Game machine
Patent Information
- Application Number
- JP2022017281
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-07
- Publication Date
- 2025-02-17
- Estimated Expiration
- 2042-02-07
AI Technical Summary
Existing gaming machines face the issue of ball jamming or 'ball biting' when the game control means unexpectedly stops the movement of game movable members, leading to gameplay interruptions.
The gaming machine incorporates a mechanism that allows the game movable member to change the ease with which a game ball enters the ball entry portion, preventing ball jamming by controlling the game to be unexecutable only when a predetermined stop condition is met.
This solution effectively eliminates ball jamming, ensuring smooth gameplay and preventing interruptions.
Smart Images

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Abstract
Description
Technical field
[0001] TECHNICAL FIELD The present invention relates to gaming machines typified by pachinko gaming machines and the like. [Background technology]
[0002] For example, in the gaming machine described in Patent Document 1 below, when illegal magnetism is detected (when a predetermined stop condition is established), a game control microcomputer (game control means) controls the game to be unexecutable. Therefore, after the game is controlled to be unexecutable, the player cannot continue playing the game. [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2017-70611 [Outline of the invention] [Problems to be solved by the invention]
[0004] By the way, when the game control means controls the game to be unexecutable, it stops executing the movement of the game movable member with respect to the ball-entering portion. However, for the game control means, by stopping the game movable member at an unexpected timing, there is a possibility that the game movable member may cause ball biting.
[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a game machine capable of eliminating ball jamming. [Means for solving the problem]
[0006] The gaming machine of the present invention is ball entrance, A gaming machine comprising game control means capable of controlling a game, The game control means is When a predetermined stop condition is established, the game can be controlled to be unexecutable, The game machine is characterized in that the game movable member is movable so as to change the ease with which a game ball enters the ball entry portion.
Effect of the invention
[0007] According to the present invention, it is possible to eliminate ball biting. [Brief description of the drawing]
[0008]
Figure 1
Figure 2
[0009] EMBODIMENT OF THE INVENTION Hereinafter, embodiment of the gaming machine of this invention is concretely described with reference to drawings. In each figure referred to, the same parts are denoted by the same reference numerals, and redundant descriptions of the same parts are omitted in principle. In this specification, for simplification of description, by describing a symbol or code that refers to information, a signal, a physical quantity, or a member, the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code is omitted or may be abbreviated. Further, in any flow chart described later, a plurality of processes in a plurality of arbitrary steps can be arbitrarily changed in execution order or executed in parallel as long as there is no contradiction in the processing contents.
[0010] 1. Machine structure The pachinko game machine PY1 of this embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to FIGS. 1 to 5. FIG. In the following description, the left, right, up and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up and down directions (as seen from the front) for the player facing the pachinko gaming machine PY1. In addition, "forward" is the direction from the pachinko gaming machine PY1 toward the player facing the pachinko gaming machine PY1, and "backward" is the direction from the player facing the pachinko gaming machine PY1 toward the pachinko gaming machine PY1. and
[0011] As shown in FIG. 1, the pachinko gaming machine PY1 has a gaming machine frame 2. As shown in FIG. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed with respect to the outer frame 22. - 特許庁 Further, the front door 23 includes a game board mounting frame 2A to which a game board unit YU, which will be described later, is mounted, and a front frame 23m rotatably supported by the game board mounting frame 2A via hinges 2B. The front frame 23m can be opened and closed with respect 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 attachment frame 2A faces the transparent plate 23t. Therefore, when the pachinko gaming machine PY1 is installed in a game hall (game parlor), a player in front of the pachinko gaming machine PY1 visually recognizes the game area 6 formed on the game board 1 through the transparent plate 23t. be able to. A transparent glass plate, a transparent synthetic resin plate, or the like can be used as the transparent plate 23t. It is sufficient if the game area 6 can be visually recognized from the front of the pachinko game machine PY1.
[0012] A rotatable handle 72k for shooting game balls is provided at the lower right portion of the front surface of the front frame 23m. The amount (rotational angle) by which the handle 72k is operated is associated with the magnitude (firing strength) of the force applied to the game ball for firing the game ball (the amount that the firing device 72, which will be described later, drives the firing solenoid). It is Therefore, the game ball is shot with a shooting intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 projecting greatly forward is provided at the lower center of the front surface of the front frame 23m. On the upper surface of the lower decorative body 36, an upper plate 34 is formed for storing game balls supplied to the handle 72k. In addition, in the center of the lower part of the front face of the lower decorative body 36, a lower plate 35 for storing surplus game balls that cannot be accommodated in the upper plate 34 is provided.
[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 plate 34 . The normal button 40 is configured by, for example, a button having a pressing surface, a lever having a grip portion, or the like. Further, an operable second input device (hereinafter “special button”) 41 is provided on the right decorative body 32 formed so as 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 having a pressing surface, a lever having a grip portion, or the like. Although not shown in FIG. 1, a select button (cross key) is provided on the left side of the normal button 40 for selecting up, down, left, or right.
[0014] On the upper surface of the lower decorative body 36, on the right side of the normal button 40, there are provided a balance display portion 61, a ball lending button 62 that can be pressed, and a return button 63 that can be pressed. The balance display portion 61 displays a number corresponding to the number of game balls that can be rented by inserting cash or a prepaid card into the card unit CU. The ball lending button 62 (operating means) enables ball lending up to the number shown in the balance display section 61 by being pressed. The return button 63 is used to take out a card containing numerical information (information on the number of game balls that can be rented) shown in the balance display section 61 from the card unit CU when pressed. .
[0015] A speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed so as to protrude forward from the upper surface of the front frame 23m. The speaker 52 (sound output means) consists of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. Frame lamps 53 capable of emitting light are provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front side of the lower decorative body . Further, a movable frame moving device 58 is attached as a performance device for the purpose of increasing the interest in the game on the upper side of the left edge and the right edge of the front frame 23m. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0016] The positions and numbers of members and devices provided in the game machine frame 2 can be appropriately changed within a range that does not interfere with the game.
[0017] Next, the game board unit YU will be described mainly with reference to FIGS. 2 to 5. FIG. The game board unit YU has a game board 1 and an effect unit 1U attached to the back side of the game board 1. - 特許庁 First, the game board 1 will be explained. The game board 1 is composed of a transparent synthetic resin plate. Approximately in the center of the game board 1, an opening 1A that is approximately circular in front view is formed. Along the opening 1A, a substantially ring-shaped inner wall portion 1B for defining a game area 6 in which game balls can flow down is formed so as to protrude forward. Also, outside the inner wall portion 1B, a substantially ring-shaped outer wall portion 1C for partitioning the game area 6 is formed so as to protrude forward.
[0018] A game area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, and the like is formed on the front surface of the game board 1. As shown in FIG. That is, the front surface of the game board 1 is divided into the game area 6 and other areas by the inner wall portion 1B and the outer wall portion 1C.
[0019] The game area 6 is an area in which game balls launched by operating the handle 72k can flow down, and is provided for playing games in the pachinko game machine PY1. In addition, in the game area 6, a large number of game nails (not shown) are projected. The game nail enters the game area 6 and moves the game ball flowing down the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first big winning port 14, And, it constitutes a route that moderately guides to the second grand prize opening 15 and the like.
[0020] In the game area 6, a first start winning device 11D formed with a first start opening 11 in which a game ball can enter, and a second start winning device 11D that enables or disables entry into the second start opening 12 A device (a so-called “electric chew”) 12D is provided.
[0021] The first start winning device 11D is stationary. Therefore, the first starting port 11 is constant (unchangeable) without changing the ease of entering the game ball. The winning of the game ball to the first start port 11 is the lottery of the first special symbol (hereinafter referred to as "special figure 1") (acquisition and determination of special figure 1 related random numbers described later: "special figure 1 lottery") ”) and the variable display of special figure 1 (identification pattern). Also, when the game ball enters the first start port 11, a predetermined number (for example, 4) game balls are paid out as prize balls.
[0022] The electric chew 12D has an actuatable electric chew opening / closing member 12k. The electric chew opening / closing member 12k is normally (in a normal state) in a closed position where it is impossible or extremely difficult for a game ball to enter the second starting port 12. And when it becomes a special state, it moves to the open position where the game ball can enter the second starting port 12. In this way, the movement of the electric chew opening / closing member 12k to the open position is also referred to as the second starting port 12 or the "open state" of the electric chew 12D. It is possible to enter the ball. On the other hand, the fact that the electric chew opening / closing member 12k is in the closed position is also referred to as the "closed state" of the second starting port 12 or the electric chew 12D. In addition, the fact that the second start port 12 or the electric chew 12D is in the "open state" is also called "the electric chew 12D opens", and the fact that the electric chew 12D is in the "closed state" is called "the electric chew 12D is closed". ” is also called.
[0023] The winning of the game ball into the second starting port 12 is the lottery of the second special symbol (hereinafter referred to as "special figure 2") (acquisition and determination of special figure 2 related random numbers described later: "special figure 2 lottery") ”) and the variable display of special figure 2 (identification pattern). Also, when the game ball enters the second starting port 12, a predetermined number (for example, four) game balls are paid out as prize balls.
[0024] In addition, the game area 6 is provided with a general prize winning opening 10 into which game balls can enter. When the game balls enter the general winning hole 10, a predetermined number (for example, three) of game balls are paid out as prize balls.
[0025] In addition, the game area 6 is provided with a gate 13 through which game balls can pass. Passage of the game ball through the gate 13 is the trigger for the normal pattern (hereinafter referred to as "normal pattern") lottery (that is, normal pattern random number acquisition and determination: hereinafter referred to as "normal pattern lottery") and the variable display of the normal pattern. It's becoming The electric chew 12D is released by executing the auxiliary game. That is, the auxiliary game is a game that involves opening the electric chew 12D.
[0026] Further, the game area 6 is provided with a first big winning device 14D (hereinafter also referred to as "normal AT 14D") having a first big winning hole 14 into which a game ball can enter.
[0027] The first big prize winning device 14D has a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first big winning port 14 is opened and closed by the operation of the normal AT opening and closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that closes the first big winning hole 14, and it is impossible or extremely difficult for the game ball to enter the first big winning hole 14. When the normal AT opening / closing member 14k operates in the open state, the game ball can enter the first big winning hole 14. In this way, it is possible to enter the game ball into the first big winning hole 14 only when the normal AT opening / closing member 14k is in the open state. When the game balls enter the first big prize hole 14, a predetermined number (for example 15) of game balls are paid out as prize balls.
[0028] In addition, in the game area 6, a guidance stage 12g for guiding the game ball to the second starting port 12 is provided. In addition, the game ball rolling on the upper surface of the guidance stage 12g can flow down toward the second starting port 12.
[0029] Also, the game area 6 is provided with a second big winning device 15D (hereinafter also referred to as "VAT 15D") having a second big winning hole 15 into which a game ball can enter. The second big prize device 15D has an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally closes the second large winning opening 15, and it is impossible or extremely difficult for the game ball to enter the second large winning 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 to enter the game ball into the second big winning hole 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large winning opening 15 is also referred to as "closed state". Thus, the second big winning opening 15 is opened and closed by the operation of the VAT opening and closing member 15k. When the game ball enters the second big winning hole 15, a predetermined number (for example, 15) of game balls are paid out as prize balls.
