result of the jackpot determination is a jackpot, using one or more jackpot symbol type determination tables as shown in Figure 12(B) to determine the type of jackpot symbol (jackpot symbol type). For each type of jackpot symbol, it is possible to associate it with the contents of the jackpot, in other words, the components of the jackpot which consist of the game benefits granted to the player.
[0108] The jackpot symbol type determination table can be associated with the type of special symbol that is displayed variably, or in other words, the type of starting gate from which the winning combination occurred that caused the jackpot symbol type determination (the one that triggered the jackpot symbol type determination). That is, it is possible to distinguish between the jackpot symbol type determination table used when displaying the variable special symbol 1 (the first jackpot symbol type determination table) and the jackpot symbol type determination table used when displaying the variable special symbol 2 (the second jackpot symbol type determination table).
[0109] There are multiple types of winning symbols, and in each winning symbol type determination table, the determination value of the winning symbol type random number (winning symbol type random value) is assigned to the winning symbol type, which is the result of the winning symbol type determination. Therefore, the pachinko game machine PY1 determines the type of winning symbol by comparing the acquired winning symbol type random number with the winning symbol type determination table. Then, in the first and second winning symbol type determination tables, the winning symbol type random values are appropriately assigned to each type of winning symbol. Furthermore, the distribution rate of the winning symbol types can be changed as needed. Also, the types of winning symbols can be increased or decreased as needed.
[0110] For example, as shown in Figure 12(B), it is possible to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 1 to 50% for jackpot symbol X and 50% for jackpot symbol Y, and to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 2 to 100% for jackpot symbol Z. In this way, it is possible to have different distribution rates for jackpot symbol types in the Special Figure 1 lottery, which is performed when a game ball enters the first starting opening 11, and in the Special Figure 2 lottery, which is performed when a game ball enters the second starting opening 12.
[0111] 3-2-3. Reach Determination The reach determination is a determination made when the result of the jackpot determination is a miss, using one or more reach determination tables as shown in Figure 12(C) to determine whether or not to generate a reach in the special symbol variation effect described later.
[0112] The reach determination table can be associated with the game state. In other words, it is possible to distinguish between a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table).
[0113] In each reach determination table, the reach random number determination value (reach establishment random number value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)" as the result of the reach determination. Therefore, the pachinko game machine PY1 compares the acquired reach random number with the reach determination table to determine whether there is a reach present or no reach (whether a reach occurs or not). As shown in Figure 12(C), it is possible to make the number of reach establishment random numbers that are determined to be "reach present (a reach occurs)" different between the reach determination table for non-time-saving mode and the reach determination table for time-saving mode. In the following, "reach present (a reach occurs)" which is performed on the premise that the result of the jackpot determination is "miss" may be called "reach present miss," and "no reach (a reach does not occur)" may be called "no reach miss."
[0114] 3-2-4. Special Pattern Variation The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a variation pattern determination table (special symbol variation pattern determination table) for one or more special symbols as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items related to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern can also include identification information related to the result of the jackpot determination and the result of the reach determination. It is possible to use multiple types of special symbol variation patterns, each with different identification information, and the number of such patterns can be changed as appropriate.
[0115] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display and is the subject of the determination, or in other words, the type of starting gate from which the prize resulting from the special symbol variation pattern determination occurred. That is, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 13) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 14).
[0116] Furthermore, each special symbol variation pattern determination table can also be associated with the game state. That is, for the special symbol 1 variation pattern determination table, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the game is not in a time-saving state (special symbol 1 variation pattern determination table for non-time-saving mode) and the special symbol 1 variation pattern determination table used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving mode). Similarly, for the special symbol 2 variation pattern determination table, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the game is not in a time-saving state (special symbol 2 variation pattern determination table for non-time-saving mode) and the special symbol 2 variation pattern determination table used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving mode).
[0117] Furthermore, each special symbol variation pattern determination table associated with the game state can also be associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc.
[0118] Furthermore, the special symbol 1 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 0-2 and the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 3-4. Also, the special symbol 2 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 0-2 and the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 3-4.
[0119] Then, the variable display of the special symbols for the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is performed on the special symbol display unit 81. When the display result (result of the special symbol lottery) of the variable display of the special symbols is shown as a jackpot symbol, the next variable display of the special symbols is not performed immediately, and the jackpot game is executed immediately thereafter.
[0120] Furthermore, each special symbol variation pattern can be associated with a special symbol variation effect flow, as shown in the second column from the right in the table in Figures 13 and 14.
[0121] As shown in the rightmost column of the table in Figures 13-14, special symbol variation patterns may be named in relation to the special symbol (jackpot result) and the content of the special symbol variation performance. For example, a special symbol variation pattern related to a jackpot is called a "jackpot variation." On the other hand, among the misses with a reach, a special symbol variation pattern in which an SP reach, a type of reach, is performed is called an "SP miss variation," a special symbol variation pattern in which an L reach, a type of reach, is performed is called an "L miss variation," a special symbol variation pattern in which the special symbol variation performance ends with an N reach, a type of reach, among the misses with a reach, is called an "N miss variation," and a special symbol variation pattern related to a miss without a reach is called a "normal miss variation."
[0122] 3-2-5. Predictive Judgment The pachinko game machine PY1 performs a pre-read judgment based on the acquired special symbol-related random numbers, using one or more pre-read judgment tables as shown in Figure 15. Pre-read judgments include, for example, determining whether the special symbol random number will result in a jackpot in the jackpot judgment, determining which type of jackpot symbol the jackpot symbol type random number will be determined to be in the jackpot symbol type judgment, and determining which special symbol variation pattern the special symbol variation pattern random number will be determined to be in the special symbol variation pattern judgment. The pre-read judgment table can be associated with the type of starting gate involved in the starting entry. That is, it is possible to distinguish between a pre-read judgment table for when the ball enters the first starting gate 11 (first pre-read judgment table) and a pre-read judgment table for when the ball enters the second starting gate 12 (second pre-read judgment table).
[0123] Furthermore, the pre-read judgment table can also be associated with the game state. In other words, it is possible to distinguish between a pre-read judgment table used when the game is not in a time-saving state (non-time-saving pre-read judgment table) and a pre-read judgment table used when the game is in a time-saving state (time-saving pre-read judgment table).
[0124] In other words, the look-ahead determination table can be divided into a first look-ahead determination table used when not in a time-saving state, a first look-ahead determination table used when in a time-saving state, a second look-ahead determination table used when not in a time-saving state, and a second look-ahead determination table used when in a time-saving state. Note that the types of determinations included in the look-ahead determination can be changed as needed.
[0125] 3-3. Jackpot Game Next, we will explain the jackpot game. The jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slots (the first large prize slot 14 or the second large prize slot 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. It is also possible to omit the OP and ED. In the following, a predetermined number of rounds of gameplay (a predetermined order) will simply be referred to as a "round". For example, the first round of gameplay will be called "Round 1 (1R)", and the tenth round of gameplay will be called "Round 10 (10R)".
[0126] The elements that constitute such a jackpot game (jackpot game components) include the number of rounds played, the number of times the big prize slots (first big prize slot 14 or second big prize slot 15) are opened in each round, the type of big prize slot that is opened and the opening time (opening pattern), the time for closing until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol stops, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in Figure 16. The jackpot game control table stores the jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games.
[0127] For example, as shown in Figure 16, from Round 1 to Round 9, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 10 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In addition, in each round game, if a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is terminated even if the maximum opening time of the large prize openings 14 and 15 has not elapsed.
[0128] Furthermore, the number of times and duration for each element can be changed as appropriate. Also, the jackpot game can be performed using both the first and second jackpot entry points 14 and 15, or using only one of them.
[0129] Here, the specific area 16 will be explained in detail. The specific area 16 takes between a closed state where entry is impossible and an open state where entry is possible, as determined by the distribution member 16k. Therefore, the operation mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereafter, the operation mode of the distribution member 16k will also be referred to as the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled by a fixed operation mode (the specific area 16 is in a fixed opening and closing mode), and the difficulty (ease) of getting the game ball into the specific area 16 in a jackpot game is set by the combination of the fixed operation mode of the distribution member 16k (the fixed opening and closing mode of the specific area 16) and the opening and closing mode of the second large prize entry point 15. Hereafter, the state in which the specific area 16 is open will also be referred to as "V open".
[0130] For 15 seconds after the opening of the second large prize opening, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (Figure 3(B)). Therefore, in a round game where the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). On the other hand, in a round game where the second large prize opening 15 is open for a maximum of 0.1 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). Thus, in a jackpot game, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through a specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through a specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0131] 3-4. Game state Next, the game states will be explained. As shown in Figure 17, the pachinko machine PY1 can be in any of the following game states: "low probability low base game state," "low probability high base game state," "high probability low base game state," "high probability high base game state," and "jackpot game state." Note that "low probability low base game state" can be abbreviated as "low probability low base state," "low probability high base game state" as "low probability high base state," "high probability low base game state" as "high probability low base state," and "high probability high base game state" as "high probability high base state." The game states consist of states related to the probability of being judged as a "jackpot" in the jackpot judgment, and states related to the ease of opening the electric tuner 12D. The former includes the normal probability state and the high probability state. On the other hand, the latter includes the non-time-saving state and the time-saving state.
[0132] The normal probability state is set in either the "low probability low base game state" or the "low probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is the normal probability. The high probability state is set in either the "high probability low base game state" or the "high probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is higher than the normal probability. Therefore, the high probability state can be said to be more advantageous to the player than the normal probability state. When the Pachinko game machine PY1 is first powered on, the normal probability state is set. Then, by winning a jackpot, it becomes possible to switch from the normal probability state to the high probability state. For example, in a jackpot game, it is possible to switch to the high probability state by having the game ball pass through a specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. In the high probability state, it is possible to switch back to the normal probability state by having a predetermined number of jackpot judgments made without winning a jackpot, or by winning the next jackpot.
[0133] The non-shortened time state is set in the "low probability low base game state," the "high probability low base game state," or the "jackpot game state." The shortened time state is set in the "low probability high base game state" or the "high probability high base game state," and is a game state in which the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. For example, in the shortened time state, the opening time of the electric tuner 12D will be longer (e.g., 3.00 seconds) than in the non-shortened time state (e.g., 0.08 seconds). In addition, in the shortened time state, it is possible to perform special symbol variation pattern determination using a special symbol variation pattern determination table that is set so that special symbol variation patterns with shorter special symbol variation times are selected more often than in the non-shortened time state (see Figures 13-14). As a result, in the shortened time state, the pace of consumption of special symbol reserves becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0134] Furthermore, the time-saving state makes it easier to shorten the normal diagram variation time compared to the non-time-saving state. For example, in the time-saving state, a normal diagram variation time shorter than the normal diagram variation time determined in the non-time-saving state (5 seconds) is determined. Therefore, the time-saving state allows for a higher number of normal diagram draws per unit time.
[0135] Furthermore, the time-saving state makes it easier to determine a hit in the hit detection process compared to the non-time-saving state. For example, in the time-saving state, the probability of determining a hit is higher (e.g., 59936 / 65536) than in the non-time-saving state (e.g., 6600 / 65536). Therefore, the number of times a hit is determined per unit of time is higher in the time-saving state.
[0136] In this time-saving state, the opening time of the electric tuner 12D per unit time is longer compared to the non-time-saving state, making it easier for game balls to enter the second start opening 12 more frequently. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base rate, it is possible to aim for a jackpot without significantly reducing the number of game balls held. Thus, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0137] When the PY1 pachinko machine is first powered on, it is set to a non-shortened time state. Then, for example, by winning a jackpot, the shortened time state can be set. In the shortened time state, it is possible to change back to the non-shortened time state by having a predetermined number of jackpot checks performed without winning a jackpot, or by winning the next jackpot.
[0138] Furthermore, in the shortened time state, it is easier to win a prize, the normal symbol variation time tends to be shorter, and the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. The game related to the normal symbol is set to be advantageous to the player in three respects. However, it is only necessary that some of these points are advantageous to the player.
[0139] When the PY1 pachinko machine is first powered on, the game state is set to a "low probability, low base game state," which is a normal probability state and a non-time-saving state. This game state is also called the "normal game state." In the "jackpot game state," a win determination is made, but the jackpot determination is not made, so a non-time-saving state is set when the jackpot game begins. It is also possible to use all or some of the aforementioned game states. In addition to the normal game state, the following game states can be called "special bonus game states," in which the player is granted special benefits: "high probability, high base state," "high probability, low base state," "low probability, high base state," "high probability state," "time-saving state," "high base state," and "jackpot game state."
[0140] 4. Main effects of the gaming machine Next, the main effects performed by the pachinko game machine PY1 will be explained using Figures 18 to 24.
[0141] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY1 can be set to one of the following presentation modes: waiting-for-customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0142] The customer waiting performance mode can be set when no special symbol variation performance is being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which no special symbol variation performance is being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 18(A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display screen 50a. Also, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed, as shown in Figure 18(A-2). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display screen 50a ("Brightness setting"), and setting the frequency of the performances to be performed ("Performance setting").
[0143] The Normal Performance Mode can be set when a special symbol variation performance is being performed in a "low probability low base game state" or a "high probability low base game state," and is a performance mode that indicates a non-time-saving state. The Normal Performance Mode includes, for example, a first Normal Performance Mode in which a background image representing a daytime mountain landscape (daytime normal background image G102) is displayed on the display screen 50a, as shown in Figure 18(B-1); a second Normal Performance Mode in which a background image representing an evening mountain landscape (evening normal background image G103) is displayed on the display screen 50a, as shown in Figure 18(B-2); and a third Normal Performance Mode in which a background image representing a nighttime mountain landscape (nighttime normal background image G104) is displayed on the display screen 50a, as shown in Figure 18(B-3). These modes can be switched based on the condition that a special symbol variation performance is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal performance modes has a normal pre-performance mode before a reach is established in the special symbol variation performance, and a normal post-performance mode after a reach is established. In the normal pre-performance mode, one of the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104 is displayed on the display screen 50a, while in the normal post-performance mode, a dedicated background image corresponding to the type of reach is displayed. In addition, a special performance mode may be provided that is set only in the "high probability low base game state".
[0144] The probability variation performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "high probability high base game state," and it is a performance mode that indicates that the state is both high probability and time-saving state. In the probability variation performance mode, for example, as shown in Figure 18 (B-4), a background image representing space (probability variation background image G105) is displayed on the display screen 50a. Furthermore, the probability variation performance mode has a pre-probability variation performance mode before a reach is established in the special symbol variation performance, and a post-probability variation performance mode after a reach is established. In the pre-probability variation performance mode, the probability variation background image G105 is displayed on the display screen 50a, but in the post-probability variation performance mode, a special background image corresponding to the type of reach is displayed.
[0145] The time-saving performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "low probability, high base game state," and it is a performance mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving performance mode, for example, as shown in Figure 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display screen 50a. Furthermore, the time-saving performance mode has a pre-time-saving performance mode before a reach is established in the special symbol variation performance, and a post-time-saving performance mode after a reach is established. In the pre-time-saving performance mode, the time-saving background image G106 is displayed on the display screen 50a, but in the post-time-saving performance mode, a special background image corresponding to the type of reach is displayed.
[0146] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 18(C-1), a jackpot opening performance is performed on the display screen 50a, where an opening image G107 that suggests the start of a jackpot game and a right-hand shooting image G108 that prompts "right-hand shooting" are displayed. During the rounds of a jackpot game, as shown in Figure 18(C-2), a round performance is performed on the display screen 50a, where a round image G109 that indicates the number of rounds and a prize ball count image G110 that suggests the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in Figure 18(C-3), a jackpot ending performance is performed on the display screen 50a, where an ending image G111 that suggests the performance mode to be set after the jackpot game and a total prize ball count image G112 that suggests the total number of prize balls paid out in the jackpot game state are displayed.
[0147] Furthermore, the types of performance modes can be changed or added as needed.
[0148] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect (also simply called the "variation effect"). When the variable display of the special symbol begins, the pachinko game machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result). In the special symbol variation effect, the variation of the effect symbols is displayed superimposed on a predetermined background image on the display screen 50a. The effect symbols consist of, for example, number symbols from 1 to 9. In the variation display of the effect symbols, the effect symbols change in conjunction with the start of the variable display of the special symbol, and the effect symbols stop when the variable display of the special symbol ends. That is, after the special symbol variation time and the variation display of the effect symbols have been performed, the variation stops and the stop display of the effect symbols is performed. The result of the special symbol lottery is then announced by the stop display of the effect symbols.
[0149] In addition to displaying the variation of the featured symbols, the special symbol variation effect allows for other effects to be performed using various effect devices such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other effects even after the featured symbols have stopped.