[0030] Here, using FIG. 3, the second big winning device 15D will be described in detail. Inside the second big winning device 15D, a gate-shaped second big winning hole sensor 15a capable of detecting a game ball entering the second big winning hole 15 and allowing the game ball to pass downward is provided. It is
[0031] A specific area 16 through which a game ball can pass (enter) and a non-specific area 17 are provided in the downstream region of the second prize winning opening sensor 15a. A game ball that has passed through the second big winning hole sensor 15a is sorted into a specific area 16 or a non-specific area 17 by a sorting device 16D. The distribution device 16D includes a distribution member 16k made of a substantially rectangular flat plate and a distribution solenoid 16s that drives the distribution member 16k. The distribution member 16k is configured to be slidable left and right by driving a distribution solenoid 16s.
[0032] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state that prevents passage of the game ball to the specific area 16 (passage prevention state: the left end of the distribution member 16k in the front view of FIG. 3(A) is positioned slightly to the right of the left end of the specific region 16, and the distribution member 16k covers the specific region 16 directly above it). When the distribution member 16k is in the first state, it is impossible or extremely impossible for the game ball that has entered the second large winning opening 15 to pass through the specific area 16 after passing through the second large winning opening sensor 15a. It is difficult and passes through the non-specific area 17. The route of the game ball flowing down from the second big winning port 15 to the non-specific area 17 is called the first route.
[0033] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state (passage permission state: swinging in the front view of FIG. The left end of the dividing member 16k is positioned 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 specific region 16 is open directly above it). When the distribution member 16k is in the second state, it is easy for the game ball that has entered the second large winning opening 15 to pass through the specific area 16 after passing through the second large winning opening sensor 15a. The route of the game ball flowing down from the second big winning port 15 to the specific area 16 is called a second route.
[0034] Note that, basically, the distribution member 16k is held in the first state. That is, it can be said that the first state is the normal state of the distribution member 16k. Then, only in a predetermined round game (eg 10R), the distribution solenoid 16s is energized and can be changed to the second state.
[0035] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect game balls that have passed through (entered) the areas 16 and 17 and pass the game balls downward. .
[0036] It should be noted that it is possible to provide only one of the first big winning device 14D and the second big winning device 15D as long as the game is not hindered.
[0037] In addition, at substantially the bottom of the game area 6, two out holes 19 are provided for discharging the game balls that have been driven into the game area 6 but have not won any of the winning holes to the outside of the game area 6. there is Further, the game board 1 is provided with a board lamp 54 capable of emitting light.
[0038] By the way, the game area 6 where the game ball can flow down can be divided into a left game area (first game area) on the left side of the center in the horizontal direction and a right game area (second game area) on the right side. The operation mode of the handle 72k that shoots the game ball so that the game ball flows down the left game area is called "left hitting". On the other hand, the operation mode of the handle 72k that shoots the game ball so that the game ball flows down the right game area is called "right hitting". In the pachinko machine PY1, the flow path through which the game ball can flow down when the game ball is shot left-handed is called the first flow path R1, and the game ball flows down when the game ball is shot right-handed. A possible flow path is referred to as the second flow path R2. The first flow path R1 and the second flow path R2 are also composed of a large number of game nails and the like.
[0039] A first starting port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, the player can aim to win a prize to the first starting hole 11 or the general winning hole 10 by shooting the game ball so as to flow down the first flow path R1 by hitting to the left. On the other hand, a second starting port 12, a gate 13, a first big winning port 14, and a second big winning port 15 are provided on the second flow path R2. Therefore, the player shoots the game ball so as to flow down the second flow path R2 by hitting to the right, thereby passing the gate 13, the second starting port 12, the first big winning port 14, or the second You can aim to win a prize to the big prize mouth 15.
[0040] In addition, game balls that did not enter any of the winning openings (first starting opening 11, second starting opening 12, general winning opening 10, first big winning opening 14, and second big winning opening 15) It is guided to the out port 19 and discharged. Also, the number of winning balls to be awarded to each winning hole can be appropriately set.
[0041] In addition, on the lower left side of the game area 6 formed on the front surface of the game board 1 (a portion other than the game area 6), a display device 8 is arranged. As shown in FIG. 4, the display device 8 includes a special figure 1 indicator 81a that variably displays the special figure 1, a special figure 2 indicator 81b that variably displays the special figure 2, and a general figure that is variably displayed. A normal map display 82 is included. In addition, the display device 8, special figure 1 reservation indicator 83a for displaying the number of special figure 1 pending (U1: number of variable display of special figure 1 by special figure 1 indicator 81a is reserved) to be described later, And includes a special figure 2 pending display 83b that displays the number of special figures 2 pending (U2: the number of variable display of special figures 2 by the special figure 2 indicator 81b) to be described later.
[0042] The variable display of the special figure 1 is executed when the lottery of the special figure 1 is performed with the winning of the game ball to the first starting port 11. In addition, the variable display of the special figure 2 is executed when the lottery of the special figure 2 is performed with the winning of the game ball to the second starting port 12 as an opportunity. In the following description, special figure 1 and special figure 2 are collectively referred to as special figures, and special figure 1 lottery and special figure 2 lottery are collectively referred to as special figure lottery. In addition, the special figure 1 indicator 81a and the special figure 2 indicator 81b are collectively referred to as the special figure indicator 81. Furthermore, the special figure 1 pending display 83a and the special figure 2 pending display 83b are collectively referred to as the special figure pending display 83.
[0043] The variable display of the special figure notifies the result of the special figure lottery. In the variable display of the special figure, it is stopped and displayed after the special figure is variably displayed. The stop-displayed special figure (stopped special figure, special symbol derived and displayed as a display result of variable display) is one special figure selected from a plurality of types of special figures by a special figure lottery. When the stop special figure is a predetermined specific special figure (a special figure of a specific stop mode, that is, a jackpot pattern), the big winning openings (first big winning opening 14 and second big winning opening 15) are opened. A jackpot game (an example of a special game) is performed.
[0044] The special figure display device 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays the special figure according to the result of the special figure lottery by its lighting mode. For example, when the result of the special drawing lottery is a jackpot (one of a plurality of types of jackpots described later), the special drawing indicator 81 displays "□□■■□□■■" (□: lights up, ■ : off) displays the jackpot pattern consisting of the lighting of the 1st, 2nd, 5th, and 6th LEDs from the left. Also, if the result of the special lottery is a loss, the special figure display 81 "■■■■■■■□" displays a losing pattern consisting of only the rightmost LED lighting up. do. In addition, the lighting mode of the LED corresponding to the result of the special drawing lottery is not limited, and can be set as appropriate. Therefore, for example, all the LEDs may be turned off as a lost pattern.
[0045] Moreover, in the variable display of the special figure, the variable display of the special figure is performed over a predetermined fluctuation time before the special figure is stopped and displayed. The aspect of the variable display of the special figure is, for example, the aspect in which each LED lights up so that the light flows repeatedly from left to right. In addition, the aspect of the variable display of the special figure is not particularly limited, and if each LED is not displayed (lighting display in a specific aspect), all LEDs may be set as appropriate, such as blinking all at once.
[0046] By the way, in the pachinko machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (numerical information and judgment information) for performing special lottery etc. example) may be acquired. These various random numbers are once stored in the special figure reservation storage unit 105, which will be described later, as a special figure reservation. In the following, various random numbers obtained by winning (entering the ball) of the game ball to the first start port 11 are referred to as "special figure 1 related random numbers", and the winning of the game ball to the second start port 12 Various random numbers obtained by (entry) are called "special figure 2 related random numbers". Here, the special figure 1 relation random number is stored in the special figure 1 reservation storage unit 105a in the special figure reservation storage unit 105 as the special figure 1 reservation. On the other hand, the special figure 2 relation random number is stored in the special figure 2 reservation storage unit 105b in the special figure reservation storage unit 105 as the special figure 2 reservation. To the number of special figures 1 reservation that can be stored in the special figure 1 reservation storage unit 105a (special figure 1 reservation number) and the number of special figures 2 reservation that can be stored in the special figure 2 reservation storage unit 105b (special figure 2 reservation number) can set an upper limit (eg 4). In the following, the special figure 1 reservation and special figure 2 reservation are collectively referred to as "special figure reservation", and the special figure 1 reservation number and special figure 2 reservation number are collectively referred to as "special figure reservation number". In addition, the special figure 1 relation random number and the special figure 2 relation random number are collectively referred to as "special figure relation random number".
[0047] In the pachinko machine PY1, when the variable display of the special symbol is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, the variable display of the special symbol is being executed. If there is a prize during the execution of the jackpot game, the variable display of the special figure for the prize (or the right of the special figure lottery) can be reserved. The special figure reservation stored in the special figure reservation storage unit 105 is digested when the variable display of the special figure based on the special figure reservation becomes possible. That is, the digestion of the special figure reservation means that the special figure relation random number etc. corresponding to the special figure reservation is determined, and the variable display of the special figure for showing the determination result is executed.
[0048] And, the special figure reservation number is displayed on the special figure reservation indicator 83. Each of the special figure 1 reservation indicator 83a and the special figure 2 reservation indicator 83b is composed of, for example, four LEDs, and displays the number of special figure reservations by lighting the LED for the number of special figure reservations. Is possible.
[0049] In addition, the variable display of the general map notifies the result of the general map lottery. In the variable display of the normal map, after the normal map is displayed variably, the display is stopped. A normal map to be stopped and displayed (a stop normal map, a normal map derived and displayed as a display result of variable display) is one normal map selected from a plurality of types of normal map lottery. When the displayed normal pattern is a predetermined specific normal pattern (a normal pattern of a predetermined stop mode, that is, a winning pattern), an auxiliary game for opening the second start port 12 (electric chew 12D) is performed. .
[0050] The general pattern indicator 82 is composed of, for example, two LEDs, and displays the general pattern according to the result of the general pattern lottery by the lighting mode. When the result of the general pattern lottery is winning, the general pattern display device 82 displays a winning pattern composed of lighting of both LEDs such as "□□" (□: lighting, ■: lighting off). Also, when the result of the normal drawing lottery is a loss, a losing pattern composed of only the right LED lighting is displayed, such as "■□". You may employ|adopt the aspect which turns off all the LED as a losing pattern. In addition, the lighting mode of the LED corresponding to the result of the normal drawing lottery is not limited and can be set as appropriate.
[0051] Also, before the normal map is stopped and displayed, the variable display of the normal map is performed for a predetermined fluctuation time. The mode of the variable display of the normal map is, for example, a mode in which both LEDs are lit alternately. In addition, the aspect of the variable display of the normal map is not particularly limited, and if each LED is not displayed as a stop display (lighting display in a specific manner), all LEDs may be set as appropriate, such as blinking all at once. .
[0052] In the pachinko gaming machine PY1, when the game ball passes through the gate 13, a normal symbol random number (an example of numerical information and determination information) for performing a general pattern lottery may be acquired. This random number is stored in the general pattern reservation storage unit 106, which will be described later, on condition that the normal pattern variable display or the auxiliary game is not executed. It is possible to set an upper limit (for example, 4 pieces) to the number of normal pattern reservations that can be stored in the general pattern reservation storage unit 106 (the number of general pattern reservations). In the following, the normal symbol random number obtained by passing the game ball through the gate 13 is also referred to as "normal symbol related random number".
[0053] Next, the production unit 1U attached to the back surface of the game board 1 will be described with reference to FIG. The production unit 1U is formed by unitizing a plurality of devices that mainly produce production. The production unit 1U is equipped with an image display device 50, a first panel movable device (hereinafter referred to as "on-board movable device") 55, and a second panel movable device (hereinafter referred to as "under-board movable device") 56.
[0054] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display device, a 7-segment display device, etc., and has a display screen 50a capable of displaying patterns and the like.