[0150] 4-2-1. Display area for performance symbols As shown in Figure 19(A), the display screen 50a of the image display device 50 can be divided horizontally into three roughly equal sections, with the left, center, and right sections each providing a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol EZ1 when the performance symbols stop during the special symbol variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol EZ2 and the right performance symbol EZ3, respectively.
[0151] Furthermore, as shown in Figure 19(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper edge of the display screen 50a. The small symbol area 50c is an area in which small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the special symbol is being displayed. The small symbols KZ1, KZ2, and KZ3 are composed of, for example, number symbols from 1 to 9.
[0152] In Figure 19(A), the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the boundaries of the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c, and are not actually displayed.
[0153] 4-2-2. Normal fluctuations The Pachinko game machine PY1 allows for a normal spin to occur first in the special symbol variation sequence. The normal spin functions as a sequence that indicates the start of the variable display of the special symbols.
[0154] When the variable display of the special symbols begins, for example, as shown in Figure 19(A), the display screen 50a shows the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 (hereinafter also referred to as "performance symbols EZ1, EZ2, EZ3" or "performance symbol EZ") in a stopped state, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are also stopped. The variable display of the special symbols is not currently active, and the system is in a state of waiting for the variable display of the special symbols to begin. Then, as shown in Figure 19(B), the variable display of performance symbols EZ1, EZ2, and EZ3 begins as soon as the variable display of the special symbols starts, and the variable display of small symbols KZ1, KZ2, and KZ3 also begins. Note that the "↓" in Figure 19 indicates that the symbols are currently being displayed in a variable state. Then, if the variable display pattern of this special symbol is, for example, a "normal miss variation," then, as shown in Figure 19(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. There are several types of stopping patterns that suggest a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not identical. On the other hand, if the variable display pattern of the special symbol is a special symbol variation pattern that includes a reach, such as "N miss variation", then as shown in Figure 19(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 will temporarily stop in the same stopping manner (a so-called reach pattern), and a reach will be established. At this time, the variation display of the small symbols KZ1, KZ2, and KZ3 will continue, and a reach performance will be carried out according to the special symbol variation pattern. Note that the stopping order and stopping manner of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0155] 4-2-3.N reach The Pachinko machine PY1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a visual effect that suggests there is a possibility that the jackpot result was a "jackpot," and it functions as a visual effect to make the player anticipate a jackpot.
[0156] In an N-reach, as shown in Figure 20(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 20(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. Then, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-miss fluctuation", the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a reach miss (a so-called reach miss pattern), as shown in Figure 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a reach miss. There are several types of stopping patterns that suggest a reach miss, such as "7-6-7" and "5-3-5", in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, if the variable display pattern of the special symbol is, for example, "N jackpot variation," the symbols will stop in a manner that suggests a jackpot (so-called matching numbers), as shown in Figure 20(C-2). There are several types of stopping patterns that suggest a jackpot, such as "7-7-7" and "2-2-2," where the left, right, and middle symbols are identical. At this time, the small symbols KZ1, KZ2, and KZ3 will also stop simultaneously in a stopping pattern that suggests a jackpot. Note that the content of the N reach is not limited to the middle symbol EZ2 gradually slowing down, and can be changed or added as appropriate.
[0157] 4-2-4.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a visual effect that suggests a higher probability of a jackpot result than an N Reach, and functions to raise the player's expectations of a jackpot.
[0158] In an SP Reach, after an N Reach, for example, as shown in Figure 21(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display screen 50a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display screen 50a. Then, as shown in Figure 21(B), an SP Reach-specific performance (for example, a battle performance) is performed. When the SP Reach-specific performance reaches its final stage, if the variable display pattern of the special symbols is, for example, an "SP Jackpot Performance," then, as shown in Figure 21(C-1), an performance suggesting a jackpot (for example, a display showing the main character celebrating after winning a battle) is shown on the display screen 50a, and the performance symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot. On the other hand, if the variable display pattern of the special symbol is, for example, an "SP miss variation," then, as shown in Figure 19(C-2), an effect suggesting a miss (for example, a display showing an enemy character celebrating a victory in battle) is shown, and the effect symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a missed reach. At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a miss. Note that the content of the SP reach effects can be changed or added as appropriate.
[0159] Here, we will explain in detail the probability (expected probability of winning) that the EZ1, EZ2, and EZ3 symbols for each reach will stop in a manner indicating a jackpot. The expected probability of winning a jackpot for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", and the execution probability of the SP reach is set to 4% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", then it is possible to set the expected probability of winning a jackpot for the SP reach higher than the expected probability of winning a jackpot for the N reach. Furthermore, if we make SP Reach A and SP Reach B available as special reaches, and set the execution probability of SP Reach A to 2% when the jackpot result is a "miss" and 20% when the jackpot result is a "jackpot", and set the execution probability of SP Reach B to 2% when the jackpot result is a "miss" and 30% when the jackpot result is a "jackpot", then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot judgment.
[0160] 4-3. Display area for the hold icon As shown in Figure 22(A), the display screen 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and the hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 depending on the number of hold items in Feature 1 or Feature 2. For example, if the number of hold items in Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold items in Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0161] Furthermore, as shown in Figure 22(A), it is possible to provide an icon display area 50e consisting of a single display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the same or a different icon TA as the hold icon HA in response to the start of the special feature variation effect.
[0162] The number of display areas that make up the hold icon display area 50d can be changed as appropriate. Furthermore, the hold icon display area 50d can be configured to display both the number of holds for Special Feature 1 and the number of holds for Special Feature 2, or to display only one of them.
[0163] 4-3-1.Hold performance The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation can inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0164] In the hold animation, when the number of hold symbols for Special Symbol 1 is "0" and a game ball enters the first start opening 11, the special symbol variation animation starts, and for example, as shown in Figure 22(B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first start opening 11 during the special symbol variation animation, as shown in Figure 20(C), the hold symbol HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, informing the player that the number of hold symbols for Special Symbol 1 is "2". Subsequently, when the special symbol variation effect ends and a new special symbol variation effect begins, as shown in Figure 20(D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, informing the player that the number of reserves for special symbol 1 is "1".
[0165] 4-4. Trailer Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is an effect that uses an image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, buttons 40, 41, etc., and can suggest the result of the jackpot judgment or the result of the special symbol variation pattern judgment.
[0166] 4-4-1. Movable object production The Pachinko game machine PY1 is capable of performing a movable body effect using movable devices 55, 56, and 58 as a pre-announcement effect. The movable body effect is an effect that activates the movable devices 55, 56, and 58, and functions as an effect that makes the player expect a big win.
[0167] In the movable body effect, for example, when progressing from an N-Reach to an SP-Reach, as shown in Figure 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display screen 50a from the player's perspective, suggesting that the game will progress to an SP-Reach. At this time, an effect image is displayed in the space on the display screen 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in Figure 23(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position) and the game progresses to an SP-Reach. Note that the movable body effect is not limited to suggesting the progression to an SP-Reach and can be changed or added as appropriate. Also, the operation of the movable devices in the movable body effect can be changed or added as appropriate.
[0168] 4-4-2. Operation direction The Pachinko machine PY1 can perform operational animations using the regular button 40 and special button 41 as a pre-announcement effect. These operational animations involve the player operating the regular button 40 or special button 41, and function as an effect to make the player anticipate a big win.
[0169] In the operation animation, for example, during an SP reach, a period occurs in which pressing the special button 41 is valid (button operation valid period). When this button operation valid period occurs, an animation prompting the player to press the special button 41 (button operation promotion animation) is performed, as shown in Figure 24(A). In the button operation promotion animation, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image that mimics the special button 41 (special button image G31), an image representing the operation of the special button 41 (i.e., pressing the button) (press operation image G32), and an image representing the remaining time of the button operation valid period (operation valid period remaining time image G33). The operation valid period remaining time image G33 consists of a roughly curved progress bar, which changes over time so that the player can easily understand the remaining time of the operation valid period. Subsequently, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Figure 24(B), and the on-board movable body 55k moves so that it overlaps with the display screen 50a from the player's perspective, indicating the probability of a big win. Note that the operation and presentation are not limited to the operation of the on-board movable device 55, and can be changed or added as appropriate.
[0170] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves that have not yet been drawn for special symbol lottery. The pre-announcement effect functions to hint in advance at the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.
[0171] In the pre-read animation, for example, if the result of the pre-read judgment for the Special Symbol 1 reserve is "Big Win," the reserve icon HA, which is normally displayed as "○" in the reserve icon display area 50d, may be displayed as "☆" as shown in Figure 22(C). Also, if the result of the pre-read judgment is "Miss," the reserve icon HA may be displayed as "☆" as a so-called false alarm. The pre-read animation can be performed on either or both of the Special Symbol 1 and Special Symbol 2 reserves. Furthermore, it is not limited to changes in the display manner of the reserve icon HA, but can be changed or added as appropriate. For example, it is also possible to change the stopping manner of the animation symbols EZ1, EZ2, and EZ3 in the Special Symbol variation animation.
[0172] Display on a 5.7-segment display Next, we will explain the display on the 7-segment display unit 300 (see Figure 9). The 7-segment display unit 300 displays the normal base, which is the ratio of the total number of normal prize balls won by the player during normal gameplay to the number of normal balls fired by the player during normal gameplay, as a percentage (%). Note that the 7-segment display unit 300 does not display bases other than the normal base (the time-saving base, which is the ratio of the total number of time-saving prize balls won by the player during time-saving gameplay to the number of time-saving balls fired by the player during time-saving gameplay, and the jackpot base, which is the ratio of the total number of jackpot prize balls won by the player during jackpot gameplay to the number of jackpot balls fired by the player during jackpot gameplay).
[0173] Here, the game control microcomputer 101 constantly counts the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired. The total number of balls fired refers to the number of balls fired by the player in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of balls fired is calculated by the game control microcomputer 101 counting the detections from the discharge sensor. The normal number of balls fired is calculated by the game control microcomputer 101 counting the detections from the discharge sensor only in the normal game state. The normal total number of prize balls is calculated by the game control microcomputer 101 counting the number of prize balls paid out in the normal game state.
[0174] The information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired, which are counted for display on the 7-segment display 300, are stored in a specific memory area (not shown) of the non-erasable memory section 107 (see Figure 6) of the game RAM 104. Therefore, even if a RAM clear is performed, the information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired is maintained (not erased). In this way, even if a RAM clear is performed, the game control microcomputer 101 can calculate the normal base using the normal number of balls fired and the normal total number of prize balls at the time of power cut-off. The game control microcomputer 101 then displays the value of the normal base on the right two digits of the 7-segment display 300 (third display area 330 and fourth display area 340 (see Figure 9)), regardless of the game state (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.).
[0175] Here, the normal base is calculated in increments of 60,000 balls fired. In other words, the normal base calculated from the time the power is first turned on after leaving the factory until the total number of balls fired reaches 60,000 is the initial normal base. After that, when the total number of balls fired exceeds 60,001, the value that was the initial normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 60,001 to 120,000 becomes the current normal base. After that, when the total number of balls fired exceeds 120,001, the value that was the previous normal base is stored as the normal base two times ago, and the value that was the current normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 120,001 to 180,000 becomes the current normal base.
[0176] Subsequently, when the total number of balls fired exceeds 180,001, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 180,001 to 240,000 balls fired becomes the current normal base. Subsequently, when the total number of balls fired exceeds 240,001, the value that was the normal base three rounds ago is erased, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 240,001 to 300,000 balls fired becomes the current normal base. Thereafter, the normal base is calculated in the same manner every 60,000 balls fired, and the value up to the normal base three rounds ago is stored.
[0177] In this way, the game control microcomputer 101 can store the current normal base, the normal base from one round ago, the normal base from two rounds ago, and the normal base from three rounds ago in the non-erasable storage section 107 of the game RAM 104. In this case, the game control microcomputer 101 displays the current normal base ⇒ the normal base from one round ago ⇒ the normal base from two rounds ago ⇒ the normal base from three rounds ago ⇒ the current normal base on the 7-segment display 300, switching every 5 seconds.
[0178] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (first display area 310 and second display area 320 (see Figure 9)), the current normal base is displayed in the right two digits (third display area 330 and fourth display area 340). Therefore, a person who sees "bL" in the left two digits can understand that the value shown in the right two digits (normal base) is the current normal base.
[0179] Then, five seconds after the current normal base display begins, the 7-segment display 300 shows "b1" in the left two digits and the previous normal base in the right two digits. Therefore, anyone who sees "b1" in the left two digits can understand that the value shown in the right two digits (normal base) is the previous normal base.
[0180] Then, five seconds after the display of the previous normal base begins, the 7-segment display 300 shows "b2" in the left two digits and the normal base from two previous times in the right two digits. Therefore, anyone who sees "b2" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from two previous times.
[0181] Then, five seconds after the display of the normal base from two segments ago begins, the 7-segment display 300 shows "b3" in the left two digits and the normal base from three segments ago in the right two digits. Therefore, anyone who sees "b3" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from three segments ago.
[0182] Then, five seconds after the display of the normal base from three times prior has started, the 7-segment display 300 will show "bL" in the left two digits and the current normal base in the right two digits, as described above, and this will be repeated thereafter.
[0183] Furthermore, on the 7-segment display 300, if the total number of balls fired since the first power-on after factory shipment is 300 or less, "--" is displayed in the right two digits. In other words, the normal base value is not displayed when the total number of balls fired is 300 or less, and the normal base value is displayed only after the total number of balls fired exceeds 300. In this way, when the total number of balls fired is 300 or less, the display of the unreliable normal base value (normal number of balls fired) is avoided because the denominator value of the normal base (normal number of balls fired) is too small. Even when the total number of balls fired is 300 or less, the left two digits of the 7-segment display 300 repeat the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds.
[0184] Furthermore, in the 7-segment display 300, if the number of balls fired under normal conditions is 6,000 or less after the power is first turned on after leaving the factory, the left two digits, "bL," "b1," "b2," and "b3," will blink. Subsequently, if the number of balls fired under normal conditions exceeds 6,000 after the power is first turned on after leaving the factory, the left two digits, "bL," "b1," "b2," and "b3," will light up. In this way, when a person checking the normal base on the 7-segment display 300 is shown the blinking pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits has not yet converged sufficiently. In other words, when a person checking the normal base is shown the lighting pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits has converged to a certain extent.
[0185] Furthermore, in the 7-segment display 300, when the device enters setting mode after power-on, the set value ("1") is displayed in the fourth display area 340. Subsequently, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends, and the set value ("1") is no longer displayed in the fourth display area 340. Thus, the set value is displayed in the fourth display area 340 of the 7-segment display 300 only while the device is in setting mode.
[0186] Furthermore, the 7-segment display 300 performs an initial display between the time the power is turned on and the start of normal base display. As mentioned above, if the system transitions to setting mode after power-on, the initial display is performed after the setting mode is completed. The initial display on the 7-segment display 300 illuminates all illuminated parts LB1 to LB32 (see Figure 9) included in the first display area 310 to the fourth display area 340. In other words, the 7-segment display 300 displays "8.8.8.8.". In this way, the initial display performed on the 7-segment display 300 immediately after power-on indicates that the 7-segment display 300 is functioning correctly.
[0187] 6. Over-winning ball prevention function Next, the over-prize ball prevention function will be explained. In this pachinko game machine PY1, the game control microcomputer 101 is equipped with an over-prize ball prevention function to prevent players from receiving excessive prize balls. Specifically, the over-prize ball prevention function disables gameplay if the difference in ball count is 80,000 (standard number) or more. Here, the difference in ball count (specific measurement number) is the difference between the total number of prize balls and the total number of balls fired. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of prize balls refers to the sum of the number of prize balls that the game control microcomputer 101 is scheduled to pay out to the player, but it may also refer to the sum of the number of prize balls actually paid out to the player. The total number of balls fired, as mentioned above, refers to the number of balls fired by the player in all game states.
[0188] The game control microcomputer 101 continuously counts the total number of prize balls after the power is turned on, and the information of the counted total number of prize balls is stored in the total number of prize balls storage unit 107a (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 also continuously counts the total number of balls launched after the power is turned on, and the information of the counted total number of balls launched is stored in the total number of balls launched storage unit 107b (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 then continuously subtracts the total number of balls launched from the total number of prize balls to calculate the difference in balls, and the information of the calculated difference in balls is stored in the difference in balls storage unit 107c (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104.
[0189] Therefore, even when a RAM clear is performed, the game control microcomputer 101 does not erase the information on the total number of prize balls, the total number of balls fired, and the difference in the number of balls stored in the non-erasable storage unit 107. In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of prize balls and the total number of balls fired at the time of power cut-off. The game control microcomputer 101 is configured to treat the difference in the number of balls as a negative value if the value of the total number of balls fired is greater than the value of the total number of prize balls.