[0055] The on-board movable device 55 is arranged in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated on-board movable body 55k. The underboard movable device 56 is arranged in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated underboard movable body 56k.
[0056] FIG. 5(A) schematically shows how the on-board movable body 55k and the lower-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the on-board movable device 55 drives, the on-board movable body 55k moves downward (falls), and when the drive source of the under-board movable device 56 drives, the under-board movable body 56k moves upward (rises). do. At this time, the image display device 50 is covered with the lowered upper-board movable body 55k or the raised lower-board movable body 56k, and the image display device 50 becomes invisible.
[0057] It should be noted that the positions and numbers of members and devices provided in the game board unit YU can be appropriately changed within a range that does not interfere with the game.
[0058] 2. Electrical configuration of game machine Next, based on FIGS. 6 to 9, the electrical configuration of the pachinko game machine PY1 will be described. As shown in FIGS. 6 and 7, the pachinko machine PY1 is capable of performing various functions such as special drawing, variable display of special drawing, jackpot game, setting of game state (to be described later), normal drawing, variable display of normal drawing, auxiliary game, etc. A game control board (hereinafter also referred to as "main control board") 100 that controls game profits (progress of the game), game effects according to the progress of the game by the main control board 100 (special figure fluctuation effect, holding effect, jackpot game Effect), customer waiting effect, operation promotion effect to prompt operation during the period when operation of normal button 40 or special button 41 is valid (operation valid period), etc. Effect control board (hereinafter also referred to as “sub control board” ) 120, and a payout control board 170 for controlling the payout of game balls, etc. are provided further behind the image display device 50 of the game board 1 (see FIG. 8). The main control board 100 can be positioned as a game control unit that controls the game. In addition, the production control board 120 can be positioned as a production control section that controls production together with the image control board 140, the lamp control circuit 151, and the audio control circuit 161, which will be described later. In addition, the production control unit includes at least the production control board 120, and the game production using the production means (the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, and the movable devices 55, 56, etc.), the customer It is sufficient if the waiting effect and the operation promotion effect can be controlled.
[0059] In addition, the pachinko game machine PY1 has a power board 190. As shown in FIG. The power board 190 supplies power to the main control board 100, the performance control board 120, and the payout control board 170, and supplies necessary power to other devices through these boards. The power board 190 is provided with a RAM clear switch 191 that can be pressed. RAM clear switch 191 (specific operation means), when the power is turned on, the game information stored in the game RAM 104 of the game control microcomputer 101 described later (for example, game state information such as high probability state, the number of special figure pending and information such as the result of judging whether or not the big hit) is for clearing the gaming CPU 102 (hereinafter referred to as “RAM clear”). As shown in FIG. 8, the RAM clear switch 191 is provided on the power board 190 arranged on the back side of the pachinko gaming machine PY1. Therefore, the RAM clear switch 191 cannot be operated unless it is an employee of the amusement arcade who can open and close the front door 23 . That is, the RAM clear switch 191 can be said to be an operating means that is substantially impossible for the player to operate. When the RAM clear switch 191 is pressed down, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 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. can be
[0060] A backup power supply circuit 192 is also provided on the power supply board 190 . The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the effect RAM 124 of the effect 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 pachinko game machine PY1 is powered off. A power switch 193 is connected to the power board 190 . By turning the power switch 193 ON or OFF, the power is turned on and off. In addition, the main control board 100 may be provided with a backup power supply circuit for the game RAM104 of the main control board 100, or the production control board 120 may be provided with a backup power supply circuit for the production RAM124 of the production control board 120.
[0061] As shown in FIG. 6, the main control board 100 is mounted with a game control one-chip microcomputer (hereinafter "game control microcomputer") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of the game, a game RAM (Random Access Memory) 104 that is used as a work memory, and A gaming CPU (Central Processing Unit) 102 for executing programs stored in a gaming ROM 103 is included.
[0062] The game ROM 103 stores a program for performing main control main processing, main side timer interrupt processing, etc., which will be described later. In addition, the game ROM 103 includes a jackpot determination table, a jackpot pattern type determination table, a reach determination table, a special figure variation pattern determination table, a look-ahead determination table, a jackpot game control table, a hit determination table, and a normal figure variation pattern determination table. , Auxiliary game control table, etc. are stored. Incidentally, the gaming ROM 103 may be externally attached.
[0063] The game RAM 104 is provided with the above-described special figure reservation storage unit 105, normal figure reservation storage unit 106, and the like. The game RAM 104 is provided with a non-erasable storage unit 107, and the non-erasable storage unit 107 is provided with a total winning ball storage unit 107a, a total shot ball storage unit 107b, and a difference ball storage unit 107c. It is In the non-erasing storage unit 107, even if the RAM clear is executed, the gaming CPU 102 does not erase the stored contents. The non-erasing storage unit 107 (total number of winning balls storage unit 107a, total number of shot balls storage unit 107b, difference number storage unit 107c) will be described in detail later.
[0064] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment 7-segment display, and has a total of 32 lighting (light emitting) parts. Specifically, the 7-segment display 300 has a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340 in order from left to right. The four display areas 310, 320, 330, and 340 have eight lighting portions (LED elements) LB1 to LB8, LB9 to LB16, LB1 to LB8, LB9 to LB16, so as to represent numbers from "0" to "9" respectively. It has LB17 to LB24 and LB25 to LB32. Display control of the 7-segment display 300 is performed by the game control microcomputer 101.
[0065] The setting key cylinder 180 functions as operating means when setting a set value corresponding to the probability of judging a big hit. The inside of the setting key cylinder 180 is rotated between an initial position and a rotational position with a setting key (not shown) inserted. Therefore, in this pachinko game machine PY1, by turning the setting key cylinder 180 to the rotation position and turning on the power while pushing down the RAM clear switch 191, it shifts to the setting mode in which the setting value can be set. can do. Then, in this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one set value, ie, "1" is provided. Therefore, the setting value cannot be changed from "1". When the setting key cylinder 180 is rotated from the rotating position to the standby position when the setting mode is set, the setting change mode is terminated and the RAM is cleared.
[0066] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of the pachinko gaming machine PY1. Therefore, the special reset switch 181 cannot be operated unless it is an employee of the game arcade who can open and close the front door 23 . That is, the special reset switch 181 can be said to be an operating means that is substantially impossible for the player to operate. The function of the special reset switch 181 will be detailed later. Also, the main control board is equipped with a gaming I / O (Input / Output) port unit 118 for inputting and outputting data and signals.
[0067] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, the signals output by various sensors MS are input to the main control board 100 . The main control board 100 also outputs signals to various actuators MA.
[0068] The various sensors MS connected to the main control board 100 include a first starting hole sensor that detects a game ball that has entered the first starting hole 11, and a second starting hole sensor that detects a game ball that has entered the second starting hole 12. A starting gate sensor, a general winning gate sensor that detects game balls that have entered the general winning gate 10, a gate sensor that detects game balls that have passed through the gate 13, and a first gate sensor that detects game balls that have won the first big winning gate 14 A big winning hole sensor, a second big winning hole sensor 15a that detects a game ball that has won a second big winning hole 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), And, a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17) is included.
[0069] In addition, the various sensors MS include an outlet sensor that detects all game balls flowing down the game area 6 (total number of shot balls). Here, the game balls that have flowed down to the outside of the game area 6 pass through a discharge path (not shown) provided at the bottom of the game board mounting frame 2 and are discharged to the outside of the pachinko gaming machine PY1. Therefore, the outlet sensor is provided in the discharge path. Further, the various sensors MS include a magnetic sensor for detecting illegal magnetism. The magnetic sensor detects magnetism generated when a player uses a magnet or the like to illegally enter game balls into various prize winning openings 10, 11, 12, and 14. FIG. Each of the sensors described above outputs a signal to the main control board 100 according to the content of the detection when the game ball is detected.
[0070] The various sensors MS include a front door opening sensor that detects opening of the front door 23 with respect to the outer frame 22, and a front frame sensor that detects opening of the front frame 23m with respect to the game board mounting frame 2A. . When the front door open sensor detects that the front door 23 is open, it outputs a signal to the main control board 100 according to the content of the detection. When the front frame sensor detects that the front frame 23m is open, it outputs a signal to the main control board 100 according to the content of the detection. It should be noted that the type and number of sensors connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0071] In addition, the various actuators MA connected to the main control board 100 include an electric chew solenoid that drives the electric chew opening / closing member 12k of the electric chew 12D, and a first AT opening / closing member 14k that drives the normal AT opening / closing member 14k of the first prize winning device 14D. 1 large winning opening solenoid, the second large winning opening solenoid that drives the VAT opening and closing member 15k of the second large winning device 15D, and the distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D are included. . It should be noted that the type and number of actuators connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0072] Further to the main control board 100, the indicators 8 (special figure indicator 81, normal figure indicator 82, and special figure reserve indicator 83) are connected. Display control of these display devices 8 is performed by the game control microcomputer 101. FIG.
[0073] Further, the main control board 100 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 with a card unit CU (which is installed adjacent to the pachinko game machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a payout device 73. In addition, a launcher 72 is connected via a launch control circuit 175 . The launcher 72 includes a handle 72k (see FIG. 1).
[0074] The payout control board 170 implements a payout control one-chip microcomputer (hereinafter “payout control microcomputer”) 171 capable of executing control processing related to the payout of game balls according to a program. The payout control microcomputer 171 includes a payout ROM storing a program for controlling payout, a payout RAM used as a work memory, a payout CPU executing the program stored in the payout ROM, data and signals. It includes an I / O port section for payout (input / output circuit) for inputting / outputting.
[0075] The payout control board 170 (payout control microcomputer 171) uses the payout device 73 based on the signal from the game control microcomputer 101 and the signal from the connected card unit CU to pay out prize balls. , Pay out rental balls (ball rental). For example, when a game ball enters the first start hole 11 (winning a prize), a detection signal by the first start hole sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 outputs to the payout control board 170 a prize ball signal indicating that the game ball has entered the first start port 11 . In this case, the payout control microcomputer 171 that has received the prize ball signal uses the payout device 73 based on the number of prize balls information stored in the payout ROM, based on the ball entering the first start port 11 Pay out prize balls (for example, 3). At this time, the game balls to be paid out are detected by the prize ball sensor for counting, and a detection signal by the prize ball sensor is output to the payout control board 170 .
[0076] In addition, the shooting device 72 is provided with a touch switch capable of detecting contact with a handle 72k (see FIG. 1) of a person such as a player. When the 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. FIG. In addition, the firing device 72 is connected with a firing volume knob capable of detecting the rotation angle (operation amount) of the handle 72k. The shooting device 72 drives the shooting solenoid so that the game ball is shot with the strength corresponding to the rotation angle of the handle 72k detected by the shooting volume knob. It should be noted that, in the pachinko game machine PY1, in a state in which the rotation operation to the handle 72k is maintained, one game ball is fired approximately every 0.6 seconds.
[0077] Also, 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 the outer end signal transmitted from the main control board 100 to the external unit GU (data counter, hall computer, etc.) provided outside the pachinko game machine PY1. The information included in the outer end signal includes, for example, information indicating whether a jackpot has been won, information on the game state, and information indicating an error or irregularity (abnormality). Although the external terminal board 160 transmits the outer end signal to the external unit GU by parallel communication, the outer end signal may be transmitted by asynchronous serial communication (common asynchronous serial communication port). Also, the main control board 100 is connected to the external terminal board 160 through the payout control board 170, but the main control board 100 is connected to the external terminal board 160 through a board other than the payout control board 170 (for example, a relay board). Alternatively, the main control board 100 and the external terminal board 160 may be directly connected.