[0190] In this configuration, when the over-prize prevention function is activated, the game control microcomputer 101 not only stops the game control processing related to the game (processing in steps S102 to S108 described later, see Figure 32), but also stops the launch control processing for launching the game balls (processing in step 109 described later, see Figure 32). Therefore, the player can immediately notice that they cannot play the game because no game balls are launched even when they rotate the handle 72k. When the over-prize prevention function is activated, the game control microcomputer 101 stops the game control processing, which means it stops receiving signals from various sensors MS according to the detected content, stops executing display control of the displays 8 and 7-segment display 300, stops operating various actuators MA, and stops outputting external terminal signals to the external terminal board 160 via the payout control board 170.
[0191] After the over-prize prevention function is activated, the situation in which the game cannot be played continues until the power is cut off. In this configuration, the over-prize prevention function is deactivated on the condition that a RAM clear is performed. That is, after the over-prize prevention function is activated, the arcade employee cuts off the power by turning the power switch 193 to OFF. Then, when the arcade employee turns the power back on by turning the power switch 193 to ON, they also press the RAM clear switch 191. As a result, the RAM clear is performed, allowing the game control microcomputer 101 to perform game control processing and launch control processing related to the game. Thus, in this configuration, after the over-prize prevention function is activated, the game cannot be resumed by simply turning the power OFF and ON (re-on), but the game can be resumed by performing a RAM clear.
[0192] Next, the timing of the over-prize prevention function's activation will be explained based on Figure 25. The over-prize prevention function activates when the number of balls won exceeds 80,000 and the game transitions from a favorable game state to a normal game state. In other words, the over-prize prevention function does not necessarily activate when the number of balls won reaches 80,000. In this configuration, the favorable game state refers to the high-probability, high-base state after a jackpot, or the low-probability, high-base state after a jackpot.
[0193] For example, suppose the number of balls reaches 70,000 during the jackpot game state shown in Figure 25(A). Of course, the over-prize prevention function does not activate at this time. Next, suppose the number of balls reaches 80,000 during the jackpot game state shown in Figure 25(B). At this time, the over-prize prevention function does not activate. Subsequently, the over-prize prevention function does not activate at the timing when transitioning from this jackpot game state to a high probability high base state. After that, as shown in Figure 25(C), the over-prize prevention function activates when transitioning from the high probability high base state to a normal game state. Thus, in this configuration, the game does not stop in the middle of a jackpot game state or a high probability high base state, and it is possible for the player to end the game at a convenient timing when the advantageous game state has ended.
[0194] In this configuration, the information on the difference in the number of balls is stored in the difference in ball count storage unit 107c of the non-erasable storage unit 107, and the difference in balls is not reset (cleared) by turning the power OFF and ON. Furthermore, as mentioned above, even if a RAM clear is performed when the power is turned on, the difference in balls is not reset. This is for the following reasons.
[0195] In the Pachinko game machine PY1, even during business hours, situations may arise where the power is turned OFF and ON (re-activated) or the RAM is reset due to bugs, malfunctions, or serious fraud. In such situations, if the number of balls is reset by restarting the power or performing a RAM reset, the purpose of the over-prize prevention function would be lost. In other words, bugs, malfunctions, or serious fraud could unfairly benefit players who resume playing afterward, as it would make it more difficult for the over-prize prevention function to activate. Therefore, in this configuration, to prevent players from receiving the aforementioned unfair benefit, the number of balls is not reset when the power is restarted or the RAM is reset.
[0196] Next, the conditions for resetting the number of balls won will be explained based on Figure 26. In this embodiment, there are two reset conditions for resetting the number of balls won. The first reset condition is that the special reset switch 181 is pressed, as shown in Figure 26(A). In other words, when the game control microcomputer 101 receives a signal based on the pressing of the special reset switch 181, it clears the information on the number of balls won stored in the balls won storage unit 107c of the non-erasable storage unit 107. When the information on the number of balls won stored in the balls won storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls stored in the total number of prize balls stored in the total number of balls launched storage unit 107a and the information on the total number of balls launched stored in the total number of balls launched storage unit 107b are also reset, but below we will simply refer to this as "the number of balls won being reset (cleared)". Note that Figure 26(A) shows a case where the number of balls is reset when the special reset switch 181 is pressed while the machine is in a waiting state. However, the number of balls is reset when the special reset switch 181 is pressed, regardless of the game state (for example, the normal game state).
[0197] The second reset condition is that the waiting state continues for one hour (a predetermined time), as shown in Figure 26(B). In other words, if no game is played for one hour after transitioning to the waiting state, the game control microcomputer 101 clears the information on the number of balls stored in the ball count storage unit 107c of the non-erasable storage unit 107. The waiting state refers to a game state in which no game is played and the special symbols remain stopped on display.
[0198] The two reset conditions mentioned above are in place for the following reasons. For example, as shown in Figures 26(A) and 26(B), suppose a certain player's gameplay results in a jackpot state where the number of balls won reaches 70,000. Subsequently, if that player transitions from the jackpot state to the high probability / high base state and then to the normal game state, they end their game. In this case, for the next player to start playing, if the number of balls won increases by only a small amount (within 10,000), the over-prize prevention function may be activated, which is extremely disadvantageous.
[0199] In this configuration, as shown in Figure 26(A), the number of winning balls is reset when the special reset switch 181 is pressed. This allows a game arcade employee to reset the number of winning balls at any time after a player has finished playing by pressing the special reset switch 181. Also, as shown in Figure 26(B), if the waiting state continues for one hour, the game arcade determines that the player has finished playing and automatically resets the number of winning balls. This allows the number of winning balls to be reset without burdening the game arcade employee with the operation of resetting. By setting these two reset conditions, it is possible to prevent the next player to start playing from being at a significant disadvantage due to the over-prize prevention function activating immediately after starting the game.
[0200] Next, the display behavior when the over-prize prevention function is activated will be explained based on Figure 27(A). When the over-prize prevention function is activated, as shown in Figure 27(A), a red background image RE is displayed on the display screen 50a, along with an error clearing method image ERX indicating "Error X Over-prize abnormality Please clear RAM". In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all panel lamps 54 turn off. In this way, the display behavior shown in Figure 27(A) makes it possible for the player to immediately recognize that they cannot play the game. Note that the display behavior shown in Figure 27(A) will continue until the power is cut off. The display behavior shown in Figure 27(A) will be canceled when a RAM clear is performed, but will continue even if the power is turned back on.
[0201] Here, we will explain what happens when an unauthorized magnetism is detected in this pachinko game machine PY1. When an unauthorized magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control processing and ball launch control processing related to the game, similar to when the over-prize prevention function is activated. Thus, the situation in which the game cannot be played due to magnetic detection continues until the power is cut off. However, in this case, unlike when the over-prize prevention function is activated, the game control microcomputer 101 can execute the game control processing and ball launch control processing related to the game by turning the power OFF and ON (re-energizing).
[0202] Next, the display behavior when an unauthorized magnet is detected will be explained based on Figure 27(B). When an unauthorized magnet is detected by the magnetic sensor, as shown in Figure 27(B), a red background image RE is displayed on the display screen 50a, along with an error clearing method image ER1 indicating "Error 1: Magnetic detection abnormality. Please restart the power." In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all panel lamps 54 turn off. Thus, comparing the display behavior when the over-prize prevention function is activated (see Figure 27(A)) and the display behavior when an unauthorized magnet is detected (see Figure 27(B)), they are the same except for the clearing method image. Therefore, it is possible to easily make it clear to amusement arcade employees or players that the game is unplayable in both cases: when an unauthorized magnet is detected and when the over-prize prevention function is activated.
[0203] Next, we will explain the presentation when the number of balls reaches 70,000, based on Figure 28(A). As a prerequisite, we assume that the number of balls reached 70,000 at the timing shown in Figure 25(A). First, as shown in Figure 28(A), the round image G109 and the prize ball count image G110 are displayed on the display screen 50a. Then, when the number of balls reaches 70,000, a purple border image EFa is displayed on the edge of the display screen 50a, and an over-prize warning image KY, indicating "over-prize abnormality with 10,000 balls remaining," is displayed at the bottom of the display screen 50a. The display of these purple border image EFa and over-prize warning image KY makes it possible for the player to understand that the over-prize prevention function is about to activate. The display of the purple border image EFa continues even after the jackpot game state ends, but the display of the over-prize warning image KY ends when the jackpot game state ends. Furthermore, the over-prize ball warning image KY may be kept displayed even after the jackpot game state has ended.
[0204] Next, we will explain the presentation when the number of balls reaches 80,000, based on Figure 28(B). As a prerequisite, we assume that the number of balls reached 80,000 at the timing shown in Figure 25(B). As shown in Figure 28(B), the round image G109 and the prize ball count image G110 are displayed on the display screen 50a. When the number of balls reaches 80,000, a red border image EFb is displayed on the edge of the display screen 50a, and a game stop notification image KH, indicating "Game will stop due to the end of the rush," is displayed at the bottom of the display screen 50a. The display of these red border image EFb and game stop notification image KH allows the player to understand that the game is about to end and when the game will stop. The display of the red border image EFb continues even after the jackpot game state has ended, but the display of the game stop notification image KH ends when the jackpot game state ends. Furthermore, the game stop notification image KH may be made to continue displaying even after the jackpot game state has ended.
[0205] Here, after the number of balls reaches 70,000 at the timing shown in Figure 25(A), the presentation in the high probability, high base state is as shown in Figure 29(A). Specifically, as shown in Figure 29(A), the background image G105 for the probability change is displayed on the display screen 50a, and the presentation symbol EZ is displayed in a changing state. Furthermore, the purple border image EFa is displayed on the edge of the display screen 50a. This purple border image EFa allows the player to play while being aware that the number of balls has reached 70,000.
[0206] Furthermore, after the number of balls reaches 80,000 at the timing shown in Figure 25(B), the presentation in the high probability, high base state is as shown in Figure 29(B). Specifically, as shown in Figure 29(B), the background image G105 for the probability variation is displayed on the display screen 50a, and the presentation symbol EZ is displayed in a variable state. In addition, the red border image EFb is displayed on the edge of the display screen 50a. This red border image EFb allows the player to play while being aware that the number of balls has reached 80,000.
[0207] Next, we will explain the display behavior when the number of balls is reset by pressing the special reset switch 181, as shown in Figure 26(A). In this case, the amusement arcade employee has opened the front door 23 relative to the outer frame 22 and pressed the special reset switch 181. Therefore, the front door open sensor detects that the front door 23 is open, and the display screen 50a shows the error clearing method image ER2, which indicates "Error 2: Please close the front door," as shown in Figure 30(A). At this time, the ball count reset notification image CLS, which indicates "Ball count has been reset," is displayed at the bottom of the display screen 50a. This makes it possible to inform the amusement arcade employee that the number of balls has been reset.
[0208] Next, as shown in Figure 26(B), the presentation when the waiting state continues for one hour will be explained. In this case, the waiting demo video G100 is displayed on the display screen 50a. At this time, the ball count reset notification image CLS, which indicates "Ball count has been reset," is displayed at the bottom of the display screen 50a. This makes it possible for the employees of the amusement arcade to be aware that the ball count has been reset.
[0209] 7. Operation of the microcontroller for game control [Main Control Processing] Next, the operation of the game control microcontroller 101 will be explained based on Figures 31 to 47. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 101 are located in the game RAM 104. When the power to the pachinko game machine PY1 is turned on, the game control microcontroller 101 on the main control board 100 reads the main control processing program shown in Figure 31 from the game ROM 103 and executes it. As shown in the figure, the main control processing first performs power-on processing (step S001).
[0210] The power-on processing (S001) performs initial settings such as stack configuration, constant settings, interrupt time settings, game CPU 102 configuration, SIO, PIO, CTC (circuit for interrupt time management) configuration, setting of the game RAM 104 work area upon power restoration, and resetting of various flags, statuses, and counters. The initial value of the flags is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counters is "0". Note that the power-on processing (S001) is executed only once after power-on and is not executed thereafter.
[0211] Furthermore, during power-on processing (S001), the game control microcomputer 101 performs a RAM clear when it receives a signal based on a press operation of the RAM clear switch 191. When a RAM clear is performed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total prize ball storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.
[0212] In this power-on process (S001), the game stop flag, described later, switches to OFF if a RAM clear is performed while it is ON. On the other hand, if a RAM clear is not performed while the game stop flag is ON, it remains ON. In other words, simply restarting the power does not change the state of the game stop flag. Thus, whether or not the game resumes depends on whether or not a RAM clear is performed after the game stop flag is turned ON due to the activation of the over-prize prevention function.
[0213] Following the power-on processing (S001), interrupts are disabled (S002), and the main random number update processing for normal and special symbols (S003) is executed. When each random number counter value reaches its upper limit, it resets 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. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0214] When the main random number update process for normal and special symbols (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, it is executed at a 4 msec period, for example. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values by the main random number update process for normal and special symbols (S003) is repeatedly executed.
[0215] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 32, the main timer interrupt processing (S005) first determines whether the game stop flag is ON or OFF (S101). The game stop flag is turned ON when the over-prize prevention function is activated. If the game stop flag is ON (YES in S101), the processing in steps S102 to S113 is skipped. As a result, the game becomes unplayable. On the other hand, if the game stop flag is OFF (NO in S101), the input processing described later is then executed (S102).
[0216] Next, the regular and special symbol main random number update process is executed (S103). The regular and special symbol main random number update process (S103) is the same as the regular and special symbol main random number update process (S003) performed in the main control process in Figure 31. Subsequently, the sensor detection process is executed (S104).
[0217] In the sensor detection process (S104), the general prize entry sensor process, gate sensor process, second start entry sensor process, first start entry sensor process, first major prize entry sensor process, second major prize entry sensor process, specific area sensor process, and discharge port sensor process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0218] The general prize slot sensor processing determines whether or not a game ball has been detected by the general prize slot sensor. Based on the result of this processing, a command for the general prize slot sensor is generated.
[0219] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.
[0220] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor. If it is determined that a game ball has been detected, a special symbol 2-related random number is acquired, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The acquired special symbol 2-related random number is stored in the special symbol 2-reserve storage unit 105b provided in the game RAM 104. The special symbol 2-reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored sequentially from the first area. Note that if special symbol 2-related random numbers have been stored up to the nth area, newly acquired special symbol 2-related random numbers are not stored. Furthermore, the second pre-read determination is performed using the acquired special symbol 2-related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.
[0221] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the obtained special symbol 1 related random numbers are stored sequentially starting from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.
[0222] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor. It also generates a command for the first major prize slot sensor based on the result of this processing.
[0223] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor. It also generates a command for the second major prize slot sensor based on the result of this processing.
[0224] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor. Furthermore, a command for the specific area sensor is generated based on the result of this processing.
[0225] In the discharge sensor processing, it is determined whether or not a game ball has been detected by the discharge sensor.
[0226] The game control microcontroller 101 performs normal operation processing (S105) after the sensor detection processing (S104) shown in Figure 32. In normal operation processing (S105), the normal symbol waiting process, normal symbol variation process, normal symbol confirmation process, and auxiliary game control process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0227] The normal symbol standby process is performed while the variable display of the normal symbols and auxiliary gameplay are not taking place. In the normal symbol standby process, a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 106. A normal symbol variation pattern determination is also made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated, which includes information regarding the results of the win determination and the normal symbol variation pattern. After that, the variable display of the normal symbols is started on the normal symbol display unit 82 based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0228] The normal symbol variation process is performed while the normal symbol is being displayed in a variable state. During the normal symbol variation process, the normal symbol is stopped based on the hit detection result, depending on the amount of time that has elapsed since the variable display of the normal symbol began. Then, a normal symbol variation stop command is generated to indicate the end of the variable display of the normal symbol.
[0229] The normal symbol confirmation process is performed when a normal symbol is displayed in a stopped state. In the normal symbol confirmation process, after a predetermined stop time (for example, 0.8 seconds) has elapsed since the normal symbol in progress began to be displayed in a stopped state, it is determined whether the displayed normal symbol is a winning symbol or not. If a winning symbol is displayed in a stopped state, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command is generated to indicate the start of the auxiliary game.
[0230] The auxiliary game control process is performed when an auxiliary game is in progress. This process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, it generates auxiliary game control commands based on the results of this process.
[0231] The microcomputer 101 for game control performs the normal operation process (S105) shown in Figure 32, followed by the ball count measurement process (S106) and the special operation process (S107) described later. Subsequently, it performs the distribution device control process (S108) to control the distribution device 16D.