[0078] A balance display board 172 is connected to the payout control board 170 . The balance display board 172 controls the display of the number (the number of game balls that can be rented) displayed on the balance display section 61. FIG. That is, when cash, a prepaid card, or the like is inserted into the card unit CU, a signal including information on the number of game balls that can be rented is transmitted to the balance display board 172 via the payout control board 170 . As a result, the balance display board 172 causes the balance display section 61 to display a number corresponding to the number of game balls that can be rented. Thus, if a number corresponding to the number of game balls that can be rented is displayed in the balance display section 61, it means that the ball can be rented.
[0079] Further, a ball lending button sensor 62a (see FIG. 6) capable of detecting pressing operation on the ball lending button 62 is provided. The ball lending button sensor 62a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the ball lending button sensor 62a detects a pressing operation on the ball lending button 62, the detection signal is input to the card unit CU via the payout control board 170. As a result, the card unit CU uses the payout control board 170 and the payout device 73 to lend the game balls. In other words, the payout control microcomputer 171 (ball lending control unit) uses the payout device 73 to put out the lending ball (ball lending) on the basis of receiving the ball lending signal from the card unit CU. Also, the payout control board 170 (payout control microcomputer 171) transmits to the balance display board 172 a signal including information on the number of game balls lent. As a result, the balance display board 172 newly displays a number corresponding to the number of game balls that can be rented at the present time.
[0080] Also, a return button sensor 63a (see FIG. 6) capable of detecting a pressing operation on the return button 63 is provided. The return button sensor 63a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the return button sensor 63a detects a pressing operation on the return button 63, the detection signal is input to the card unit CU via the payout control board 170. FIG. As a result, the card unit CU takes out a card containing information on the number of game balls that can be rented at this time. Also, at this time, the balance display board 172 causes the balance display section 61 to display "0" indicating that there are no game balls that can be rented for a predetermined number of seconds, and then the balance display section 61 displays nothing. do not display.
[0081] In addition, the main control board 100 transmits various commands including information on the game to the effect control board 120 according to the progress of the game. Effect control board 120, based on various commands sent from the main control board 100, it is possible to grasp the progress of the game by the main control board 100 (game control content). It should be noted that the connection between the main control board 100 and the effect control board 120 is a unidirectional communication connection that can only transmit signals from the main control board 100 to the effect control board 120. That is, between the main control board 100 and the effect control board 120, there is a unidirectional circuit (for example, a circuit using a diode) not shown as a communication direction regulation means.
[0082] As shown in FIG. 7, the effect control board 120 is mounted with a one-chip microcomputer for effect control (hereinafter "effect control microcomputer") 121 for controlling the effect of the pachinko game machine PY1 according to a program. In the production control microcomputer 121, the production ROM 123 that stores the program etc. for controlling the production with the progress of the game by the main control board 100, the production RAM 124 used as a work memory, and the production ROM 123 are stored. It includes a production CPU 122 that executes the programmed program.
[0083] In addition, the effect ROM 123 stores a program for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, and the like, which will be described later. Note that the performance ROM 123 may be externally attached.
[0084] In addition, the effect control board 120, effect I / O port unit 138 for performing input and output of data and signals, and RTC (Real Time Clock) 139 are mounted. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko machine PY1 from a predetermined island power supply (not shown), the RTC 139 operates on that power, and when power is not supplied from the island power supply, the power board 190 is It operates by power supplied from a backup power supply circuit 192 provided. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. In addition, a backup power supply circuit for the RTC 139 may be provided in the production control board 120. A circuit including a capacitor or an internal battery (button battery or the like) can be adopted as the backup power supply circuit.
[0085] An image control board 140 is connected to the effect control board 120 . The effect control microcomputer 121 of the effect control board 120 is based on the command received from the main control board 100, that is, according to the progress of the game by the main control board 100, the image display device to the image CPU 141 of the image control board 140. Have 50 display controls. In addition, the connection between the effect control board 120 and the image control board 140 allows both transmission of signals from the effect control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the effect control board 120. two-way communication connection.
[0086] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. . The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for developing image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. It has Of course, all or part of these electronic components may be configured as one chip. The CGROM 145 stores, for example, image data (still image data and moving image data, specifically characters, items, figures, characters, numbers, symbols, etc.) for displaying images to be displayed on the image display device 50. (including background images) and image data such as background images) are stored.
[0087] The VDP 144 reads out image data from the CGROM 145 and develops it in the development area in the VRAM 146 according to the display list created by the image CPU 141 based on the command from the production control microcomputer 121 . Then, the developed image data are appropriately synthesized and an image is drawn in the frame buffer in the VRAM 146 . Then, the image drawn in the frame buffer is output to the image display device 50 as an RGB signal. As a result, various effect images are displayed on the display screen 50a.
[0088] Note that the display list is composed of a command group for instructing 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 to draw the image, the order of priority of display, the display magnification, and the transmittance of the image.
[0089] Production control microcomputer 121, based on the command received from the main control board 100, that is, according to the progress of the game by the main control board 100, from the speaker 52 through the voice control circuit 161 sound, music, effect sound, etc. to output
[0090] Audio data such as audio output from the speaker 52 is stored in the production ROM 123 of the production control board 120. FIG. A CPU may be mounted on the audio control circuit 161 as a substrate. In this case, the CPU may be caused to perform voice control. Furthermore, in this case, a ROM may be mounted on the board and the audio data may be stored in the ROM. Also, the speaker 52 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be caused to perform voice control. Furthermore, in this case, audio data may be stored in the image ROM 142 of the image control board 140 .
[0091] In addition, the effect control board 120, via a predetermined relay board (not shown), various switches to be the input unit, various actuators SA to be the drive source, various lamps SL are connected. The effect control board 120 receives signals output by various switches. In addition, the production control board 120 outputs signals to various actuators SA. In addition, the production control board 120 performs lighting control of various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100 and the like.
[0092] The various switches connected to the effect control board 120 include a normal button detection switch 40a, a special button detection switch 41a, and a select button detection switch. Each detection switch 40a, 41a outputs to the effect control board 120 a signal corresponding to the detection content. Various switches connected to the effect control board 120 include a handle rotation detection sensor 42a. The handle rotation detection sensor 42a detects (detects) a rotation operation of a person such as a player on the handle 72k (see FIG. 1), and is provided inside the handle 72k. Therefore, when the handle 72k is rotated, the handle rotation detection sensor 42a detects the rotation operation to the handle 72k and outputs a detection signal to the effect control board 120. It should be noted that the type and number of switches connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.
[0093] The various actuators SA connected to the production control board 120 include motors for driving the on-board movable device 55, the under-board movable device 56, the frame movable device 58, etc., and drive the motors to each movable device. It is possible to cause a predetermined operation to be performed. Specifically, the production 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. FIG. It should be noted that the type and number of actuators connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.
[0094] The various lamps SL connected to the effect control board 120 includes a frame lamp 53, a board lamp 54, etc., and emits each lamp. Specifically, the production control microcomputer 121 creates light emission pattern data (data for deciding on / off, light emission color, etc., also referred to as lamp data) that determines the light emission mode of each lamp, and controls light emission of each lamp according to the light emission pattern data. Control. It should be noted that the data stored in the effect ROM123 of the effect control board 120 is used to create the light emission pattern data.
[0095] A CPU may be mounted using the lamp control circuit 151 as a substrate. In this case, the CPU may be caused to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate, and data relating to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.
[0096] 3. Main games played on game machines Next, the main games performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 10 to 15. FIG.
[0097] 3-1. Games related to Fuu-zu First, the game related to the normal figure will be explained. The pachinko game machine PY1 performs a normal drawing lottery when the shot game ball passes through the gate 13.例文帳に追加 When the general figure lottery is performed, the general figure display device 82 performs variable display of the general figure (stop display after performing the variable display). Here, the normal symbols to be stopped and displayed include winning symbols and losing symbols. In addition, the losing pattern of the normal map is also called "losing universal map" in order to distinguish it from the losing pattern of the special pattern, which will be described later. When the winning symbols are stopped and displayed, the auxiliary game is executed, and the game related to passing through the gate 13 is finished. On the other hand, when the losing normal figure is stopped and displayed, the auxiliary game is not performed, and the game related to the passage of the gate 13 ends. Also, in the following, that the game ball passes through the gate 13 when the variable display or auxiliary game of the general pattern is not performed is referred to as "establishment of the general pattern fluctuation start condition".
[0098] Pachinko gaming machine PY1, in performing such a series of games (normal pattern lottery, variable display of normal pattern, auxiliary game), acquires normal pattern related random numbers by establishment of normal pattern fluctuation start conditions. The general pattern random number to be acquired, as shown in FIG. 10 (A), there is a normal pattern random number. The normal symbol random number is a random number (determination information) for performing a hit determination. Each random number is appropriately bounded.
[0099] 3-1-1. Hit judgment Hit determination is a determination for determining whether or not a hit (whether or not to execute an auxiliary game) using one or more hit determination tables as shown in FIG. 11(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and the hit determination table used in the non-time-saving state (non-time-saving hit determination table) It is possible to distinguish between the hit determination table) and the In each hit determination table, the determination value of the normal symbol random number (normal symbol random number value) is distributed to hit and lose, which are the results of the hit determination. Therefore, the pachinko gaming machine PY1 collates the acquired normal symbol random numbers with the hit determination table, and performs hit determination as to whether it is a hit or a miss. Then, based on the result of the hit determination, the normal pattern fluctuation pattern determination for performing the variable display of the normal pattern is performed. If the result of the hit determination is hit, basically, the hit pattern is displayed in a variable display of the normal pattern and stopped. On the other hand, if the result of the hit determination is a loss, basically, the lost normal figure is stopped and displayed in variable display of the normal figure. Also, the probability of winning a prize can be changed as appropriate.
[0100] 3-1-2. Fluctuations in the Uzu Normal pattern fluctuation pattern determination is a determination for determining a normal pattern fluctuation pattern using one or more normal pattern fluctuation pattern determination tables as shown in FIG. 11(B). The normal pattern fluctuation pattern is identification information related to predetermined matters related to the variable display of the normal pattern, such as the normal pattern fluctuation time.
[0101] Normal figure fluctuation pattern determination table can be associated with the gaming state. That is, as the normal figure fluctuation pattern determination table, the normal figure fluctuation pattern determination table used in the non-time saving state (non-time saving normal figure fluctuation pattern determination table) and the normal figure fluctuation pattern determination table used in the time saving state ( It is possible to distinguish from the time-saving normal figure fluctuation pattern determination table).
[0102] In each normal figure fluctuation pattern determination table, one normal figure fluctuation pattern, which is the result of the normal figure fluctuation pattern determination, is stored for each normal figure to be stopped. That is, the pachinko game machine PY1, in the non-time saving state and in the time saving state, it is possible to vary the normal figure fluctuation time. For example, in a non-time-saving state, for the variable display of the normal figure when stopping the normal figure (losing general figure), the normal figure fluctuation time is determined to be a normal figure fluctuation pattern, for example, 30 seconds, and the winning pattern For the variable display of the normal pattern when displaying is stopped, the normal pattern is determined to be a normal pattern with a normal pattern fluctuation time of 30 seconds, for example. Also, in the time-saving state, for the variable display of the normal figure when the losing normal figure is stopped and displayed, the normal figure fluctuation time is determined to be, for example, 5 seconds. For the variable display of the figure, a normal figure fluctuation pattern with a normal figure fluctuation time of, for example, 5 seconds is determined. The variable display of the normal pattern fluctuation time associated with the normal pattern fluctuation pattern determined by this determination is performed by the normal pattern display device 82. Moreover, it is possible to appropriately change these normal pattern fluctuation times. In this way, by performing the hit determination and the normal pattern fluctuation pattern determination, the normal pattern display device 82 performs variable display of the normal pattern.