[0232] Next, the microcomputer 101 for game control executes a launch control process to control the launch of the game balls (S109). In other words, when the launch control process (S109) is executed, the player can launch the game balls by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player cannot launch the game balls even if they rotate the handle 72k.
[0233] Next, the microcomputer 101 for game control executes a 7-segment display control process to control the display of the 7-segment display unit 300 (S110). Then, it executes error processing to determine errors (false signals) due to magnetic detection or errors due to the opening of the front door 23 or front frame 23m (S111). Error processing (S111) determines whether or not a false magnetic field has been detected by the magnetic sensor. Then, a command for the magnetic sensor is generated according to the result of this processing. Error processing (S111) also determines whether or not the front door 23 or front frame 23m is open using the front door sensor or front frame sensor. Then, a command for opening the frame is generated according to the result of this processing.
[0234] Next, the microcontroller 101 for game control performs output processing, which will be described later (S112). Subsequently, it performs other processing (S113). Other processing (S113) includes, for example, controlling the special symbol hold indicator 83 to display the number based on the number of special symbol hold indicators, or updating the timer.
[0235] Then, the game control microcontroller 101 executes a power outage monitoring process when the power is cut off (S114), and finishes this process. In the power outage monitoring process (S114), if the game control microcontroller 101 determines that the power is cut off due to a drop in the monitoring voltage, it stores game information, total number of prize balls, total number of balls launched, difference in ball count, game stop flag information, etc., in a predetermined storage area of the game RAM 104. After that, it sets a restriction to prevent access to the game RAM 104.
[0236] [Input Processing] As shown in Figure 33, the input processing (S102) first determines whether the special reset switch 181 is ON or not, that is, whether a signal based on the pressing operation of the special reset switch 181 has been received (S201). If it is not ON (NO in S201), the process proceeds to step S204. On the other hand, if it is ON (YES in S201), the non-erasure clearing process is executed (S202). In the non-erasure clearing process (S202), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are cleared. Note that even if the non-erasure clearing process (S202) is executed, the information on the total number of balls fired stored in a specific storage area (not shown) of the non-erasure storage unit 107 is not cleared. This is because, as mentioned above, this information on the total number of balls fired is used for display on the 7-segment display unit 300.
[0237] Following step S202, the non-erasable clear command is set in the output buffer of the game RAM 104 (S203), and the process proceeds to step S204. When the non-erasable clear command is transmitted to the performance control board 120, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30(A). In step S204, other processing is performed to complete this process. In the other processing (S204), the game control microcomputer 101, for example, receives a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.
[0238] [Difference Ball Counting Process] As shown in FIG. 34, in the difference ball counting process (S106), first, a total prize ball count process for counting the total number of prize balls to be paid out to the player is executed (S301). Information on the counted total number of prize balls is stored in the total prize ball count storage unit 107a (see FIG. 6). Next, based on detection by the discharge port sensor, a total fired ball count process for counting the total number of fired balls is executed (S302). Information on the counted total number of fired balls is stored in the total fired ball count storage unit 107b (see FIG. 6). Then, a difference ball number calculation process for subtracting the total number of fired balls from the total number of prize balls and calculating the difference ball number is executed (S303). Information on the calculated difference ball number is stored in the difference ball number storage unit 107c (see FIG. 6).
[0239] Subsequently, in step S304, it is determined whether the over-prize ball notice flag is OFF. The over-prize ball notice flag indicates that the difference ball number is 70,000 or more. If it is ON (NO in S304), the process proceeds to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference ball number is 70,000 or more (S305). If it is less than 70,000 (NO in S305), the process proceeds to step S308. In contrast, if it is 70,000 or more (YES in S305), the over-prize ball notice flag is set to ON (S306), and an over-prize ball notice command is set in the output buffer of the game RAM 104. As a result, when the over-prize ball notice command is transmitted to the effect control board 120, as shown in FIG. 28(A), a purple border image EFa and an over-prize ball notice image KY are displayed on the display screen 50a.
[0240] Next, in step S308, it is determined whether the jackpot ball flag is OFF. The jackpot ball flag indicates that the number of balls in the ball storage is 80,000 or more. If it is ON (NO in S308), this process ends. On the other hand, if it is OFF (YES in S308), it is determined whether the number of balls in the ball storage is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process ends. In contrast, if it is 80,000 or more (YES in S309), the jackpot ball flag is turned ON (S310). Then, the jackpot ball notification command is set in the output buffer of the game RAM 104 (S311), and this process ends. As a result, when the jackpot ball notification command is transmitted to the effect control board 120, as shown in FIG. 28(B), the red edge image EFb and the game stop notice image KH are displayed on the display screen 50a.
[0241] [Special operation process] As shown in FIG. 35, in the special operation process (S107), the processes related to the special symbol display 81 and the big winning devices (the first big winning device 14D and the second big winning device 15D) are divided into four stages, and "special operation status 1, 2, 3, 4" are assigned to each of these stages. Then, the game control microcomputer 101 performs the special symbol standby process (S1302) when the "special operation status" is "1" (YES in S1301), and performs the special symbol variation process (S1304) when the "special operation status" is "2" (NO in S1301 and YES in S1303). When the "special operation status" is "3" (NO in both S1301 and S1303 and YES in S1305), the special symbol determination process (S1306) is performed. When the "special operation status" is "4" (all of S1301, S1303, and S1305 are NO), the special electric accessory process (S1307) is performed. The special operation status is "1" in the initial setting.
[0242] [Special Symbol Waiting Process] As shown in Figure 36, in the special symbol waiting process (S1302), it is first determined whether the number of reserved balls in the second start port 12 (i.e., the number of reserved balls for special symbol 2) is "0" (S1401). If the number of reserved balls for special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the group of random number counter values obtained due to a ball entering the second start port 12, it is determined whether the number of reserved balls in the first start port 11 (i.e., the number of reserved balls for special symbol 1) is "0" (S1407). If the number of reserved balls for special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the group of random number counter values obtained due to a ball entering the first start port 11, it is determined whether the customer waiting flag is ON or OFF (S1416). The customer waiting flag indicates that the machine is in a customer waiting state. If ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if OFF (NO in S1416), the customer waiting command is set in the output buffer of the game RAM 104 (S1417), the customer waiting flag is turned ON (S1418), and this process ends.
[0243] If, in step S1401, the number of reserved balls in Special Feature 2 is not "0" (NO in S1401), that is, if there is one or more stored random counter values (reserved information for Special Feature 2) acquired due to entry into the second start opening 12, the Special Feature 2 jackpot determination process (S1402) and the Special Feature 2 variation pattern selection process (S1403) described below are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 2 by 1 (S1404). Then, the storage location (storage area) of various counter values in the Special Feature 2 reserved storage unit 105b is shifted one position away from the current position to the side from which it is read, and the storage area corresponding to the first reserved ball in the Special Feature 2 reserved storage unit 105b is cleared (S1405). Subsequently, the game control microcomputer 101 executes the Special Feature 2 variation start process (S1406) and proceeds to step S1413. In the Special Symbol 2 Variation Start Processing (S1406), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1406) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1402) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1403).
[0244] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values (reserved information for Special Feature 1) acquired due to entry into the first start opening 11, the Special Feature 1 jackpot determination process (S1408) and the Special Feature 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 1 by 1 (S1410). Then, the storage location (storage area) of various counter values in the Special Feature 1 reserved storage unit 105a is shifted one position away from the current position towards the side from which it is read, and the storage area corresponding to the fourth reserved ball in the Special Feature 1 reserved storage unit 105a (the storage area furthest from the side from which it is read) is cleared (S1411). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the Special Symbol 1 variation start process (S1412) and proceeds to step S1413. In the Special Symbol 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1409).
[0245] Step S1413 determines whether the customer waiting flag is ON or OFF, and if it is ON, it is turned OFF (S1414). Then, the customer waiting counter clear process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is located in the game RAM 104 and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared when the power is turned on again, regardless of whether the RAM clear is executed or not.
[0246] [Customer Waiting Time Measurement Process] As shown in Figure 37, the customer waiting time measurement process (S1419) first performs a customer waiting counter increment process (S1420) to increase the value of the customer waiting counter. This allows the game control microcomputer 101 to determine the duration of the customer waiting state based on the value of the customer waiting counter. Next, it is determined whether the customer waiting state has continued for more than one hour. If it is determined that it has not continued (NO in S1421), this process is terminated. On the other hand, if it is determined that it has continued (YES in S1421), a non-erasure clear process is performed (S1422), similar to the process in step S202 described above (see Figure 33). This clears the total number of prize balls stored in the total number of prize balls storage unit 107a, the total number of balls launched stored in the total number of balls launched storage unit 107b, and the difference in balls stored in the difference in balls storage unit 107c.
[0247] Next, the non-erasure clear command is set in the output buffer of the game RAM 104 (S1423), and this process is completed. When the non-erasure clear command is transmitted to the performance control board 120, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30(B).
[0248] [Special Symbol 2 Jackpot Determination Processing (Special Symbol 1 Jackpot Determination Processing)] The Special Symbol 2 Jackpot Determination Processing (S1402) and the Special Symbol 1 Jackpot Determination Processing (S1408) have the same processing flow, so they will be explained together based on Figure 38. As shown in Figure 38, in either the Special Symbol 2 Jackpot Determination Processing (S1402) or the Special Symbol 1 Jackpot Determination Processing (S1408), first, a special symbol random number (jackpot random number) is read out as the determination value (S1501). In detail, in the Special Symbol 2 Jackpot Determination Processing (S1402), the special symbol random number stored in the first memory area of the Special Symbol 2 Reserve Storage Unit 105b of the game RAM 104 (i.e., the memory area corresponding to the first of the second special symbol reserves) is read out. Furthermore, in the special symbol 1 jackpot determination process (S1408), the special symbol random number stored in the first memory area of the special symbol 1 reserve memory unit 105a of the game RAM 104 (i.e., the memory area corresponding to the first special symbol reserve) is read out.
[0249] Next, the jackpot determination table (Figure 12(A)) is set (S1502). Then, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1503). If it is not in a high probability state (NO in S1503), that is, if it is in a normal probability state (not a high probability state), it is determined whether or not it is a jackpot based on the table for the normal probability state (jackpot determination values from "1000" to "1219") in the jackpot determination table (Figure 12(A)) (S1504). On the other hand, if it is in a high probability state (YES in S1503), it is determined whether or not it is a jackpot based on the table for the high probability state (jackpot determination values from "1000" to "2499") in the jackpot determination table (Figure 12(A)) (S1505).
[0250] If the result of the jackpot determination (S1504, S1505) is "jackpot", the jackpot symbol type random number is read and the jackpot type is determined based on the jackpot symbol type determination table shown in Figure 12(B) (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop data corresponding to the jackpot type is set in the jackpot type buffer provided in the game RAM 104 (S1508) to end the process. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop data (01H) corresponding to the miss is set (S1508) to end the process.
[0251] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The Special Figure 2 Variation Pattern Selection Process (S1403) and the Special Figure 1 Variation Pattern Selection Process (S1409) have the same processing flow, so they will be explained together based on Figures 39 and 40. As shown in Figure 39, in the Special Figure 2 Variation Pattern Selection Process (S1403) or the Special Figure 1 Variation Pattern Selection Process (S1409), it is first determined whether the game state is a time-saving state or not (whether the time-saving flag is ON or OFF) (S1601).
[0252] If the time-saving state is not active (NO in S1601), that is, if the time-saving state is not active, the next step is to determine whether the jackpot flag is ON or not (S1602). If it is ON (YES in S1602), the normal jackpot table during the non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and the jackpot) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1603).
[0253] In step S1602, if the jackpot flag is not ON, it is determined whether the reach random number is a reach-establishing random number (S1604). As shown in Figure 12(C), the reach-establishing random number is "0" to "29" in the non-time-saving state, and "0" to "9" in the time-saving state. In other words, in the time-saving state, it is less likely to get a reach on a miss than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more misses with short variation times in the time-saving state.
[0254] If the reach random number is the random value for a reach to be established (YES in S1604), that is, if it is a reach but a miss, the table for reaches but misses during non-time-saving states (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to a non-time-saving state and a reach but a miss) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1605).
[0255] On the other hand, if the reach random number is not a reach-establishing random number (NO in S1604), that is, if it is a no-reach miss, the no-reach miss table during non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and no-reach miss) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1606). In this no-reach miss, the function of shortening the variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a special symbol variation pattern with a shorter special symbol variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2" (see Figure 13 or Figure 14).
[0256] Furthermore, if it is determined in step S1601 that the game state is a time-saving state (YES in S1601), the process (S1607 to S1611) is carried out in the same flow as steps S1602 to S1606 above, except that the special symbol variation pattern determination table to be referenced is changed to the table for the time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the time-saving state), as shown in Figure 40.
[0257] In other words, if it is a jackpot, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the jackpot (S1608). If it is a miss with a reach, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the miss with a reach (S1610). If it is a miss without a reach, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the miss without a reach (S1611).
[0258] After selecting a special symbol variation pattern as described above, the selected special symbol variation pattern is set (S1612) as shown in Figure 39, and this process is completed. The information of the special symbol variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the performance control board 120 by output processing (S112).
[0259] [Special Symbol Fluctuation Processing] As shown in Figure 41, in the special symbol fluctuation processing (S1304), it is first determined whether the special symbol fluctuation time (the special symbol fluctuation time determined according to the special symbol fluctuation pattern selected in step S1403 or S1409, see Figure 13 or Figure 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this process is immediately terminated. This allows the display of the special symbol fluctuation to continue.
[0260] On the other hand, if the special figure change time has elapsed (YES in S1801), a change stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, after performing other processes such as stopping the variable display of the special symbol with a symbol (a winning symbol or a losing symbol) according to the set special figure stop symbol data (S1804), this process ends.
[0261] [Special Symbol Determination Process] As shown in FIG. 42, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (the stop time determined according to the special figure change pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process immediately ends. As a result, the stop display of the special symbol continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described below is performed (S1902).
[0262] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern according to the type of the selected jackpot (specifically, refer to FIG. 16) is set (S1904). At this time, the value of the round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds according to the type of the selected jackpot. Note that the setting of the opening pattern (setting of data according to the opening pattern) may be performed for each round.
[0263] The game control microcomputer 101 performs a game state reset process (S1905) following step S1904. In the game state reset process (S1905), if the probability variation flag is ON, the probability variation flag is turned OFF, and if the time reduction flag is ON, it is turned OFF. In other words, during the execution of a jackpot game, the game is controlled to be in a normal probability state and a non-time reduction state. After that, in order to start the jackpot game, the jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is completed.
[0264] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special operation status is set to "1" (S1909) and this process ends.
[0265] [Game State Management Processing] As shown in Figure 43, in the game state management processing (S1902), first, it is determined whether the probability variation flag is ON or OFF (S2001). If it is ON (YES in S2001), the value of the probability variation counter, which counts the number of times special symbols have been varied during the high probability state, is decreased by 1 (S2002), and it is determined whether the value of the probability variation counter is "0" or OFF (S2003). If it is "0" (YES in S2003), the probability variation flag is turned OFF (S2004), and the process proceeds to step S2005. If the result of the determination in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.
[0266] In step S2005, it is determined whether the time-saving flag is ON or OFF. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times special symbols have been changed during the time-saving state, is decreased by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" or OFF (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the result of the determination in step S2005 or S2007 is NO, the process proceeds to step S2012.
[0267] Step S2009 determines whether the over-prize flag is ON or OFF. In other words, it determines whether the net number of balls is 80,000 or more. If the over-prize flag is not ON (NO in S2009), the game proceeds to step S2012. On the other hand, if the over-prize flag is ON (YES in S2009), the game stop flag is turned ON (S2010), and the game proceeds to step S2011. In this way, if the net number of balls is 80,000 or more and the high probability high base state or low probability low base state ends, the game becomes unplayable.
[0268] In step S2011, the game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. As a result, when the game stop notification command is transmitted to the performance control board 120, the red background image RE and the error clearing method image ERX are displayed on the display screen 50a, as shown in Figure 27(A). In addition, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 light up in white, and all the panel lamps 54 turn off.
[0269] In step S2012, a game state specification command, which includes information on the current game state (whether the probability variation flag and time reduction flag are ON or OFF), the value of the probability variation counter, and the value of the time reduction counter, is set in the output buffer of the game RAM 104, and this process ends.
[0270] [Special Electric Mechanism Processing (Big Win Game)] Special electric mechanism processing is the process for executing a big win game. As shown in Figure 44, in special electric mechanism processing (S1307), it is first determined whether or not the big win end flag is ON (S2701). The big win end flag is a flag that indicates that the opening of all the big prize devices (first big prize device 14D, second big prize device 15D) has finished in the big win game that is currently being executed.