[0103] 3-1-3.Auxiliary game Auxiliary game is a variable display of the general pattern, and as a display result (the result of the general pattern lottery), it is executed when the winning design is displayed stop (derived).
[0104] Auxiliary games include various elements such as the elements that constitute the auxiliary game (auxiliary game components), ie, the number of times the electric chew 12D is opened, and the opening time for each opening. Each of these elements is associated with a game state. Pachinko game machine PY1, based on the game state, to control the auxiliary game using one or more auxiliary game control table as shown in FIG. 11 (C). The auxiliary game control table is associated with the game state. Each auxiliary game control table stores auxiliary game components. Also, the number of times of opening and the opening time in each of these elements can be changed as appropriate.
[0105] The pachinko game machine PY1 can vary the opening time of the electric chew 12D between the auxiliary game in the non-time saving state and the auxiliary game in the time saving state. For example, in the auxiliary game in the non-time-saving state, the first opening time (time (for example, 0.08 seconds) difficult to win the game ball electric chew 12D) to open the electric chew 12D. In addition, below, the auxiliary game in the non-time saving state is also referred to as "short opening auxiliary game". Also, in the auxiliary game in the time saving state, the electric chew 12D is opened for a second opening time longer than the first opening time (a time when it is easy to win the game ball electric chew 12D (for example, 3.00 seconds)) . In addition, below, the auxiliary game in the time saving state is also referred to as "long open auxiliary game".
[0106] 3-2. Games related to Tokuzu Next, the game related to the special figure will be explained. The pachinko game machine PY1 performs a lottery of the special figure 1 when the launched game ball wins the first start hole 11. When the special figure 1 lottery is performed, the special figure 1 variable display (stop display after performing the variable display) is performed in the special figure 1 display device 81a to notify the result of the special figure 1 lottery. Here, the stop-displayed special figure 1 has a jackpot design and a losing design. In other words, the result of the lottery of special figure 1 is a big hit and a loss. When the jackpot symbols are stop-displayed, the jackpot game is executed, a new game state is set, and the game based on the winning is finished. On the other hand, when the losing symbol is stopped and displayed, the big win game is not performed, and the game based on the winning is finished.
[0107] Similarly, the pachinko gaming machine PY1, when the launched game ball wins the second start opening 12, performs a special figure 2 lottery. When the special figure 2 lottery is performed, the special figure 2 variable display (stop display after performing the variable display) is performed in the special figure 2 display device 81b, and the result of the special figure 2 lottery is notified. Here, the stop-displayed special figure 2 includes a jackpot design and a losing design. That is, the result of the lottery of special figure 2, there is a big hit and a loss. When the jackpot symbols are stop-displayed, the jackpot game is executed, a new game state is set, and the game based on the winning is finished. On the other hand, when the losing symbol is stopped and displayed, the big winning game is not performed, and the game based on the winning is finished.
[0108] In the following, the winning of the game ball in the first starting port 11 is referred to as "satisfaction of the first starting condition", and the winning of the game ball in the second starting port 12 is "satisfaction of the second starting condition". It says. Also, "satisfaction of the first starting condition" and "satisfaction of the second starting condition" are collectively referred to as "satisfaction of the starting condition". In addition, the special design losing pattern is also called "loss special pattern" in order to distinguish it from the above-mentioned normal pattern losing pattern.
[0109] The pachinko machine PY1 acquires a special figure-related random number when the start condition is established, and Various decisions are made on random numbers. As shown in FIG. 10(B), the special figure related random numbers to be acquired include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers and special figure variation pattern random numbers. The special symbol random number is a random number for judging the jackpot. The jackpot symbol type random number is a random number for judging the jackpot symbol type. A reach random number is a random number for performing reach determination. The special symbol variation pattern random number is a random number for determining the variation pattern of the special symbol. Each random number is appropriately bounded. Note that the random number is also called determination information.
[0110] 3-2-1. Jackpot judgment Big hit determination is a determination for determining whether or not a big hit (whether or not to execute a big hit game) using one or a plurality of big hit determination tables as shown in FIG. 12(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether it is the normal probability state or the high probability state. That is, as the jackpot determination table, it is possible to distinguish between the jackpot determination table used in the normal probability state (normal probability jackpot determination table) and the jackpot determination table used in the high probability state (high probability jackpot determination table). It is possible.
[0111] In each jackpot determination table, the judgment value of the special symbol random number (special symbol random number value) is distributed to the jackpot and loss, which are the results of the jackpot determination. The pachinko gaming machine PY1 collates the acquired special symbol random number with a big hit determination table to determine whether it is a big hit or a loss. As shown in FIG. 12(A), the high-probability jackpot determination table has more special symbol random number determination values that are determined to be a jackpot than the normal-probability jackpot determination table. In addition, it is possible to appropriately change the probability of winning the jackpot.
[0112] 3-2-2. Jackpot symbol type judgment In the jackpot design type determination, when the result of the jackpot determination is a jackpot, the type of the jackpot design (jackpot design type) is determined using one or a plurality of jackpot design type determination tables as shown in FIG. 12 (B). It is a decision for It is possible to associate the content of the big win, in other words, the constituent elements of the big win including the game privilege given to the player, for each type of the big win symbol.
[0113] The jackpot symbol type determination table is associated with the type of the special symbol that is variably displayed, in other words, the type of the starting port where the winning caused by the jackpot symbol type determination (causing the jackpot symbol type determination) was performed. is possible. That is, as the jackpot pattern type determination table, the jackpot pattern type determination table (first jackpot pattern type determination table) used when performing the variable display of the special figure 1, and the jackpot used when performing the variable display of the special figure 2 It is possible to distinguish from the symbol type determination table (second jackpot symbol type determination table).
[0114] There are multiple types of jackpot patterns, and in each jackpot pattern type determination table, the judgment value of the jackpot pattern type random number (jackpot pattern type random number) is distributed to the jackpot pattern type that is the result of the jackpot pattern type determination. there is Therefore, the pachinko gaming machine PY1 collates the obtained jackpot design type random number with the jackpot design type determination table to determine the type of the jackpot design. In the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random numbers are appropriately distributed to various jackpot symbols. In addition, it is possible to appropriately change the distribution rate of the jackpot symbol type. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0115] For example, as shown in FIG. 12 (B), the allocation rate of the jackpot design type by the jackpot design type determination for the special figure 1 is set to 50% for the jackpot pattern X and 50% for the jackpot pattern Y, and for the special figure 2 It is possible for the jackpot pattern Z to make the allocation rate of the jackpot pattern type determined by the jackpot pattern type determination 100%. In this way, the lottery of the special figure 1 performed by winning the game ball in the first start opening 11 and the lottery of the special figure 2 performed by winning the game ball in the second start opening 12, the jackpot pattern type can be made different.
[0116] 3-2-3. Reach judgment Reach determination, if the result of the jackpot determination is a loss, using one or more reach determination table as shown in FIG. It is a judgment to decide.
[0117] The reach determination table can be associated with the gaming state. That is, as the reach determination table, the reach determination table (non-time-saving reach determination table) used in the non-time-saving state and the reach determination table (time-saving reach determination table) used in the time-saving state are distinguished. Is possible.
[0118] In each reach determination table, the reach random number determination value (reach establishment random value) is distributed to "with reach (generate reach)" and "without reach (not generate reach)", which is the result of reach determination. there is Therefore, the pachinko gaming machine PY1 collates the obtained reach random number with the reach determination table to determine whether there is reach or not (whether or not to generate reach). As shown in FIG. 12(C), the reach determination table for non-time saving and the reach determination table for time saving can be different in the number of reach establishment random numbers that are determined to be "with reach (generate reach)". It is possible. In the following, "with reach (generate reach)", which is performed on the premise that the result of the jackpot judgment is "losing", is called "losing with reach", and "no reach (does not generate reach)". )” is sometimes called “no reach”.
[0119] 3-2-4. Special figure change Special figure variation pattern determination uses one or more special symbol variation pattern determination tables (special figure variation pattern determination table) as shown in FIGS. It is a determination for determining the variation pattern), and is performed in any case where the result of the big hit determination is a big hit or a loss. The special figure fluctuation pattern is identification information for identifying predetermined matters related to the special figure fluctuation time and the production flow (production content) of the special figure fluctuation production described later. It should be noted that the special figure fluctuation pattern, in addition to the special figure fluctuation time and production flow of special figure fluctuation production (production content), it is possible to include identification information regarding the result of jackpot determination and the result of reach determination. As a special figure variation pattern, it is possible to use a plurality of types of special figure variation patterns with different identification information, respectively, and the number can be changed as appropriate.
[0120] The special figure variation pattern determination table can be associated with the type of special symbol that performs variable display to be determined, in other words, the type of starting opening where the winning caused by the special figure variation pattern determination is performed. That is, the special figure variation pattern determination table used when performing the variable display of the special figure 1 as the special figure variation pattern determination table (special figure 1 variation pattern determination table: FIG. 13) and the special figure 2 variable display It is possible to distinguish the special figure variation pattern determination table (special figure 2 variation pattern determination table: FIG. 14) used when.
[0121] Each special figure variation pattern determination table can also be associated with the gaming state. That is, as a special figure 1 variation pattern determination table, a special figure 1 variation pattern determination table (special figure 1 variation pattern determination table for non-time saving) used in the non-time saving state, and a special figure 1 used in the time saving state It is possible to distinguish between the variation pattern determination table (time saving special figure 1 variation pattern determination table). On the other hand, the special figure 2 variation pattern determination table is also used when the special figure 2 variation pattern determination table (special figure 2 variation pattern determination table for non-time saving) used in the non-time saving state and the time saving state It is possible to distinguish between the special figure 2 variation pattern determination table (special figure 2 variation pattern determination table for time saving).
[0122] In addition, each special figure variation pattern determination table associated with the gaming state can be further associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. In other words, the non-time-saving special figure 1 variation pattern determination table and the non-time-saving special figure 2 variation pattern determination table are for big hits (for each jackpot symbol type), for loss with reach, and for loss without reach. Similarly, the time-saving special figure 1 variation pattern determination table and the time-saving special figure 2 variation pattern determination table are respectively for big hits (for each jackpot symbol type), for loss with reach, and for loss without reach.
[0123] Furthermore, the special figure 1 variation pattern determination table for each reach no loss can be associated with the number of special figures pending. For example, the special figure 1 variation pattern determination table for reach no loss used when the special figure 1 reservation number (U1) is 0 to 2, and the special figure 1 reservation number (U1) is used when it is 3 to 4 It is possible to distinguish between the special figure 1 variation pattern determination table for reach no loss. In addition, the special figure 2 variation pattern determination table for each reach no loss can be associated with the number of special figures pending. For example, the special figure 2 variation pattern determination table for reach no loss used when the special figure 2 reservation number (U2) is 0 to 2, and the special figure 2 reservation number (U2) is used when it is 3 to 4 It is possible to distinguish between the special figure 2 variation pattern determination table for reach no loss.
[0124] Then, variable display of the special figure of the special figure variation time corresponding to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display device 81. Then, in the special figure variable display, when the jackpot pattern is stopped and displayed as a display result (special figure lottery result), the next special figure variable display is not performed immediately, and the jackpot game is executed subsequently. be.
[0125] Also, each special figure variation pattern can be associated with the effect flow of the special figure variation production as shown in the second column from the right of the table in FIGS.
[0126] In addition, as shown in the rightmost column of the table in FIGS. 13 to 14, the special figure fluctuation pattern can be named in association with the special figure (jackpot determination result) and the production contents of the special figure fluctuation production. be. For example, the special figure variation pattern related to the jackpot is called "jackpot variation". On the other hand, in the loss with reach, SP reach, which is a type of reach, is performed. The figure fluctuation pattern is "L loss fluctuation", and in the loss with reach, the special fluctuation pattern where the special fluctuation effect ends with N reach, which is a type of reach, is "N loss fluctuation", and the loss without reach Such a special figure variation pattern is referred to as "normal loss variation".
[0127] 3-2-5.Prefetch judgment Pachinko game machine PY1 performs prefetching determination using one or a plurality of prefetching determination tables as shown in FIG. 15 based on the obtained special figure related random numbers. For the look-ahead determination, for example, determination of whether or not the special symbol random number is determined to be a big hit in the big hit determination, determination of which jackpot symbol type the jackpot symbol type random number is determined in the jackpot symbol type determination, special There is a determination of which special figure variation pattern the figure variation pattern random number is determined in the special figure variation pattern determination. The look-ahead determination table can be associated with the type of starting opening related to the starting prize. That is, as the lookahead determination table, a lookahead determination table (first lookahead determination table) in the case of winning the first starting gate 11 and a lookahead determination table (second lookahead determination table) in the case of winning the second start gate 12. , can be distinguished.
[0128] Also, the look-ahead determination table can be associated with the game state. That is, as a look-ahead determination table, a look-ahead determination table (non-time-saving look-ahead determination table) used in a non-time-saving state and a look-ahead determination table (time-saving look-ahead determination table) used in a time-saving state are distinguished. Is possible.
[0129] In other words, the look-ahead determination table includes the first look-ahead determination table used in the non-time-saving state, the first look-ahead determination table used in the time-saving state, and the second look-ahead determination table used in the non-time-saving state. It is possible to distinguish between this and the second look-ahead determination table used in the time saving state. It should be noted that it is possible to appropriately change what kind of determination is included in the prefetch determination.
[0130] 3-3. Jackpot game Next, the jackpot game will be described. The jackpot game includes multiple round games that involve opening and closing the big winning port (first big winning port 14 or second big winning port 15), and the time between the start of the big win game and the start of the first round game. It includes an opening (also referred to as OP) and an ending (also referred to as ED) from the end of the final round game to the end of the jackpot game. Each round begins with the end of the opening or the end of the previous round and ends with the beginning of the next round or the beginning of the ending. Moreover, it is possible not to provide OP and ED. In addition, below, the round game of the predetermined number of times (predetermined order) is simply referred to as "round". For example, the first round game is called "1 round (1R)", and the tenth round game is called "10 rounds (10R)".
[0131] Elements that make up such a jackpot game (jackpot game components) include the number of round games, the number of openings of the jackpot (first jackpot 14 or second jackpot 15) in each round game, Includes the type and opening time of each opening (opening pattern), the time to close until the next opening (closing time), the opening time (opening time), and the ending time (ending time). ing. The pachinko gaming machine PY1 controls the jackpot game using one or a plurality of jackpot game control tables as shown in FIG. 16 after the stop display of the special figure. The jackpot game control table stores jackpot game components for each jackpot game. As a jackpot game, it is possible to control one type or a plurality of types of jackpot games.
[0132] For example, as shown in FIG. 16, from 1R to 9R, a round game in which the first big prize opening 14 opens for a maximum of 29.5 seconds, or a round game in which the first big prize opening 14 opens for a maximum of 0.1 seconds , is performed. Then, in 10R (final round), a round game in which the second large prize winning port 15 is opened for 29.5 seconds at maximum, or a round game in which the second large prize winning port 15 is opened for 0.1 second at maximum, is performed. Further, in each round game, when a predetermined number (for example, 10) of game balls are detected by the big winning opening sensor, even before the maximum opening time of the big winning openings 14 and 15 elapses, End the round game.
[0133] Also, the number of times and time for each element can be changed as appropriate. In addition, it is possible to perform the jackpot game using both the first big winning hole 14 and the second big winning hole 15, or to use only one of them.
[0134] Here, the specific area 16 will be described in detail. Since the specific area 16 takes a closed state in which a prize cannot be won and an open state in which a prize can be won by the distribution member 16k, the operation mode of the distribution member 16k can be said to be the opening / closing mode of the specific area 16. FIG. Hereinafter, the operating mode of the distribution member 16k is also referred to as "the opening and closing mode of the specific area 16". In this way, the sorting member 16k is controlled in a constant operation mode (a constant opening / closing mode of the specific region 16), and a constant operation mode of the sorting member 16k (a constant opening / closing mode of the specific region 16), In combination with the opening and closing mode of the second big winning opening 15 in the big winning game, the difficulty (easiness) of entering the game ball into the specific area 16 in the big winning game is set. In addition, hereinafter, the open state of the specific region 16 is also referred to as “V open”.
[0135] The distribution solenoid 16s is energized for 15 seconds after the opening of the second big prize opening starts, and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in the round game in which the second large winning opening 15 is opened for a maximum of 29.5 seconds, the opening time and timing of the second large winning opening 15 and the time and timing controlled to the second state of the distribution member 16k From the relationship, it is 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 the round game in which the second large winning opening 15 is opened for a maximum of 0.1 seconds, the opening time and timing of the second large winning opening 15 and the time and timing when the distribution member 16k is controlled to the second state From the relationship, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). In this way, in the jackpot game, during the jackpot game, the VAT opening and closing member in the first opening pattern (V long opening pattern) that makes it easy to pass through the specific area 16 of the game ball (hereinafter also referred to as "V passage") The VAT opening / closing member 15k and the distribution member 16k operate in the jackpot game in which the 15k and the distribution member 16k operate, and the second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16. It is possible to execute a jackpot game. Thus, the big hit game in which the VAT opening and closing member 15k and the distribution member 16k operate in the V long open pattern is called "V long big hit". On the other hand, the big hit game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V short open pattern is called "V short big hit".
[0136] 3-4. Game status Next, the game state will be explained. As shown in FIG. 17, the pachinko machine PY1 has "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 " It is possible to make it into any game state of "jackpot game state". In addition, "low probability low base game state" is "low probability low base state", "low probability high base game state" is "low probability high base state", and "high probability low base game state" is "high probability". "Low base state" and "high probability high base gaming state" can be abbreviated as "high probability high base state", respectively. As states constituting the game state, there are a state related to the probability of being determined as a "big win" in the big win determination and a state related to the ease of opening the electric chew 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.
[0137] The normal probability state is set in the "low-probability low-base game state" or "low-probability high-base game state", and is a state in which the probability of being judged as a big hit in the jackpot judgment is a normal probability. The high-probability state is set in the "high-probability low-base game state" or "high-probability high-base game state", and is a state in which the probability of being judged as a big hit in the jackpot judgment is higher than the normal probability. Therefore, it can be said that the high-probability state is more advantageous to the player than the normal-probability state. When the pachinko game machine PY1 is powered on for the first time, a 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, it is possible to switch to a high probability state by passing the game ball through the specific area 16 in the jackpot game. It is also possible to switch to a high probability state depending on the type of jackpot symbol. The high-probability state can be switched from the high-probability state to the normal-probability state by performing a predetermined number of jackpot determinations without winning the jackpot, or by winning the next jackpot.
[0138] The non-time saving state is set in the "low probability low base game state", "high probability low base game state" or "jackpot game state". The time-saving state is set in the "low-probability high-base game state" or "high-probability high-base game state", and compared to the non-time-saving state, the game state in which the opening time of the electric chew 12D in one auxiliary game tends to be longer is. For example, in the time-saving state, the opening time (eg, 3.00 seconds) is longer than the opening time (eg, 0.08 seconds) of the electric chew 12D in the non-time-saving state. Also, in the time saving state, using the special figure variation pattern determination table that is determined so that the special figure variation pattern with a short special figure variation time is selected more than the non-time saving state, the special figure variation pattern determination is It is also possible to have it performed (see FIGS. 13 and 14). As a result, in the time saving state, the pace of digestion of the special figure reservation becomes faster, and the effective winning to the starting opening (the winning that can be stored as a special figure reservation) is likely to occur. Therefore, it is possible to aim for a big hit under the smooth progress of the game.
[0139] Moreover, compared with a non-work-saving state, a time-saving state can make normal figure fluctuation|variation time short easily. For example, in the time saving state, the normal figure fluctuation time (5 seconds) shorter than the normal figure fluctuation time (30 seconds) determined in the non-time saving state is determined. Therefore, the number of executions of the normal drawing lottery per unit time is greater in the time saving state.
[0140] Moreover, the time saving state can be made easier to be determined to be a hit in the hit determination as compared with the non-time saving state. For example, in the time-saving state, it is determined to be a hit with a higher probability (eg, 59936 / 65536) than the probability (eg, 6600 / 65536) that is determined to be a hit in a non-time-saving state. Therefore, the time-saving state has a larger number of hit determinations per unit time.
[0141] Thus, in the time-saving state, compared to the non-time-saving state, the opening time of the electric chew 12D per unit time becomes longer, and the game balls to the second starting port 12 are likely to win frequently. As a result, the base, which is the ratio of the number of balls awarded to the number of balls fired, increases. Therefore, in a time-saving state with a high base, it is possible to aim for a jackpot election without greatly reducing the number of game balls possessed. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0142] When the pachinko game machine PY1 is powered on for the first time, a non-time-saving state is set. Then, for example, by winning a jackpot, a time saving state can be set. The time-saving state can be changed from the time-saving state to the non-time-saving state by performing a predetermined number of big win determinations without winning the big win or by winning the next big win.
[0143] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal pattern fluctuation time is easier to shorten, and the opening time of the electric chew 12D in one auxiliary game is easier to be longer. It is set to be advantageous to the player in terms of three points about the game related to the normal figure. However, the points that are set in favor of this player may be some of them.
[0144] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is the "low probability low base game state" in which the normal probability state and the non-time saving state are set. This game state is also called "normal game state". In addition, in the "jackpot game state", the hit determination is performed, but the jackpot determination is not performed, so a non-time-saving state is set with the start of the jackpot game. As for the game state, it is possible to use all or part of the game states described above. In addition, as a game state other than the normal game state, "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 the "jackpot gaming state" can be called a "privilege gaming state" in which a privilege is given to the player.
[0145] 4. Main production by game machine Next, main effects performed by the pachinko game machine PY1 will be described with reference to FIGS. 18 to 24. FIG.
[0146] 4-1.Direction mode First, the production mode will be explained. The rendering mode is a division of rendering (or a higher-level attribute). The pachinko game machine PY1 can set, as production modes, a customer waiting production mode, a normal production mode, a probability variable production mode, a short working hours production mode and a jackpot production mode.
[0147] In the customer waiting production mode, a special variable production is 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". It is a production mode that can be set when there is no special figure fluctuation production and indicates that it is in a standby state. A customer waiting performance is performed when the customer waiting performance mode is set. In the customer waiting effect, for example, as shown in FIG. 18(A-1), a customer waiting demonstration video G100 introducing the pachinko gaming machine PY1 is displayed on the display screen 50a. Further, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the effects of the pachinko machine PY1 is displayed as shown in FIG. 18(A-2). is displayed. Settings related to effects include volume setting of sound output from the speaker 52, brightness setting of the display screen 50a (“light amount setting”), frequency setting of effects to be executed (“effect setting”), and the like.