[0271] If the jackpot end flag is not ON (NO in S2701), it is determined whether the big prize slots (first big prize slot, second big prize slot 15) are open or not (i.e., whether the first big prize device 14D or the second big prize device 15D is open or not) (S2702). If they are not open or not (NO in S2702), it is determined whether it is time to open the big prize slots, i.e., whether the time for the jackpot opening has elapsed and it is time to start opening the first big prize slot 14, or whether the interval between openings has elapsed and it is time to start the next opening (S2703).
[0272] If the result of step S2703 is NO, the process ends. On the other hand, if the result of step S2703 is YES, it is determined whether the currently running jackpot game is a jackpot game based on a V-long jackpot (see Figure 16) (S2704). If it is not a V-long jackpot (NO in S2704), the process proceeds to step S2707. However, if it is a V-long jackpot (YES in S2704), it is determined whether it is the timing to start the 10th round, which allows passage to the specific area 16 (S2705). If it is not the timing to start the 10th round (NO in S2705), the process proceeds to step S2707. Conversely, if it is the timing to start the 10th round (YES in S2705), the V-valid period setting process is performed (S2706).
[0273] In the V-effective period setting process (S2706), the period during which the second large prize slot 15 is open and the few seconds after the second large prize slot 15 is closed during the 10th round of a V-long jackpot is set as the V-effective period, during which the detection of game balls by the specific area sensor 16a is determined to be effective. In this embodiment, all other periods (including when a jackpot game is not being played) are set as the V-ineffective period, during which the detection of game balls by the specific area sensor 16a is determined to be ineffective. Here, determining that the detection of game balls by the specific area sensor 16a is effective means that the V flag is turned ON based on the detection of game balls by the specific area sensor 16a. Conversely, determining that the detection of game balls by the specific area sensor 16a is ineffective means that the V flag is not turned ON even if game balls are detected by the specific area sensor 16a.
[0274] In step S2707, the large prize slots (first large prize slot 14, second large prize slot 15) are opened according to an opening pattern (see Figure 16) corresponding to the type of jackpot. The distribution member 16k operates in a constant manner from the start of the first round of gameplay. In the opening pattern for a V-long jackpot, in the 10th round, the AT opening / closing member 14k is opened so that the game ball that enters the second large prize slot 15 can pass through the specific area 16 with ample room to maneuver. In contrast, in the opening pattern for a V-short jackpot, in the 10th round, the timing of the opening of the AT opening / closing member 14k in relation to the operation of the distribution member 16k is set so that even if the game ball enters the second large prize slot 15, it cannot pass through the specific area 16.
[0275] Next, in step S2708, a round specification command transmission determination process is performed to conclude this process. In the round specification command transmission determination process (S2708), it is determined whether the opening of the big prize slots (first big prize slot 14, second big prize slot 15) in step S2703 is the first opening in a single round of gameplay. If so, a round specification command containing information about the number of rounds of the currently running jackpot game is set in the output buffer of the game RAM 104. In this configuration, the big prize slots will not be opened multiple times during a single round of gameplay. Therefore, in step S2708, a round specification command will always be set.
[0276] In step S2702 of the special electric prize processing (S1307), if the large prize slots (first large prize slot 14, second large prize slot 15) are open, it is determined whether the conditions for closing the large prize slots have been met (S2709). In this embodiment, the closing conditions are that either the number of balls that have entered the large prize slots in that round of play has reached the prescribed maximum number of balls (10 balls per round in this embodiment), or the time to close the large prize slots has arrived (i.e., a predetermined opening time (see Figure 16) has elapsed since the large prize slots were opened). If the conditions for closing the large prize slots have not been met (NO in S2709), the process ends.
[0277] In contrast, if the closing conditions for the major prize slots (first major prize slot 14, second major prize slot 15) are met (YES in S2709), the major prize slots are closed (blocked) (S2710). Then, it is determined whether one round of gameplay (round interval) has ended (S2711). If it has not ended (NO in S2711), the process ends. On the other hand, if the round of gameplay has ended (YES in S2711), the value of the round counter is decremented by 1 (S2712), and it is determined whether the value of the round counter is "0" or not (S2713). If it is not "0" (NO in S2713), the process ends as is in order to start the next round of gameplay.
[0278] On the other hand, if the result is "0" (YES in S2713), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2714) and starting the jackpot ending (S2715). Then, the jackpot termination flag is set (S2716) and the process ends.
[0279] Furthermore, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether or not the ending time for the jackpot game has elapsed (S2717). If the ending time has not elapsed (NO in S2717), this process is terminated. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, the game state setting process described later is performed (S2719). Next, the jackpot flag is turned OFF (S2720). Next, the special operation status is set to "1" (S2721), and this process is terminated.
[0280] [Game State Setting Process] As shown in Figure 45, the game state setting process (S2719) first determines whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability variation flag is turned ON (S2802) and the time reduction flag is turned ON (S2803). This controls the game to a high probability, high base state after a big win. Next, the probability variation counter is set to "160" (S2804) and the time reduction counter is set to "160" (S2805), and the game proceeds to step S2808. This controls the game to a high probability, high base state where the number of ST rounds is 160 and the number of time reduction rounds is 160.
[0281] On the other hand, in step S2801, if it is determined that the V flag is not ON (NO in S2801), the time-saving flag is turned ON (S2806). In other words, the probability variation flag is not turned ON at this time. This will result in the game being controlled to a low probability high base state after a big win. Next, the time-saving counter is set to "100" (S2807), and the game proceeds to step S2808. In other words, this will result in the game being controlled to a low probability high base state with 100 time-saving rounds.
[0282] In step S2808, the game control microcomputer 101 sets a game state specification command, which includes information on the currently set game state (ON or OFF of the probability variation flag, ON or OFF of the time reduction flag, the value of the probability variation counter, and the value of the time reduction counter), into the output buffer of the game RAM 104. This completes the game state setting process (S2719).
[0283] [Output Processing] As shown in Figure 46, the output processing (S112) involves the execution of the external signal output processing described later (S3001). Subsequently, as other output processing (S3002), the commands and other information set in the output buffer of the game RAM 104 in each of the above processes are output to the performance control board 120 and the payout control board 170, and this process is completed.
[0284] [External Terminal Signal Output Processing] As shown in Figure 47, the external terminal signal output processing (S3001) determines whether the over-prize ball notification flag is ON or OFF (S3101). In other words, it determines whether the number of balls has reached 70,000. If the over-prize ball notification flag is not ON (NO in S3101), the process proceeds to step S3103. On the other hand, if the over-prize ball notification flag is ON (YES in S3101), the external terminal signal output processing for over-prize ball notification is executed (S3102), and the process proceeds to step S3102. In the external terminal signal output processing for over-prize ball notification (S3102), an external terminal signal indicating that the number of balls has reached 70,000 (hereinafter referred to as the "external terminal signal for over-prize ball notification") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the external terminal signal for over-prize ball notification to an external unit GU (data counter, hall computer, etc.) via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that if the number of remaining balls in this pachinko machine PY1 increases to a small amount (within 10,000), the over-prize prevention function may be activated.
[0285] In step S3103, it is determined whether the over-prize ball flag is ON or not. In other words, it is determined whether the number of balls has reached 80,000. If the over-prize ball flag is not ON (NO in S3103), the process proceeds to step S3105. On the other hand, if the over-prize ball flag is ON (YES in S3103), the over-prize ball external signal output process is executed (S3104), and the process proceeds to step S3105. In the over-prize ball external signal output process (S3104), an external signal indicating that the number of balls has reached 80,000 (hereinafter referred to as the "over-prize ball external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the over-prize ball notification external signal to the external unit GU via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that the number of balls in this pachinko game machine PY1 has reached 80,000, and that the game will become unplayable once the high probability high base state or low probability low base state ends.
[0286] In step S3105, it is determined whether the game stop flag is ON or NOT ON. In other words, it is determined whether the game has become impossible to play. If the game stop flag is NOT ON (NO in S3107), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the game stop external signal output process is executed (S3106), and the process proceeds to step S3107. In the game stop external signal output process (S3106), an external signal indicating that the game has become impossible to play due to the activation of the over-prize prevention function (hereinafter referred to as the "game stop external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the game stop external signal to the external unit GU via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that the game has become unplayable due to the activation of the over-prize prevention function in the PY1 pachinko machine.
[0287] In step S3107, it is determined whether the non-erasure clearing process shown in step S203 or the non-erasure clearing process shown in step S1422 has been performed. That is, it is determined whether the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c have been cleared. If the non-erasure clearing process has not been performed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-erasure clearing process has been performed (YES in S3107), the reset external terminal signal output process is performed (S3108), and the process proceeds to step S3109. In the reset external terminal signal output process (S3108), an external terminal signal indicating that the difference in balls has been reset (hereinafter referred to as the "reset external terminal signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the reset external terminal signal to the external unit GU via parallel communication. This makes it possible for employees of the amusement arcade who are monitoring the hall computer to be aware that the number of balls in the pachinko machine PY1 has been reset. The main control board 100 is connected to a dedicated signal line, and via this dedicated signal line, the external terminal signal for over-prize notification, the external terminal signal for over-prize, the external terminal signal for stopping the game, and the external terminal signal for reset are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.
[0288] 8. Operation of the microcontroller for performance control Next, the operation of the microcontroller 121 for performance control will be explained based on Figures 48 to 50. Note that the counters, timers, flags, buffers, etc., that appear in the explanation of the operation of the microcontroller 121 for performance control are located in the performance RAM 124.
[0289] [Sub-control Main Process] When the pachinko gaming machine PY1 is powered on, the sub-control main process program shown in FIG. 48 is read from the effect ROM 123 by the effect control microcomputer 121 and executed. As shown in the figure, in the sub-control main process, first, a power-on process corresponding to the power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (circuit for managing interruption time), etc. are performed.
[0290] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination regarding various effects are updated. As an example, the update method of the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the aforementioned main control board 100. Instead of adding the random number value by 1 each time during the update, it may be added by 2 each time. This is also the same in the random number update process performed by the aforementioned main control board 100.
[0291] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display screen 50a according to the received command (performs various effects by the image). Note that the effect control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various sound effects by the sound), causes the frame lamp 53 and the panel lamp 54 to emit light via the lamp control circuit 151 (performs various light-emitting effects by the light emission), or operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other notice effects, opening effects associated with special games, opening game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0292] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012).
[0293] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 100 are input to the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands that were sent and received by the output handler (S112) of the main control board 100 into the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).
[0294] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the performance control board 120. In the 1ms timer interrupt processing (S4011), as shown in Figure 49, the input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.
[0295] In the input processing (S4101), operations on the player-operable control section, such as the normal button detection switch 40a and the special button detection switch 41a, are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing (S4102), based on the performance data created in the input processing (S4101) and the performance data creation processing (S4204) described later, the light emission data (lamp data) is referenced in order to light up the frame lamp 53 and the panel lamp 54 at timings that match the image-based performances, etc. Then, the lamp control circuit 151 is controlled based on the light emission data. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the panel lamp 54, etc., in a predetermined light emission pattern according to the light emission data. In the movable body control process (S4103), the drive data is referenced in order to perform a movable body effect by operating the movable devices 55, 56, and 58 at predetermined timings, based on the effect data created in the input processing (S4101) and the effect data creation process (S4204) described later. Then, the lamp control circuit 151 is controlled based on the drive data. In other words, the effect control microcontroller 121 operates the movable devices 55, 56, and 58 in predetermined operating modes according to the drive data. In the watchdog timer process (S4104), the watchdog timer reset setting is performed.
[0296] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the performance control board 120. In the 10ms timer interrupt processing (S4012), as shown in Figure 50, the received command analysis processing (S4201), performance timer update processing (S4202), voice control processing (S4203), and performance data creation processing (S4204) are performed in sequence.
[0297] In the received command analysis process (S4201), the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing corresponding to that command is performed (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process (S4202), the timers for measuring the time related to each performance are updated. For example, in the performance timer update process (S4202), the start and end timings of the operation validity period of the operation unit, such as the normal button 40 and the special button 41, are measured. In the voice control process (S4203), based on the processing results of the input processing (S4101) and the received command analysis process (S4201), voice data (data that controls the output of sound from the speaker 52) and the voice control circuit 161 are created. In the performance data creation process (S4204), performance data is created based on the processing results of the received command analysis process (S4201).
[0298] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a variation start command (special feature 1 variation start command or special feature 2 variation start command). When the performance control microcontroller 121 determines in the received command analysis process (S4201) that it has received a variation start command, as a variation start command reception processing, it selects a variation performance pattern (sub-variation pattern) based on the special feature variation pattern indicated by the command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special feature variation pattern indicated by the variation start command is an SP variation (variation pattern associated with an SP reach), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.) is executed to realize the variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-announcement effects, so-called notification effects associated with the variation, and control of the effect mode.
[0299] 9. Effects of the First Embodiment As explained above, with this form of pachinko game machine PY1, if the number of balls won exceeds 80,000 and the high probability high base state or low probability low base state ends, the game becomes unplayable. Therefore, for the player, the game is not suddenly stopped in the middle of a jackpot game state or in the middle of a high probability high base state or low probability high base state, and it does not result in any significant disadvantage. In this way, it is possible to provide a pachinko game machine PY1 that allows the player to stop playing at a timing that is easy for them to stop playing, while not awarding excessive prize balls.
[0300] Furthermore, with this form of pachinko machine PY1, if the number of balls in play exceeds 80,000 and the high-base state (high-probability high-base state, low-probability high-base state) ends, the game becomes unplayable. Therefore, it is possible for the player to stop playing before a situation arises where their number of balls decreases after the high-base state ends. In other words, after transitioning from the high-base state to the normal game state, it is conceivable that the total number of balls launched will increase and the number of balls in play may fall below 80,000. Therefore, to prevent the above situation from occurring, it is possible to stop playing at the moment the high-base state ends.
[0301] By the way, if a player stops playing before the number of balls in play reaches 80,000, and then another player starts playing and immediately exceeds 80,000, it becomes a terrible situation. Therefore, with the Pachinko machine PY1 of this type, the measured number of balls in play is reset based on the fulfillment of a reset condition that is not triggered by power-on. Specifically, the number of balls in play is reset when the special reset switch 181 is pressed, or when the waiting state for customers continues for one hour. This prevents the game from being immediately stopped for the player who starts playing later, thus preventing a terrible situation.
[0302] Furthermore, with this form of pachinko machine PY1, when an employee of the amusement arcade presses the RAM clear switch 191 when the power is turned on, game information (for example, information on the game state such as high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased, while the information on the number of balls stored in the ball count storage unit 107c is not erased. Therefore, even in situations where game information must be erased due to malfunctions or other reasons during business hours, it is possible to prevent the measured number of balls from being erased.
[0303] Furthermore, with this form of pachinko game machine PY1, as mentioned above, the measured number of balls won is not erased even if a RAM clear is performed. However, the measured number of balls won can be erased by an employee of the game parlor pressing the special reset switch 181. In this way, an employee of the game parlor can erase the measured number of balls won at any time.
[0304] 10. Other Embodiments <Second Embodiment> Next, a second embodiment will be described. This embodiment differs in some respects from the pachinko game machine PY1 according to the first embodiment described above. Here, we will describe the parts that differ from the first embodiment. Parts that are not described can basically be the same as those of the first embodiment. In this embodiment, multiple operable operating means are provided, and the stored information related to the difference in the number of balls is erased depending on the combination of operating means operated when the power is turned on, which is different from the above embodiment.
[0305] Figure 51 shows the electrical configuration of the main control board 100 in this embodiment. As shown in Figure 51, the pachinko game machine PY1 in this embodiment is provided with two special reset switches that can erase the information on the number of balls stored in the ball count storage unit 107c. Specifically, these are the first special reset switch 181 provided on the main control board 100 and the second special reset switch 182 provided on the power supply board 190. The first special reset switch 181 is the same as the special reset switch 181 described in the above embodiment. In other words, the pachinko game machine PY1 in this embodiment has the second special reset switch 182 in addition to the configuration described in the above embodiment.
[0306] The second special reset switch 182 is a pushable switch located on the power supply board 190. The second special reset switch 182 is located on the power supply board 190, which is situated on the back of the pachinko game machine PY1. Therefore, only employees of the game hall who are able to open and close the front door 23 can operate the second special reset switch 182. In other words, the second special reset switch 182 is an operating mechanism that is practically impossible for players to operate. When the second special reset switch 182 is pressed, a detection signal indicating that the second special reset switch 182 is ON is input to the game control microcomputer 101. In this embodiment, the second special reset switch 182 is located on the power supply board 190, but the location of the second special reset switch 182 can be changed as appropriate, and it may be located on the main control board 100 or on a dedicated board, for example.