[0148] The normal production mode is a production mode that can be set when the special figure fluctuation production is performed in the "low probability low base game state" and indicates that it is a non-time saving state. In the normal effect mode, for example, as shown in FIG. 18(B-1), a first normal effect mode in which a background image (daytime normal background image G102) representing a daytime mountain view is displayed on the display screen 50a. Then, as shown in FIG. 18(B-2), a second normal effect mode in which a background image (ordinary evening background image G103) representing the scenery of mountains in the evening is displayed on the display screen 50a; As shown in -3), there is a third normal effect mode in which a background image (normal nighttime background image G104) representing a mountain view at night is displayed on the display screen 50a. It can be switched as one condition that the special figure fluctuation effect is performed once or more times. Furthermore, each of the 1st to 3rd normal production modes has a normal front stage production mode before reach is established and a normal rear stage production mode after reach is established in the special figure fluctuation production. In the normal front stage production mode, any one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display screen 50a. A custom background image will be displayed. The effect in which the normal daytime background image G102, the normal evening background image G103, or the normal nighttime background image G104 is displayed on the display screen 50a can be referred to as a "normal mode effect." A player watching the normal mode effect can understand that the game state is controlled to the normal game state (low-probability low-base game state). In addition, the normal production mode is set even in the "high probability low base game state", and the "normal mode production" is executed even when the special figure fluctuation production is performed in the "high probability low base game state". You can do so. Alternatively, a special effect mode that is set only in the "high probability low base game state" may be provided.
[0149] The probability variable production mode is a production mode that can be set when the special figure fluctuation production is performed in the "high probability high base game state", and is a production mode indicating that it is a high probability state and a time saving state. In the probability variation effect mode, for example, as shown in FIG. 18 (B-4), a background image representing the universe (probability variation background image G105) is displayed on the display screen 50a. Furthermore, the probability variation performance mode includes a probability variation front stage performance mode before the reach is established and a probability variation rear stage performance mode after the reach is established in the special figure fluctuation performance. In the variable probability front stage production mode, the background image G105 for probability variation is displayed on the display screen 50a, but in the variable probability latter stage production mode, a dedicated background image corresponding to the type of reach is displayed. The effect in which the probability variation background image G105 is displayed on the display screen 50a can be referred to as "probability variation mode effect (advantageous effect)". A player watching the variable probability mode production can understand that the game state is controlled to a high probability high base state (high probability state and time saving state).
[0150] The time-saving performance mode is a performance mode that can be set when a special figure variation performance is being performed in the "low-probability high-base game state", and is a performance mode indicating a normal probability state and a time-saving state. In the time saving effect mode, for example, as shown in FIG. 18(B-5), a background image representing the sky (time saving background image G106) is displayed on the display screen 50a. In addition, the number of times of variable display of special symbols until the low probability height base state ends is shown in the upper right part of the display screen 50a. Furthermore, the time reduction performance mode includes a time reduction front stage performance mode before reach is established and a time reduction rear stage performance mode after reach is established in the special figure fluctuation performance. In the time saving front stage production mode, the background image G106 for time saving is displayed on the display screen 50a, but in the time saving rear stage production mode, a dedicated background image corresponding to the type of reach is displayed. The effect in which the time saving background image G106 is displayed on the display screen 50a can be referred to as "time saving mode effect". A player watching the time-saving mode production can understand that the game state is controlled to a low-probability-high base state (normal probability state and time-saving state).
[0151] The jackpot production mode is a production mode that can be set when a jackpot game is being performed in the "jackpot game state", and is a production mode indicating that the jackpot game is being performed. In the jackpot production mode, for example, during the opening of the jackpot game, as shown in FIG. A jackpot opening effect is performed in which a beating image G108 is displayed. During the round of the jackpot game, as shown in FIG. 18(C-2), the display screen 50a displays a round image G109 indicating the number of rounds, a prize ball image G110 indicating the number of prize balls paid out, and a town A round effect (advantageous effect) is performed in which a background image (background image for round G114) representing is displayed. During the ending of the jackpot game, as shown in FIG. A jackpot ending production is performed in which a total number of prize balls image G112 indicating the number of prize balls is displayed.
[0152] It should be noted that the types of production modes can be changed or added as appropriate.
[0153] 4-2. Special figure fluctuation effect Next, the special figure fluctuation production (also simply referred to as "variation production") will be described. Pachinko machine PY1, when the variable display of the special figure is started, the special figure variation pattern and the special figure lottery result related to the variable display of the special figure (jackpot determination result, jackpot pattern type determination result, reach determination result, and Based on the special figure fluctuation pattern determination result) etc., the special figure fluctuation production is executed. In the special figure variation production, the variation display of the production pattern is performed in a superimposed manner on a predetermined background image on the display screen 50a. The production pattern is composed of, for example, 1 to 9 number patterns, and in the variable display of the production pattern, the production pattern fluctuates with the start of the variable display of the special figure, and the production design with the end of the variable display of the special figure. stops. That is, after the special figure fluctuation time and the variable display of the effect design are performed, the variation is stopped and the stop display of the effect design is performed. Then, the result of the special figure lottery is informed by the stop display of the production pattern.
[0154] In addition, in the special figure fluctuation production, in addition to the fluctuation display of the production pattern, there are various It is possible to perform other productions using a production device. In this case, other effects can be continued even after the stop display of the effect symbols.
[0155] 4-2-1.Production pattern display area On the display screen 50a of the image display device 50, as shown in FIG. 19(A), the display screen 50a is divided into three substantially evenly in the horizontal direction. It is possible to provide a middle production pattern area 50b2 and a right production design area 50b3. The left effect symbol area 50b1 is an area for displaying the left effect symbol EZ1 when the effect symbol is stopped and displayed in the special figure fluctuation effect. Similarly, the medium production design area 50b2 and the right production design area 50b3 are areas for displaying the medium production design EZ2 and the right production design EZ3.
[0156] Further, as shown in FIG. 19(A), it is possible to provide a small pattern area 50c in a section at the left end (upper left corner) of the upper end of the display screen 50a. The small design area 50c is an area for variably displaying the small designs KZ1, KZ2, and KZ3 when the special design is variably displayed. The small patterns KZ1, KZ2, KZ3 are composed of 1 to 9 number patterns, for example.
[0157] In addition, in FIG. 19(A), the left production pattern area 50b1, the middle production pattern area 50b2, the right production pattern area 50b3, and the small pattern area 50c are indicated by two-dot chain lines, but this is the left production design area 50b1. , Middle production design area 50b2, right production design area 50b3, and the range of the small design area 50c are shown, and are not actually displayed.
[0158] 4-2-2.Normal Fluctuation The pachinko game machine PY1 can perform normal variation first in the special figure variation effect. The normal variation functions as an effect suggesting that the variable display of the special figure has started.
[0159] When the variable display of special symbols is started, for example, as shown in FIG. , EZ2, EZ3" or "production pattern EZ") are stopped and displayed, and the left small pattern KZ1, medium and small pattern KZ2 and right small pattern KZ3 are stopped and displayed, and the variable display of special figures is performed. Not yet, from the state of waiting for the variable display of the special figure, as shown in FIG. Variable display of KZ1, KZ2, and KZ3 is started. In addition, "↓" in FIG. 19 indicates that the symbols are displayed in a variable manner. Then, when the special figure fluctuation pattern of the variable display of this special figure is, for example, "normal loss fluctuation", as shown in FIG. 19 (C-1), the left production pattern EZ1 and the right production pattern EZ3 are different After temporarily stopping in the stop mode, as shown in FIG. 19(D), the performance symbols EZ1, EZ2, and EZ3 are stop-displayed in a stop mode (so-called split eyes) suggesting a loss. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode suggesting a failure. There are multiple types of stop modes that suggest a loss, such as "1 1 2" and "2 4 6", in which the symbols on the left and right sides are not the same. On the other hand, if the special figure fluctuation pattern of the variable display of the special figure is a special figure fluctuation pattern with reach such as "N loss fluctuation", as shown in FIG. 19 (C-2), left production pattern EZ1 And the right production pattern EZ3 is temporarily stopped in the same stop mode (so-called reach eyes), and reach is established. At this time, the fluctuation display of the small symbols KZ1, KZ2, and KZ3 is continuously performed, and the ready-to-win production according to the special figure fluctuation pattern is performed. It should be noted that the stop order and stop mode of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0160] 4-2-3.N reach Pachinko game machine PY1 can perform N reach when reach is established in normal variation. The N-reach is an effect suggesting that the result of the big win determination may have been a "big win", and functions as an effect for making the player expect a big win.
[0161] In N reach, as shown in FIG. 20 (A), the state in which reach is established is maintained for a predetermined time (eg, 10 seconds), and as shown in FIG. decelerates to Then, when the special figure fluctuation pattern of the variable display of the special figure is, for example, "N loss fluctuation", as shown in FIG. Symbols EZ1, EZ2, and EZ3 stop and display. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode suggesting reach-losing. There are multiple types of stop modes that suggest reach loss, such as "7 6 7" and "5 3 5", in which the left and right symbols are the same and the middle symbols are different from the left and right symbols. On the other hand, when the special figure fluctuation pattern of the variable display of the special figure is, for example, "N jackpot fluctuation", as shown in FIG. indicate. There are a plurality of types of stop modes that suggest a big win, such as "7 7 7" and "2 2 2", in which the symbols on the left and right sides are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are all stopped and displayed in a stop mode suggesting a big win. It should be noted that the contents of the N reach effect are not limited to the gradual deceleration of the middle effect symbol EZ2, and can be changed or added as appropriate.
[0162] 4-2-4.SP Reach Pachinko machine PY1 can perform SP reach after N reach. The SP reach is an effect suggesting that the possibility that the result of the big hit determination was a "big win" is higher than the N reach, and functions as an effect for making the player expect a big win.
[0163] In SP reach, after N reach, for example, as shown in FIG. An image (SP reach start title image) G1 indicating that reach has started is displayed. After that, as shown in FIG. 21(B), an SP ready-to-win effect (for example, a battle effect) is performed. Then, when the final phase of the SP reach-only production is reached, the special figure fluctuation pattern of the special figure variable display is, for example, "SP jackpot fluctuation", As shown in FIG. 21 (C-1), the display screen At 50a, an effect suggesting a big win (for example, a display in which the main character is happy to have won a battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 stop in a stop mode (so-called double eyes) suggesting a big win. indicate. At this time, the small symbols KZ1, KZ2, and KZ3 are all stopped and displayed in a stop mode suggesting a big win. On the other hand, if the special figure variation pattern of the variable display of the special figure is, for example, "SP loss variation", as shown in FIG. ) is performed, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode suggesting reach-losing. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode suggesting a failure. It should be noted that the effect content of SP reach can be changed or added as appropriate.
[0164] Here, the possibility that the production symbols EZ1, EZ2, and EZ3 for each reach are stopped in a manner indicating a big win (big win expectation, winning expectation) will be explained in detail. The degree of jackpot expectation for each reach is determined by the execution probability based on the result of jackpot determination. For example, if the execution probability of N reach is 10% if the result of the jackpot judgment is "losing", and 100% if the result of the jackpot judgment is "jackpot", the execution probability of SP reach is If the result of the jackpot judgment is "losing", set it to 4%, and if the result of the jackpot judgment is "jackpot", set it to 100%. Can be set higher. In addition, SP reach A and SP reach B can be executed as SP reach, the execution probability of SP reach A is set to 2% when the result of jackpot judgment is "losing", and the result of jackpot judgment is "jackpot" In the case of 20%, the execution probability of SP reach B is 2% if the result of the jackpot judgment is "losing", and 30% if the result of the jackpot judgment is "jackpot". For example, it is possible to set the SP reach B jackpot expectation higher than the SP reach A jackpot expectation. In this way, by appropriately setting the execution probability according to the result of the judgment of the big win, it is possible to set the expected degree of the big win.