[0307] The function of the second special reset switch 182 is to reset the difference in the number of balls. In other words, when the game control microcomputer 101 receives a signal based on the pressing of the second special reset switch 182, it clears the information on the difference in the number of balls stored in the difference in the number of balls storage unit 107c of the non-erasure storage unit 107. When the information on the difference in the number of balls stored in the difference in the number of balls storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a and the information on the total number of balls launched stored in the total number of balls launched storage unit 107b are also reset (sometimes simply referred to as "the difference in the number of balls is reset (cleared)"). In this respect, the function of the second special reset switch 182 is the same as that of the first special reset switch 181.
[0308] The difference between the first special reset switch 181 and the second special reset switch 182 is that the first special reset switch 181 is used to reset the number of balls after the machine has transitioned to a playable state after power-on, whereas the second special reset switch 182 is used to reset the number of balls in response to power-on. In other words, when the game control microcomputer 101 receives a signal based on the second special reset switch 182 being pressed in response to power-on, it resets the number of balls.
[0309] [Power-on Processing] The power-on processing (S001) in this embodiment will be explained. As shown in Figure 52, in the power-on processing (S001), permission to access the game RAM 104 is first set (S011). This makes it possible to write and read information to and from the game RAM 104. Next, as in the above embodiment, processing related to RAM clearing based on the operation of the RAM clear switch 191 is performed (S012~S020). Specifically, the game control microcontroller 101 determines whether or not the RAM clear switch 191 has been operated (ON or not) (S012). If the RAM clear switch 191 is ON (YES in S012), the process proceeds to step S018. On the other hand, if it is not ON (NO in S012), the process then determines whether or not the power-off flag is ON (S013). The power-off flag is a flag that is turned ON in response to a power-off monitoring process (S114) when the power supply voltage drops due to a power outage.
[0310] If the power-off flag is not ON (NO in S013), there is a possibility that the power was not properly shut off, so the process proceeds to step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated at the time of the power-off (S015). If the checksum values do not match (NO in S015), the contents of the game RAM 104 are not normal, so the process proceeds to step S018. Conversely, if the checksum values match (YES in S015), it is determined that the contents of the game RAM 104 are normal, and the process proceeds to step S016.
[0311] In step S016, the system performs a setting process for the work area of the game RAM 104 when power is restored. In this setting process, power restoration information is read from the game ROM 103 and this power restoration information is set in the work area of the game RAM 104. After that, the game control microcontroller 101 turns OFF the power outage flag (S017) and proceeds to step S021.
[0312] Furthermore, in step S018, a RAM clear is performed to clear predetermined game information stored in the game RAM 104 (S018). When a RAM clear is performed, the game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls launched stored in the total number of balls launched storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.
[0313] Subsequently, the game control microcontroller 101 performs the initial setup of the work area of the game RAM 104 (S019). In this initial setup process, the initial setup information read from the game ROM 103 is set in the work area of the game RAM 104. Next, the game control microcontroller 101 outputs a RAM clear notification command to the sub-control board 90 to notify that a RAM clear has been performed (S020). Then, after the RAM clearing process based on the operation of the RAM clear switch 191 (S012~S020), the process proceeds to step S021.
[0314] In step S021, the game control microcomputer 101 determines whether the second special reset switch 182 is ON or OFF, that is, whether it has received a signal based on the operation of pressing the second special reset switch 182. If it is not ON (NO in S021), it proceeds to step S024. On the other hand, if it is ON (YES in S021), it performs a non-erasure clear process (S022). In the non-erasure clear process (S022), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls launched stored in the total number of balls launched storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are cleared and set to their initial values. Note that even if the non-erasure clear process (S022) is performed, the information on the total number of balls launched stored in a specific storage area (not shown) of the non-erasure storage unit 107 is not cleared. This is because, as mentioned above, this information on the total number of balls launched is used for display on the 7-segment display unit 300.
[0315] Following step S022, a non-erasable clear command is set in the output buffer of the game RAM 104 (S023), and the process proceeds to step S024. When the non-erasable clear command is sent to the performance control board 120, the display screen 50a is notified that the number of balls has been reset. Specifically, for example, as described in the above embodiment, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a (Figure 30(A)). In step S024, other processing is performed to complete this process. In the other processing (S024), the game control microcontroller 101 performs, for example, settings for the game CPU 102, SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0316] In other words, in this configuration, if the second special reset switch 182 is pressed in response to power-on, the information on the number of balls won is cleared accordingly. On the other hand, if the second special reset switch 182 is not pressed in response to power-on and no ON signal is received for the second special reset switch 182, the information on the number of balls won is not cleared. In other words, the information on the number of balls won is maintained (carried over) as the system transitions to a playable state.
[0317] Figure 53 summarizes the functions corresponding to combinations of pressing operations of the RAM clear switch 191 and the second special reset switch 182 when the power is turned on. As shown in Figure 53, if both the RAM clear switch 191 and the second special reset switch 182 are pressed when the power is turned on, both RAM clearing and ball count clearing are performed. If the RAM clear switch 191 is pressed but the second special reset switch 182 is not pressed when the power is turned on, RAM clearing is performed, but the ball count from when the power was last cut off is retained without clearing. If the RAM clear switch 191 is not pressed but the second special reset switch 182 is pressed when the power is turned on, RAM clearing is not performed, and the game state from when the power was last cut off is retained, while the ball count is cleared. Furthermore, if neither the RAM clear switch 191 nor the second special reset switch 182 is pressed when the power is turned on, the RAM clear is not performed, and the game state and other settings from when the power was last cut off are carried over. In addition, the number of balls won is not cleared, and the value of the number of balls won from when the power was last cut off is carried over as is.
[0318] Thus, in this configuration, the PY1 pachinko machine allows selection of whether or not to perform a RAM clear and a reset of the number of balls / games won, depending on the combination of the operation states of the RAM clear switch 191 and the second special reset switch 182 when the power is turned on. Therefore, when the PY1 pachinko machine is powered on, employees can select which information to retain and which information to set to initial values from when the power was last cut off. For example, if the PY1 pachinko machine needs to be powered off due to a problem, after the problem is resolved, the PY1 pachinko machine can be started up again, retaining both the game state and the number of balls / games won / games won from the state they were in when the power was turned off. For example, if the previous player ended their game in a high-probability state, and the next player is to start in a normal game state, it is possible to reset the game state to a normal game state while retaining the number of balls won by combining the operation states of the RAM clear switch 191 and the second special reset switch 182 when the power is turned on. Also, for example, if both the game state and the number of balls won are to be reset in accordance with the start of business in the morning, it is possible to clear the RAM and the number of balls won simultaneously by combining the operation states of the RAM clear switch 191 and the second special reset switch 182 when the power is turned on. In other words, when the power is turned off, it is possible to start the pachinko game machine PY1 while selecting the state according to the reason and circumstances when the power is turned on. This makes it possible to operate the pachinko game machine PY1 appropriately.
[0319] Effects of the Second Embodiment As described above, the pachinko game machine PY1 in this configuration has a game control microcomputer 101. The game RAM 104 of the game control microcomputer 101 stores information related to the game state, such as probability change flags and time reduction flags. The probability change flags and time reduction flags are included in the game information related to the game. In addition, the non-erasure storage unit 107 of the game RAM 104 is provided with a ball difference storage unit 107c that stores information related to the difference in the number of balls based on the number of prize balls given to the player. Furthermore, the pachinko game machine PY1 is provided with an operable RAM clear switch 191 and a second special reset switch 182. The game control microcomputer 101 can also control the game to be disabled when the difference in balls becomes 80,000 or more. Furthermore, if the combination of the RAM clear switch 191 and the second special reset switch 182 at power-on is such that the RAM clear switch 191 is not operated and the second special reset switch 182 is operated, then the information relating to the difference in the number of balls, which is specific information, is set to its initial value, while the information relating to the game state, including the probability variation flag and the time reduction flag, which is game information, is not set to its initial value. As a result, the probability variation flag and time reduction flag relating to the game state can be activated by inheriting the information from when the power was last cut off. This makes it possible to provide a pachinko game machine PY1 that can properly operate the function of not awarding excessive prize balls.
[0320] Furthermore, in this form of the pachinko game machine PY1, the game control microcomputer 101 sets information related to the game state, including the probability variation flag and the time reduction flag, to its initial value when the RAM clear switch 191 and the second special reset switch 182 are operated at power-on, while not setting information related to the difference in the number of balls to its initial value. This makes it possible to operate the function of not awarding excessive prize balls more appropriately.
[0321] Furthermore, in this configuration of the pachinko game machine PY1, the game control microcomputer 101 sets the information related to the difference in balls to its initial value when the second special reset switch 182 is operated in response to power-on. On the other hand, if the second special reset switch 182 is not operated in response to power-on, the information related to the difference in balls is not set to its initial value. In other words, whether or not to set the information related to the difference in balls to its initial value corresponds to whether or not the second special reset switch 182 is operated in response to power-on. Therefore, the choice of whether or not to set the information related to the difference in balls to its initial value in the pachinko game machine PY1 when it is started is easy to understand, and the chances of making a wrong choice are suppressed.
[0322] Furthermore, the functions corresponding to each combination of operating states of the RAM clear switch 191 and the second special reset switch 182 in this embodiment are not limited to the correspondence described in detail above. In other words, it is sufficient to provide multiple operating means, and for each combination of operating states (operated or not operated) of those operating means when the power is turned on, there should be a function to clear or not clear information related to the game state and information related to the number of balls. For example, if both operating means are operated in response to power-on, information related to the game state, including the probability change flag and the time reduction flag, may be set to its initial value, while information related to the number of balls may not be set to its initial value. Also, for example, the above description explained an example in which information corresponding to the operated switch is cleared when the RAM clear switch 191 and the second special reset switch 182 are operated in response to power-on. However, for example, if the RAM clear switch 191 and the second special reset switch 182 are not operated in response to power-on, information corresponding to the unoperated switch may be cleared. In other words, the system may be configured to operate the switch corresponding to the information to be carried over in response to power-on. For example, if the RAM clear switch 191 is operated in response to power-on, the corresponding game information (information related to the game state) may be set to its initial value, while if the second special reset switch 182 is operated in response to power-on, the corresponding specific information (information related to the difference in balls) may not be set to its initial value (it may be carried over). In operation, if it is normal to clear the information related to the difference in balls when the gaming hall opens for business, it is preferable that the information related to the difference in balls be cleared when the second special reset switch 182 is not operated.
[0323] Furthermore, in this embodiment, the time-saving state is described as a state in which the opening time of the electric tuner 12D per unit time becomes longer, making it easier for game balls to frequently enter the second start port 12. However, in addition to the normal time-saving state (normal time-saving state) in which game balls can be expected to enter the second start port 12 due to the opening of the electric tuner 12D, a special time-saving state (slight time-saving state) may also be provided in which the opening time of the electric tuner 12D per unit time is longer than that of the normal game state (non-time-saving state), but for example, the opening time is short, so in practice, it is almost impossible for balls to enter the second start port 12. Moreover, the game control microcomputer 101 may be capable of controlling to the normal time-saving state in response to a special losing symbol (special losing symbol) that is different from the winning symbol, and when in the normal game state, it may be capable of controlling to the normal time-saving state in response to a special losing symbol, while when in a time-saving state including the slight time-saving state, it may not control to the normal time-saving state in response to a special losing symbol. In addition, the microcomputer 101 for game control may be configured to set the normal game state after a RAM clear and to set a slightly shortened time state after a jackpot. In such a pachinko machine PY1, the normal shortened time state set in response to a RAM clear can be transitioned to in response to a special miss, which may be more advantageous to the player than the slightly shortened time state set after a jackpot. Furthermore, in such a pachinko machine PY1, it is possible to select whether or not to individually set game information related to the game state and specific information related to the difference in balls to initial values depending on the combination of operation states (operated or not operated) of the multiple operating means when the power is turned on, thereby enabling more effective operation of each of the provided functions. In other words, for example, when opening for business in the morning, it becomes possible to set specific information related to the number of balls won to an initial value for all of the multiple pachinko machines PY1 installed in the amusement facility, set some of the pachinko machines PY1 to a normal game state by clearing the RAM, and leave the remaining pachinko machines PY1 to carry over the slightly shortened game state that was set after the big win game the previous day without clearing the RAM.
[0324] <Third Embodiment> Next, a third embodiment will be described. This embodiment differs in some respects from the pachinko game machine PY1 according to the above embodiment. Here, we will describe the parts that differ from the second embodiment. Parts that are not described can basically be the same as in the second embodiment. This embodiment differs from the above embodiment in that if the power is cut off while an abnormality is detected, the memory of the number of balls won may not be erased when the power is turned on afterward.
[0325] Figure 54 shows the configuration of the non-erasable storage unit 107 in this embodiment. As shown in Figure 54, in the pachinko game machine PY1 of this embodiment, a specific error storage unit 107d is provided in the non-erasable storage unit 107. The specific error storage unit 107d is equipped with a flag that indicates that a specific abnormality has been detected in the pachinko game machine PY1. In this embodiment, the contents stored in the specific error storage unit 107d are not erased even if a RAM clear is performed, similar to the information related to the difference in ball count stored in the difference in ball count storage unit 107c.
[0326] [Power-on processing] The power-on processing (S001) in this embodiment will be described below. As shown in Figure 55, in the power-on processing (S001) of this embodiment, similar to the embodiment described above, first, permission is set to access the game RAM 104 (S011), and then, processing related to RAM clearing based on the operation of the RAM clear switch 191 is performed (S012~S020). After the processing related to RAM clearing based on the operation of the RAM clear switch 191 (S012~S020), the process proceeds to step S021.
[0327] In step S021, the game control microcomputer 101 determines whether the specific error flag stored in the specific error storage unit 107d is OFF or OFF (S021). The specific error flag is a flag that is turned ON when a specific abnormality is detected. If the specific error flag is OFF (YES in S021), the non-erasure clear process is executed (S022). In the non-erasure clear process (S022), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls launched stored in the total number of balls launched storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are cleared. Note that even if the non-erasure clear process (S022) is executed, the information on the total number of balls launched stored in the specific storage area (not shown) of the non-erasure storage unit 107 is not cleared. This is because, as mentioned above, this information on the total number of balls launched is used for display on the 7-segment display unit 300.
[0328] Following step S022, a non-erasable clear command is set in the output buffer of the game RAM 104 (S023), and the process proceeds to step S024. When the non-erasable clear command is sent to the performance control board 120, the display screen 50a is notified that the number of balls has been reset. Specifically, for example, as described in the above embodiment, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a (Figure 30(A)). In step S024, other processing is performed to complete this process. In the other processing (S024), the game control microcontroller 101 performs, for example, settings for the game CPU 102, SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0329] On the other hand, if the specific error flag is ON (NO in S021), the specific error flag is turned OFF (S025), and it is determined whether the second special reset switch 182 is ON or not, that is, whether a signal based on a press operation on the second special reset switch 182 has been received (S026). If it is not ON (NO in S026), the process proceeds to step S024. In other words, the non-erasable clear process (S022) is not performed. Conversely, even if the specific error flag is ON (NO in S021), if the second special reset switch 182 is ON (YES in S026), the non-erasable clear process is performed (S022), the non-erasable clear command is set in the output buffer of the game RAM 104 (S023), and the process proceeds to step S024.
[0330] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) in this embodiment will be described. As shown in Figure 56, in the main timer interrupt processing (S005) of this embodiment, as in the embodiment described above, if the game stop flag is ON (YES in S101), the processing in steps S102 to S113 is skipped. On the other hand, if the game stop flag is OFF (NO in S101), it is then determined whether or not it is a specific error flag (S120). If the specific error flag is ON (YES in S120), the processing in steps S102 to S113 is skipped. On the other hand, if both the game stop flag and the specific error flag are OFF (NO in both S101 and S120), the processing in steps S102 to S113 is executed. In other words, in this embodiment, if the specific error flag is ON, the configuration related to the progress of the game is restricted, resulting in a game restriction state, and the game cannot be executed. Furthermore, the game restriction state only requires that at least a part of the configuration related to the progress of the game be restricted. For example, in addition to the above-mentioned embodiments, at least one major function such as the launch of game balls or the jackpot determination process may also be restricted.
[0331] [Error Handling] Next, the error handling (S111) in this embodiment will be explained. In the error handling (S111) of this embodiment as well, abnormalities such as magnetism or the opening of the front door 23 or front frame 23m are detected, and an abnormality command is generated according to the detection result. Specifically, as shown in Figure 57, the game control microcomputer 101 detects abnormal magnetism that may constitute fraudulent activity using a magnetic sensor (S401), and determines whether or not abnormal magnetism has been detected (S402). If no abnormal magnetism is detected (NO in S402), the process proceeds to step S405. If abnormal magnetism is detected (YES in S402), the magnetic abnormality command is set in the output buffer of the game RAM 104 (S403), the specific error flag is turned ON (S404), and the process proceeds to step S405.
[0332] Step S405 detects abnormalities other than magnetic anomalies. Specifically, examples include detection of abnormalities related to the opening of the front door 23 or front frame 23m, detection of abnormalities in the second start opening 12 and the major prize openings (first major prize opening 14, second major prize opening 15) when it is difficult to enter, detection of abnormalities in the passage of a specific area 16 when it is difficult to pass through, detection of abnormal radio waves, and detection of abnormal shocks (vibrations). Next, it is determined whether or not these other abnormalities have been detected (S406). If other abnormalities have been detected (YES in S406), an abnormality command corresponding to the detected abnormality is set in the output buffer of the game RAM 104 (S407), and this process ends. When a command related to each abnormality is sent to the performance control board 120, for example, an error image corresponding to the detected abnormality is displayed on the display screen 50a.
[0333] In other words, the game control microcomputer 101 in this configuration turns on a specific error flag when it detects a magnetic anomaly that could hinder the proper progress of the game, thereby rendering the game unplayable. This unplayable state is cleared by restarting the power. That is, the specific error flag that has been turned on is turned off by first shutting off the power to the pachinko game machine PY1 and then turning the power back on. When the power is restarted, a non-erasure clear, which sets the information related to the number of balls in the game to its initial value, is not performed. In other words, when a magnetic anomaly is detected, it is necessary to restart the power afterward, but when the power is restarted, the information related to the number of balls in the game is maintained at the value at the time the magnetic anomaly was detected, without being set to its initial value. This prevents the initialization of the information related to the number of balls in the game from being triggered by an action that causes a magnetic anomaly. Therefore, it is prevented that the over-prize prevention function will not be activated by restarting the power through an action that causes a magnetic anomaly.
[0334] Furthermore, the game control microcontroller 101 in this configuration does not put the game into a state that can be reset by powering on, even if an abnormality other than a magnetic anomaly is detected. Nor does it turn on any specific error flags in response to the detection of an abnormality other than a magnetic anomaly. In other words, the game can continue as is.
[0335] Effects of the Third Embodiment As explained above, the PY1 pachinko game machine in this configuration can detect various abnormalities. For example, a magnetic sensor can detect magnetic abnormalities, a front door opening sensor can detect abnormalities related to the opening of the front door 23, and a front frame sensor can detect abnormalities related to the opening of the front frame 23m to the game board mounting frame 2A. In addition, the game control microcomputer 101 turns on a specific error flag based on the detection of a magnetic abnormality by the magnetic sensor. Furthermore, if the game control microcomputer 101 is powered on while the specific conditions are not met (i.e., the specific error flag is not turned on), it can set the information related to the difference in the number of balls, which is specific information, to an initial value. This makes it possible to provide a PY1 pachinko game machine that can be operated while normally performing the function of not awarding excessive prize balls when the specific conditions are not met.
[0336] Furthermore, in this configuration of the pachinko game machine PY1, the game control microcomputer 101 can not set the information related to the difference in the number of balls, which is specific information, to its initial value when the power is turned on while a specific error flag is ON and a specific condition is met. This makes it possible to operate the pachinko game machine PY1, which has a function to not award excessive prize balls when an abnormal condition is met, in a manner different from the normal operation.
[0337] Furthermore, the microcomputer 101 for game control in this form of the pachinko game machine PY1 turns on a specific error flag based on the detection of a magnetic anomaly, but does not turn on a specific error flag based on the detection of any other anomaly. Therefore, the pachinko game machine PY1, which has a function to prevent the awarding of excessive prize balls, can be operated in different ways depending on the detected anomaly.
[0338] Furthermore, the game control microcomputer 101 of the pachinko game machine PY1 in this configuration puts the game into a state where it cannot be played when a magnetic anomaly is detected. In other words, it puts the game into a restricted state. This restricted state can be released by turning on the power. This makes it possible to prevent fraudulent activities using magnetism, as well as fraudulent activities that effectively disable the function of not awarding excessive prize balls using magnetism.
[0339] In this embodiment, an example has been described in which the specific error flag is turned ON only in response to magnetic anomalies as specific anomalies. That is, an example has been described in which the specific error flag is not turned ON in response to non-specific anomalies, which are anomalies other than magnetic anomalies. However, for example, specific anomalies may include anomalies other than magnetic anomalies. It is preferable that specific anomalies are anomalies that can hinder the proper progress of the game. That is, it is preferable that the specific error flag is turned ON in response to the detection of an anomaly caused by fraudulent activity that hinders the proper progress of the game. Furthermore, if specific anomalies include those other than magnetic anomalies, it is preferable that even in the case of specific anomalies other than magnetic anomalies, the system is controlled to a game restriction state that restricts the proper execution of the game, and that the game restriction state can be released by amusement hall employees, etc., by turning the power on and off. Furthermore, it is preferable that anomalies that do not hinder the proper progress of the game to a certain extent, such as anomalies related to the opening of the front door 23 or the front frame 23m, be treated as non-specific anomalies. Furthermore, for example, the specific error flag is not limited to being turned ON from OFF based on the detection of a specific anomaly, but may also be turned OFF from ON based on the detection of a specific anomaly.
[0340] Furthermore, in this embodiment, even if a specific error flag is ON when the power is turned on, if the second special reset switch 182 is operated in response to the power being turned on, the information related to the difference in balls is set to the initial value. However, if the specific error flag is ON when the power is turned on, the information related to the difference in balls may not be set to the initial value (it may be carried over), regardless of whether the second special reset switch 182 is operated or not. Alternatively, for example, the second special reset switch 182 may not be provided at all. In other words, if the specific error flag is ON when the power is turned on, the information related to the difference in balls may not be set to the initial value.
[0341] 11. Example of changes The following describes examples of modifications. In the description of the modifications, components similar to those of the Pachinko game machine PY1 in the above configuration will be denoted by the same reference numerals and their explanation will be omitted. Of course, components related to the modifications may be combined as appropriate. Furthermore, technical features in the above configuration and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0342] In the above configuration, the machine is configured as a so-called V-probability machine (a game machine that is controlled to a high-probability state based on the passage of game balls into a specific area 16 (V area)), but it may also be configured as a game machine in which the transition to a high-probability state is determined based on the type of winning jackpot symbol. Furthermore, in the above configuration, the machine is configured as a so-called ST machine (a game machine in which the high-probability state ends depending on the number of special symbol variations), but it may also be configured as a game machine in which, once controlled to a high-probability state, control to the high-probability state continues until the start of the next jackpot game (a so-called probability variation loop type machine), or as a fall-out machine (a game machine in which the high-probability state ends depending on the lottery result). In addition, if a minor win is achieved in the lottery for special symbols, the machine may be configured as a game machine in which a minor win game is executed in which the large prize slot is opened for a maximum of 1.8 seconds. In this case, the machine may be configured as a game machine in which a jackpot game (two types of jackpot games) is executed when a game ball that has entered the large prize slot due to the execution of the minor win game passes through a specific area within the large prize slot. Furthermore, if a special symbol is drawn and a jackpot is won, a jackpot game (Type 1 jackpot game) is executed, and if the game ball passes through a specific area in the jackpot winning area, a jackpot game (Type 2 jackpot game) is executed, thus configuring it as a Type 1 and Type 2 jackpot game.
[0343] In the above configuration, the over-prize prevention function is activated when the number of balls is 80,000 or more and the game transitions from a high-probability, high-base state (advantageous game state) to a normal game state (see Figure 25), or from a low-probability, high-base state (advantageous game state) to a normal game state. However, it is not necessary for the over-prize prevention function to activate when transitioning from an advantageous game state to a normal game state; it may simply be activated when the advantageous game state ends. For example, the over-prize prevention function may be activated when transitioning from a high-probability, high-base state (advantageous game state) to a low-probability, high-base state, or when transitioning from a high-probability, high-base state to a high-probability, low-base state.
[0344] For example, as shown in Figure 58, when transitioning from a high-probability, high-base state to a normal game state, let's assume there are a maximum of 4 (a predetermined number) reserved special symbols for Special Symbol 2. Let's also assume that the lottery for Special Symbol 2 is executed with priority over the lottery for Special Symbol 1, and is set to be more advantageous to the player than the lottery for Special Symbol 1. In this case, when transitioning from a high-probability, high-base state to a normal game state, the lottery for Special Symbol 2 will be executed 4 times, and it can be said that the player is still in an advantageous state. Therefore, in this case, the advantageous game state will be considered to continue until all of the remaining reserved special symbols for Special Symbol 2 (remaining reserved special symbols for Special Symbol 2) are consumed. When all of the remaining reserved special symbols for Special Symbol 2 are consumed (when all of the fluctuation and stop displays of the second special symbol based on the remaining reserved special symbols for Special Symbol 2 have finished), the over-prize prevention function may be activated (making it impossible to play the game) (see Figure 58). Furthermore, the lottery for Special Feature 1 may be given priority over the lottery for Special Feature 2, or the lottery for Special Feature 1 or Special Feature 2 may be executed in the order in which the game balls enter the first starting opening 11 or the second starting opening 12.
[0345] In particular, in a Type 1 and Type 2 mixed machine, if a minor win is achieved in the lottery of Special Feature 2, the Type 2 jackpot game is practically guaranteed to be executed (the game balls can pass through a specific area), then, as shown in Figure 58, it is preferable that the over-prize prevention function be activated when all remaining reserved balls in Special Feature 2 are consumed during normal gameplay. This is because even when transitioning from a high base state (time-saving state) to a normal gameplay state, the Type 2 jackpot game is very likely to be executed until all remaining reserved balls in Special Feature 2 are consumed. In other words, if the game becomes impossible to play due to the activation of the over-prize prevention function at the timing when the high base state ends, the chance to win a Type 2 jackpot game is lost, which is unfair to the player. Note that the maximum number of reserved balls in Special Feature 2 is not limited to 4; for example, it may be 1, and can be changed as appropriate.
[0346] In the above configuration, the over-prize prevention function was activated when the high-probability, high-base state ended, or when the low-probability, high-base state ended. However, the over-prize prevention function may be set to activate only when the high-probability, high-base state ends. In this case, it is possible to stop the game only when the so-called "rush state (consecutive win period)" ends. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain is 80,000 or more and the game transitions to a waiting state, or when the waiting state continues for a certain period of time. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain is 80,000 or more and the jackpot game state ends. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain becomes 80,000 or more.
[0347] In the above configuration, the number of balls is reset (erased) when either a first reset condition (see Figure 26(A)) is met, such as when the special reset switch 181 (special operating means) is pressed, or a second reset condition (see Figure 26(B)) is met, such as when the waiting state for a customer continues for one hour (a predetermined time). However, the reset conditions are not limited to those described above and can be changed as appropriate. For example, as mentioned above, when the over-prize prevention function is activated when the jackpot game state ends or when the number of balls exceeds 80,000, the number of balls may be reset when the game transitions from a high-probability, high-base state (advantageous game state) to a normal game state, as shown in Figure 59(A). In this case, since the number of balls is reset when the so-called "rush state (consecutive win period)" ends, the over-prize prevention function can be activated only when the number of balls reaches 80,000 (standard number) during a single rush state. In addition to high-probability high-base states and low-probability high-base states, the number of balls may also be reset when transitioning from an advantageous game state such as a jackpot game state or a high-probability low-base state to a normal game state. Furthermore, the number of balls may also be reset when the RAM clear switch 191 is pressed or the setting key cylinder 180 is rotated.
[0348] For example, as shown in Figure 59(B), the number of balls may be reset if the normal game state continues for a specific period of time (e.g., 1 hour). In this case, if the normal game state continues for a specific period of time (e.g., 1 hour), the player will not have had a favorable situation for a while. Therefore, in this case, by resetting the number of balls, it is possible to prevent the number of balls from exceeding 80,000 for a while. Note that the specific period mentioned above is not limited to 1 hour and can be changed as appropriate. For example, the number of balls may be reset if the number of times the special symbols change in the normal game state reaches a specific number. For example, the number of balls may be reset by turning the power OFF and ON (re-energizing).
[0349] For example, the microcomputer 101 for game control may be configured to reset the number of balls won when it determines that a predetermined reference time (for example, 9:00 AM) has been reached. In this case, the number of balls won can be automatically erased without requiring any operation from the employees of the gaming facility. Note that the reference time mentioned above is not limited to 9:00 AM and can be changed as appropriate.
[0350] In the above configuration, a special reset switch 181 (special operating means) for resetting the number of balls was located on the main control board 100 (see Figure 8). However, if a signal based on the operation of the special operating means is input to the game control microcomputer 101, the location of the special operating means for resetting the number of balls can be changed as appropriate. Therefore, the special operating means may be located, for example, on the payout control board 170 or on a dedicated board.
[0351] In the above configuration, the measured number of balls was not displayed by a display device. However, the measured number of balls may be displayed by a display device. For example, the game control microcomputer 101 may display the measured number of balls on the display devices 8 (see Figure 4) or the 7-segment display 300 (see Figure 9). In this case, for example, if the number of balls is between 0 and 50,000 (first range), the first mode may be displayed on the display devices 8 or the 7-segment display 300; if the number of balls is between 50,001 and 70,000 (second range), the second mode may be displayed on the display devices 8 or the 7-segment display 300; and if the number of balls is between 70,001 and 80,000 (third range), the third mode may be displayed on the display devices 8 or the 7-segment display 300. Alternatively, for example, the game control microcomputer 101 may transmit information on the difference in the number of balls (or information on the total number of prize balls, information on the total number of balls fired) to the performance control board 120, and the performance control microcomputer 121 may display the difference in the number of balls on a display means such as an image display device 50. Alternatively, for example, the game control microcomputer 101 may transmit information on the number of prize balls dispensed (or the number of prize balls to be dispensed) and information on the detection of the discharge port sensor to the performance control board 120. Then, the performance control microcomputer 121 may calculate the difference in the number of balls based on this information and display the difference in the number of balls on a display means such as an image display device 50.
[0352] Furthermore, the microcomputer 101 for game control may display the difference in balls on a 7-segment display 300, as shown in the modified example in Figure 60. That is, in this modified example, the information on the difference in balls is divided into four sections (predetermined sections) and stored in four memory areas of the difference in balls storage section 107c of the non-erasable storage section 107. The first memory area stores the difference in balls from when the power was turned on this time until the present time. The second memory area stores the difference in balls from when the power was turned on last time (1 time ago) until when the power was turned off last time. The third memory area stores the difference in balls from when the power was turned on two times ago until when the power was turned off two times ago. The fourth (N) memory area stores the difference in balls from when the power was turned on three times ago until when the power was turned off three times ago. In this way, each time the power is turned OFF and ON, the measured difference in balls is shifted and stored, and the difference in balls stored in the fourth memory area is erased. Note that the information on the number of balls won stored in the first to fourth memory areas will not be erased even if a RAM clear is performed.
[0353] In this modified version, the number of balls stored in the first memory area, the number of balls stored in the second memory area, the number of balls stored in the third memory area, and the number of balls stored in the fourth memory area are displayed sequentially in units of thousands on the right two digits (third display area 330 and fourth display area 340) of the 7-segment display 300. Specifically, as shown in Figure 60(A), for example, "bL36" is displayed on the 7-segment display 300 for 5 seconds. This indicates that the current normal base is 36%. Next, as shown in Figure 60(B), for example, "b134" is displayed for 5 seconds. This indicates that the normal base from the previous round was 36%. Next, as shown in Figure 60(C), for example, "b238" is displayed for 5 seconds. This indicates that the normal base from two rounds ago was 38%. Next, as shown in Figure 60(D), for example, "b235" is displayed for 5 seconds. This indicates that the normal base from three rounds ago was 38%.
[0354] Next, as shown in Figure 60(E), the 7-segment display 300 will display, for example, "cL20" for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on until the present time is 20,000. Next, as shown in Figure 60(F), the display will display, for example, "c100" for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on last time (1 time ago) until when the power was turned off last time was "0". Note that if the total number of balls launched is greater than the total number of prize balls, and the difference in the number of balls is less than "0", then "0" will be displayed. Next, as shown in Figure 60(G), the display will display, for example, "c265" for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on two times ago until when the power was turned off last time was 65,000. Next, as shown in Figure 60(H), the display will display, for example, "c348" for 5 seconds. This shows that the difference in the number of balls between the time the power was turned on (three times ago) and the time the power was turned off (three times ago) was 48,000. After that, Figures 60(A) to (H) are displayed repeatedly every 5 seconds.
[0355] In the modified version described above, each time the power is turned OFF and ON (re-activated), the measured number of balls is shifted and stored, and the number of balls stored in the 4th (Nth) memory area is erased. However, each time a RAM clear is performed, the measured number of balls may be shifted and stored, and the number of balls stored in the 4th (Nth) memory area may be erased. Alternatively, when the game control microcomputer determines that a predetermined time (for example, 9:00 AM) has been reached, the measured number of balls may be shifted and stored, and the number of balls stored in the 4th (Nth) memory area may be erased. Note that N can be changed as appropriate, as long as it is a natural number of 2 or greater.
[0356] In the modified example described above, as shown in Figure 60, the display of the number of balls in the 7-segment display 300 automatically switched every 5 seconds. However, the display of the number of balls in the number of balls may be switched by operating a predetermined operating means, such as pressing the RAM clear switch 191 or rotating the setting key cylinder 180. Alternatively, the display of the normal base and the display of the number of balls in the number of balls may be switched by operating a predetermined operating means.
[0357] In the above configuration, when the number of balls reaches 70,000 (a predetermined number), the display shown in Figure 28(A) indicates that the over-prize prevention function is approaching activation. However, the display that indicates that the over-prize prevention function is approaching activation is not limited to the display shown in Figure 28(A) and can be changed as appropriate. For example, the display that indicates that the over-prize prevention function is approaching activation may be indicated by a special sound from speaker 52 (for example, "The number of balls is 70,000") or by a special illumination pattern of light-emitting means such as panel lamp 54 or frame lamp 53. Alternatively, the display that indicates that the over-prize prevention function is approaching activation may be indicated by a multi-stage changing display pattern as the number of balls increases.
[0358] In the above configuration, when the number of balls reaches 80,000 (the baseline), the game may be stopped by the presentation shown in Figure 28(B). However, the presentation that indicates the game may be stopped is not limited to the presentation shown in Figure 28(B) and can be changed as appropriate. For example, the game may be stopped by special sound from speaker 52 (for example, "The number of balls is 80,000") or by special lighting patterns of light-emitting means such as board lamp 54 and frame lamp 53.
[0359] In the above configuration, when the over-prize prevention function is activated, the system indicates that the game cannot be played using the display method shown in Figure 27(A). However, the display method indicating that the game cannot be played is not limited to the display method shown in Figure 27(A) and can be changed as appropriate. For example, an image indicating "The game cannot be played" may be displayed on the display screen 50a, or a special sound (for example, "The game cannot be played") may be output from the speaker 52.
[0360] In the above configuration, even if a RAM clear is performed, the information on the difference in balls stored in the ball count storage unit 107c is not erased. However, the information on the difference in balls may be stored in a predetermined storage area (erasure storage unit) of the game RAM 104, so that when a RAM clear is performed, the information on the difference in balls is erased. In other words, the conditions for resetting the difference in balls may include the execution of a RAM clear, or the reset condition for resetting the difference in balls may be limited to the execution of a RAM clear.
[0361] In the above configuration, when the over-prize prevention function is activated, the game control microcomputer 101 not only stops the game control processing related to the game (processing in steps S102 to S108, see Figure 32), but also stops the launch control processing for launching the game balls (processing in step 109, see Figure 32). However, when the over-prize prevention function is activated, the game control microcomputer 101 may stop the game control processing but not the launch control processing. However, in this case, even if the over-prize prevention function is activated, the player can still move the game balls down the game area 6 by rotating the handle 72k. Therefore, there is a problem in that it is difficult to immediately grasp the situation in which the game cannot be played. For this reason, stopping both the game control processing and the launch control processing makes it possible for the player to immediately grasp the situation in which the game cannot be played. Alternatively, for example, when the over-prize prevention function is activated, the game control microcomputer 101 may stop the launch control processing but not the game control processing. However, in this case, there is a problem in that when the over-prize prevention function is activated, the game balls may still be flowing down the game area 6, and the game balls may enter the various prize winning slots, potentially awarding prize balls to the player. Therefore, stopping both the game control processing and the launch control processing ensures that no prize balls are awarded to the player after the over-prize prevention function is activated.
[0362] In the above configuration, the microcomputer 101 for game control counted the total number of balls fired based on the detection of the ejection port sensor. However, the total number of balls fired may also be counted based on the detection of sensors that detect balls entering various prize holes (first start port sensor, second start port sensor, general prize hole sensor, first large prize hole sensor, second large prize hole sensor 15a). Alternatively, if a ball return prevention section is provided at the upper end of the inner wall 1B, and a sensor capable of detecting game balls is provided at this ball return prevention section, the total number of balls fired may be counted based on the detection of this sensor.
[0363] In the above configuration, when the number of balls reached 70,000, the over-prize ball warning image KY was displayed, as shown in Figure 28(A). However, regardless of the number of balls, it is also permissible to perform a display that explains that the game will become unplayable if the number of balls exceeds 80,000, during customer waiting displays, displays during jackpot games (e.g., ending displays), and warning displays associated with variation displays. This is because such displays can inform players and arcade employees in advance that the pachinko machine PY1 has an over-prize ball prevention function.
[0364] In the above configuration, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is stored in the non-erasable storage unit 107 of the game RAM 104, so that even if a RAM clear is performed, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is not erased. However, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count may also be stored in a non-volatile storage means (for example, FRAM®) provided separately from the game RAM 104, so that even if a RAM clear is performed, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is not erased.
[0365] In the above configuration, the number of balls is counted continuously from the moment the power is turned on. However, the start of counting the number of balls may be set to the so-called first win (winning a jackpot in normal gameplay). In this case, the negative number of balls (i.e., the total number of balls fired) from the time the power is turned on until the first win will not be counted. Therefore, it is possible to set the number of balls that triggers the over-prize prevention function to be the same as the number of balls held after the first win.
[0366] In the above configuration, the microcomputer 101 for game control calculated the difference in balls by separately counting the total number of prize balls and the total number of balls launched, and subtracting the total number of balls launched from the total number of prize balls. However, it is also possible to measure (count) the difference in balls using only a ball difference counter. That is, each time a prize ball is awarded, the value of the prize ball is added to the ball difference counter. Also, each time a game ball is launched (each time the ejection port sensor detects it), the value of the ball difference counter is subtracted. In this way, it is also possible to measure the difference in balls without separately counting the total number of prize balls and the total number of balls launched. In this case, the value of the ball difference counter may be kept from becoming negative, and always remain at or above "0". If this is done, as described above, it is possible to make the difference in balls that triggers the over-prize prevention function to be effectively the same as the number of balls held after the initial win.
[0367] In the above configuration, the over-prize prevention function is activated when the net number of balls (specifically measured number) is 80,000 (standard number) or more. However, the net number of balls (standard number) that serves as the criterion for the over-prize prevention function to activate is not limited to 80,000, but may be 50,000, 100,000, or 120,000, and can be changed as appropriate.
[0368] In the above configuration, the specific number that triggers the activation of the over-prize prevention function was the difference between the total number of prize balls and the total number of balls launched. However, the specific number can be changed as appropriate, as long as it is based on the number of prize balls awarded to the player, from the perspective of not awarding excessive prize balls. For example, the specific number may be the difference in balls limited to a certain game state, such as a jackpot state, or a certain period, such as a winning streak. Alternatively, the specific number may be the total number of prize balls in all game states, the total number of prize balls limited to a certain game state, such as a jackpot state, or the total number of prize balls limited to a certain period, such as a winning streak. Alternatively, the specific number may be the base for all game states, the base for a certain game state, such as a jackpot state, or a base for a certain period, such as a winning streak.
[0369] In the above configuration, the pachinko game machine PY1 was configured as a non-sealed pachinko machine in which the game balls contained inside flowed down the game area 6 and were then discharged to the outside of the pachinko game machine PY1. However, the pachinko game machine may also be configured as a sealed pachinko machine in which the game balls contained inside flowed down the game area and then circulated and re-entered the game area. In this case, a 7-segment display is provided on the frame control board corresponding to the payout control board 170. Therefore, this 7-segment display may be configured to display the difference in the number of balls (specifically measured number). In addition, a 6-digit 7-segment display for displaying the number of balls held is provided at the bottom of the front door. Therefore, this 6-digit 7-segment display may be configured to display the difference in the number of balls (specifically measured number). Note that "measurement" in this configuration has the same meaning as "count" or "counting".
[0370] In the above configuration, the over-prize prevention function was explained as operating based on the fact that the difference in the number of balls, which is the difference between the total number of prize balls and the total number of balls fired after the information on the difference in the number of balls stored in the ball count storage unit 107c has been cleared (i.e., non-erasure clearing process), is equal to or greater than a predetermined standard number. However, the over-prize prevention function may also be operated in accordance with the fact that the value measured as the maximum difference in the number of balls (sometimes called the maximum number of balls held, MY, etc.) is equal to a predetermined standard number. In other words, the specific measured number may be the maximum difference in the number of balls. Here, the maximum difference in the number of balls will be explained with reference to Figure 61. Figures 61(A) to (C) show examples of the progression of the difference in the number of balls and examples of the maximum difference in the number of balls calculated according to the progression of each difference in the number of balls.
[0371] Figure 61(A) shows an example where the number of balls remaining in the game changes without the minimum number of balls being updated after the initial minimum number of balls is recorded. The minimum number of balls is the lowest value of the measured number of balls. Specifically, in Figure 61(A), after the previous non-erasure clear process, the number of balls decreases, and at time tA1, the minimum number of balls, "-10000", is recorded. Subsequently, although the number of balls increases and decreases, it does not decrease below the minimum number of balls at time tA1. Then, at time tA2, which is later than time tA1, the peak number of balls, "70000", is recorded. The peak number of balls is the highest value of the number of balls after the minimum number of balls has been measured. In the example of Figure 61(A), the maximum number of balls MYA is "80000", which is the difference between the minimum number of balls at time tA1, "-10000", and the peak number of balls at time tA2, "70000".
[0372] In the example shown in Figure 61(A), the minimum number of balls won is updated multiple times up to time tA1 because the number of balls won is decreasing. However, since the minimum number of balls won does not fall below the minimum number of balls won at time tA1 thereafter, the minimum number of balls won is not updated after time tA1.
[0373] Figure 61(B) shows an example where the minimum difference in balls changes while the minimum difference in balls is updated multiple times. In this example, after the previous non-erasure clear process, the first minimum difference in balls, "-10000", is recorded at time tB1. At time tB4, a minimum difference in balls of "-20000", which is less than the difference in balls of "-10000" at time tB1, is recorded. Furthermore, at time tB7, a minimum difference in balls of "-30000", which is even less than the difference in balls of "tB4", is recorded. Between time tB1 and time tB4 in Figure 61(B), the difference in balls peaks at "20000" at time tB2. Between time tB4 and time tB7, the difference in balls peaks at "0" at time tB5. Furthermore, at time tB8, which is after time tB7, the difference in balls peaks at "50000". In the example in Figure 61(B), the maximum difference in ball count MYB is "80000," which is the difference between the lowest difference in ball count "-30000" at time tB7 and the peak difference in ball count "50000" at time tB8.
[0374] In the example in Figure 61(B), the minimum number of balls won is updated multiple times up to time tB1 because the number of balls won is decreasing. Furthermore, between time tB3 and time tB4, the minimum number of balls won is lower than the previous minimum number of balls won at time tB1 and is decreasing, so it is updated multiple times in accordance with the decrease in the number of balls. Moreover, between time tB6 and time tB7, the minimum number of balls won is lower than the previous minimum number of balls won at time tB4 and is decreasing, so it is updated multiple times in accordance with the decrease in the number of balls.
[0375] Figure 61(C) shows an example where the net number of balls remains negative. In this example, after the previous non-erasure clear process, the first minimum net number of balls, "-30000", is recorded at time tC1. At time tC4, a minimum net number of balls, "-50000", which is lower than the minimum net number of balls at time tC1, is recorded. Between time tC1 and time tC4 in Figure 61(C), the peak net number of balls, "-10000", is recorded at time tC2. After time tC4, at time tC5, the peak net number of balls, "-10000", is recorded. In the example in Figure 61(C), the maximum net number of balls MYC is "40000", which is the difference between the minimum net number of balls at time tC4, "-50000", and the peak net number of balls at time tC5, "-10000".
[0376] In the example in Figure 61(C), the minimum number of balls won is updated multiple times up to time tC1 because the number of balls won is decreasing. Furthermore, between time tC3 and time tC4, the minimum number of balls won is lower than the previous minimum number of balls won at time tC1 and is decreasing, so it is updated multiple times as the number of balls won decreases.
[0377] As described above, the maximum number of balls won is calculated by the difference between the minimum number of balls won (the lowest measured number) and the peak (highest) number of balls won after the minimum number of balls won has been measured. The over-prize prevention function can be activated when the difference between the minimum number of balls won and the number of balls won measured after the minimum number of balls won has been recorded reaches a predetermined standard number. In other words, the over-prize prevention function can be activated when the increase in the number of balls won from the minimum number of balls won reaches a predetermined standard number. Furthermore, the over-prize prevention function can be activated when the maximum number of balls won reaches a predetermined standard number.
[0378] Specifically, for example, the over-prize prevention function could be implemented by storing the minimum number of balls in a predetermined memory area, calculating the difference between the stored minimum number of balls and the current (latest) number of balls, and activating the function when this calculated value reaches a predetermined standard number. The information on the minimum number of balls and the calculated difference between the minimum number of balls and the current number of balls can be stored in a predetermined memory area (non-erasable memory section 107) of the game RAM 104. These values can then be cleared (i.e., set to their initial values) when the number of balls is cleared using a predetermined non-erasable clear process.
[0379] Furthermore, if the over-prize ball prevention function is activated when the difference between the minimum number of balls and the number of balls measured after the minimum number of balls has been recorded reaches a predetermined standard number, that is, if the increase in the number of balls from the minimum number of balls is defined as a specific measurement number, then a counter for counting this specific measurement number may be provided. Such a counter may, for example, always perform additions based on the number of prize balls, regardless of the value, and perform subtractions based on the number of balls launched only when the number is greater than "0". If the number of balls is "0" or less, no subtraction based on the number of balls launched is performed. The value of such a counter remains an integer greater than or equal to "0". This counter may hereafter be referred to as the ball difference natural number counter. Information from the ball difference natural number counter can also be stored in a predetermined memory area (non-erasable memory section 107) of the game RAM 104. The value of the ball difference natural number counter can then be cleared (i.e., set to its initial value) by a process equivalent to a predetermined non-erasable clear process (the process described above as clearing the number of balls).
[0380] An example of the change in the value of the net ball natural number counter is explained with reference to Figure 62. Figures 62(A) to (C) each show the change in the value of the net ball natural number counter. The changes in the values of the net ball natural number counter shown in Figures 62(A) to (C) correspond to the changes in the net ball count shown in Figures 61(A) to (C).
[0381] As shown in Figures 62(A) to (C), the value of the ball difference natural number counter is "0" while the minimum ball difference is being updated. The ball difference natural number counter can count the increase in the ball difference from the minimum ball difference using natural numbers. Therefore, by using the ball difference natural number counter, it is possible to make the over-prize prevention function work properly. Furthermore, with a ball difference natural number counter that always remains "0" or greater, the minimum value required for the operation of the over-prize prevention function can be calculated in an easy-to-understand manner. Also, if a value less than "0" is used, the amount of information required for calculations by the game control microcomputer 101 may increase. In such cases, by using a ball difference natural number counter that always remains "0" or greater, the load on the game control microcomputer 101 can be reduced.
[0382] 12. Inventions shown in the above embodiments The embodiments described above illustr...
Claims
[Claim 1] A game control means capable of controlling a game; A gaming machine including a performance control means capable of controlling a performance, A specific information storage means is provided for storing specific information relating to a specific measurement number based on the number of prize balls awarded to a player, The game control means includes: Based on the judgment in a predetermined judgment process, the game can be controlled to a jackpot game state. The specific measurement number is measurable, When the game is controlled to the jackpot game state, if the specific measurement number is equal to or greater than a predetermined reference number and the jackpot game state ends, the game can be controlled to be disabled; When the power is turned on in a state where a predetermined specific condition is not satisfied, the specific information can be set to an initial value; When the power is turned on in a state where the specific condition is satisfied, the specific information may not be set to an initial value; The performance control means includes: The game machine is capable of executing a game impossible notification presentation indicating that the game is impossible to execute when the specific measurement number is equal to or exceeds a predetermined reference number and the big win game state ends while being controlled in the big win game state.