[0165] 4-3.Pending icon display area As shown in FIG. 22(A), the display screen 50a of the image display device 50 can be provided with a pending icon display area 50d consisting of four display areas. The pending icon display area 50d consists of the first display area 50d1, the second display area 50d2, the third display area 50d3 and the fourth display area 50d4. A pending icon HA can be displayed in the display areas 50d1, 50d2, 50d3, 50d4. For example, when the special figure 1 reserved number is "1", the reserved icon HA is displayed in the first display area 50d1, and when the special figure 1 reserved number is "2", the first display area 50d1 and the second A pending icon HA is displayed in the second display area 50d2.
[0166] Further, as shown in FIG. 22(A), an icon display area 50e consisting of one display area can be provided near the pending icon display area 50d. The icon display area 50e can display the icon TA that is the same as or different from the pending icon HA in accordance with the start of the special figure variation effect.
[0167] It should be noted that the number of display areas forming the pending icon display area 50d can be changed as appropriate. In addition, the pending icon display area 50d, it is also possible to be a display area that displays both the special figure 1 pending number and the special figure 2 pending number as a display area that displays only one.
[0168] 4-3-1. Suspension effect The pachinko gaming machine PY1 can perform a holding effect in response to a game ball entering the first starting port 11 or the second starting port 12.例文帳に追加 The pending effect can notify the player of the number of special figure 1 suspension or special figure 2 suspension.
[0169] In the pending effect, when the game ball wins the first start port 11 when the special figure 1 pending number is "0", the special figure fluctuation effect is started, for example, as shown in FIG. 22 (B), the icon The icon TA is displayed in the display area 50e. Then, when two more game balls enter the first starting hole 11 during the special figure fluctuation production, as shown in FIG. A pending icon HA is displayed at 50d2, and the player is notified that the special figure 1 pending number is "2". After that, when the special figure variation effect is completed and a new special figure variation effect is started, as shown in FIG. HA moves to the icon display area 50e and is displayed as the icon TA, and the pending icon HA displayed in the second display area 50d2 of the pending icon display area 50d moves to the first display area 50d1 and is displayed. And the player is notified that the number of special figures 1 pending is "1".
[0170] 4-4. Notice production The pachinko game machine PY1 can perform the notice effect at any timing during the special figure variation effect. The notice effect is the effect using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the buttons 40, 41, etc., and the result of the big hit judgment and the special figure fluctuation pattern judgment It is possible to suggest the results of
[0171] 4-4-1. Movable body production Pachinko game machine PY1 is capable of performing a movable object effect using movable devices 55, 56, and 58 as an advance notice effect. The movable body effect is a effect for operating the movable devices 55, 56, 58, and functions as a effect for making the player expect a big win.
[0172] In the movable body production, for example, when developing from N reach to SP reach, as shown in FIG. It is suggested that the lower movable body 56k moves so as to overlap the display screen 50a as seen from the player, and develops into SP reach. At this time, the effect image is displayed in the space on the display screen 50a that does not overlap the on-board movable body 55k and the lower-board movable body 56k. After that, as shown in FIG. 23(B), the on-board movable body 55k and the lower-board movable body 56k return to the normal standby state (initial position) and develop into SP reach. In addition, regarding the movable body production, it is possible to change or add as appropriate without being limited to the development suggestion to SP reach. In addition, it is possible to appropriately change or add the operation contents of the movable device in the movable body presentation.
[0173] 4-4-2. Operation production The pachinko game machine PY1 can perform an operation effect using the normal button 40 and the special button 41 as a notice effect. The operation performance is a performance in which the player operates the normal button 40 or the special button 41, and functions as a performance for making the player expect a big win.
[0174] In the operation effect, for example, in SP reach, a period during which the pressing operation of the special button 41 is valid (button operation valid period) occurs, and with the occurrence of this button operation valid period, as shown in FIG. 24 (A) , an effect prompting the operation of the special button 41 (button operation promotion effect) is performed. In the button operation prompting effect, a button operation prompting image G3 is displayed on the display screen 50a. The button operation prompting image G3 includes an image simulating the special button 41 (special button image G31), an image (pressing operation image G32) representing the operation mode (that is, pressing operation) of the special button 41, and the button operation valid period. and an image representing the remaining time (operation valid period remaining time image G33). The operation valid period remaining time image G33 is composed of a generally curved progress bar, and changes with the passage of time so that the player can easily understand the remaining time of the operation valid period. Thereafter, when the special button 41 is pressed during the button operation valid period, or after the button operation valid period elapses without the special button 41 being operated during the button operation valid period, FIG. As shown in , the on-board movable device 55 operates, and from the player's point of view, the on-board movable body 55k moves so as to overlap the display screen 50a, suggesting the expectation of a big win. Note that the operation effect is not limited to the operation of the on-board movable device 55, and can be changed or added as appropriate.
[0175] 4-4-3. Look-ahead effect The pachinko game machine PY1 is capable of performing a pre-reading effect for the special figure 1 hold or the special figure 2 hold in which the special figure lottery is not performed as the notice effect. The look-ahead production functions as a production for suggesting in advance the lottery result of the special lottery for special figure 1 reservation or special figure 2 reservation.
[0176] In the look-ahead effect, for example, if the result of the look-ahead determination for the special figure 1 suspension is "jackpot", as shown in FIG. may be displayed as "☆". Further, when the result of the prefetch determination is "missing", the pending icon HA may be displayed as "☆" as a so-called fake effect. It should be noted that the look-ahead effect, it is possible to perform both or one of the special figure 1 pending and special figure 2 pending. Moreover, it is possible to change or add the display mode of the pending icon HA as appropriate without being limited to the change of the display mode. For example, it is also possible to change the stop mode of the production patterns EZ1, EZ2, EZ3 in the special figure fluctuation production.
[0177] Display on 5.7-segment display Next, the display on the 7-segment display 300 (see FIG. 9) will be described. In the 7-segment display 300, the normal base, which is the ratio of the normal total prize balls won by the player in the normal game state and the normal shot balls fired by the player in the normal game state, is expressed as a percentage (%) value. Is displayed. In the 7-segment display 300, a base other than the normal base (time-saving base, which is the ratio of the total number of time-saving prize balls acquired by the player in the time-saving state and the number of time-saving balls fired by the player in the time-saving state, jackpot game The jackpot base, which is the ratio of the total number of jackpot prize balls won by the player in the jackpot state and the number of jackpot shot balls fired by the player in the jackpot gaming state, is not displayed.
[0178] Here, the game control microcomputer 101 always counts the number of normal shot balls, the total number of normal prize balls, and the total number of shot balls. The total number of shot balls is the number of shot balls shot by the player in all game states (normal game state, jackpot game state, high probability base state, low probability height base state, etc.). The total number of shot balls is calculated by the game control microcomputer 101 counting the detection of the outlet sensor. The normal number of shot balls is calculated by counting the detection of the ejection port sensor only in the normal game state microcomputer 101 for game control. The normal total number of prize balls is calculated by counting the number of prize balls that the game control microcomputer 101 pays out in the normal game state.
[0179] The information on the number of normal shot balls counted for display on the 7-segment display 300, the information on the total number of normal prize balls, and the information on the total number of shot balls are stored in the non-delete storage section 107 (see FIG. 6) of the game RAM 104. reference) in a specific storage area (not shown). Therefore, even if the RAM is cleared, the information on the number of normal shot balls, the information on the total number of normal prize balls, and the information on the total number of shot balls are maintained (not deleted). In this way, the game control microcomputer 101 can calculate the normal base using the normal number of shot balls at the time of power shutdown and the normal total number of prize balls at the time of power shutdown even if RAM clear is executed. Then, the game control microcomputer 101, regardless of the game state (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.) It is displayed in the right two digits (third display area 330 and fourth display area 340 (see FIG. 9)).
[0180] Here, the normal base is calculated by dividing the total number of shot balls into 60,000 shots. In other words, the normal base calculated from the time the power is turned on for the first time after shipment from the factory until the total number of shots reaches 60,000 is the first normal base. After that, when the total number of shot balls exceeds 60001, the value that was the first normal base is memorized as the previous normal base. And the normal base calculated from 60,001 to 120,000 shots is the current normal base. After that, when the total number of shots exceeds 120,001, the normal base value of the previous round is memorized as the normal base value of the second round, and the current normal base value is memorized as the normal base of the previous round. be. And the normal base calculated from 120,001 to 180,000 shots is the current normal base.
[0181] After that, when the total number of shots exceeds 180001, the value of the normal base 2 times before is memorized as the normal base value 3 times before, and the value of the normal base value 1 time before is the normal base value 2 times before. The value that was the current normal base is stored as the previous normal base. And the normal base calculated from 180,001 to 240,000 shots will be the current normal base. After that, when the total number of shots exceeds 240001, the value that was the normal base 3 times ago is erased, the value that was the normal base 2 times ago is memorized as the normal base 3 times ago, and the value that was the normal base 3 times before The value that was the normal base is memorized as the normal base two times ago, and the value that was the current normal base is memorized as the normal base one time ago. And the normal base calculated from 240,001 to 300,000 shots is the current normal base. Thereafter, similarly, the normal base is calculated every 60,000 shots, and the values of the normal base up to three times before are stored.
[0182] In this way, the game control microcomputer 101 stores the current normal base, the previous normal base, the two previous normal base, and the three previous normal base at the maximum in the non-erasing storage unit 107 of the game RAM 104. I can let you. In this case, the game control microcomputer 101 5 The display is switched every second.
[0183] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (the first display area 310 and the second display area 320 (see FIG. 9)), the right two digits (the third display area 330 and a fourth display area 340) display the current normal base. Therefore, a person who sees "bL" in the left two digits can understand that the value (normal base) shown in the right two digits is the current normal base.
[0184] Then, when 5 seconds have passed since the display of the current normal base started, the 7-segment display 300 displays "b1" in the left two digits and displays the previous normal base in the right two digits. be done. Therefore, a person who sees "b1" in the left two digits can understand that the value (normal base) indicated in the right two digits is the normal base of the previous time.
[0185] Then, when 5 seconds have passed since the display of the previous normal base started, the 7-segment display 300 shows "b2" in the left two digits and the two previous normal base in the right two digits. is displayed. Therefore, a person who sees "b2" in the left two digits can understand that the value (normal base) indicated in the right two digits is the normal base two times before.
[0186] Then, when 5 seconds have passed since the display of the normal base 2 times before started, the 7-segment display 300 shows "b3" in the left 2 digits and the normal base 3 times before in the right 2 digits. is displayed. Therefore, a person who sees "b3" in the left two digits can understand that the value (normal base) indicated in the right two digits is the normal base three times before.
[0187] Then, when 5 seconds have passed since the display of the normal base three times before was started, as described above, the 7-segment display 300 shows "bL" in the left two digits and the current two digits in the right two digits. is displayed and so on.
[0188] Also, in the 7-segment display 300, if the total number of shot balls is 300 or less after the power is turned on for the first time after shipment from the factory, "--" is displayed in the right two digits. In other words, when the total number of shot balls is 300 or less, the normal base value is not displayed, and when the total number of shot balls exceeds 300, the normal base value is displayed. In this way, when the total number of shot balls is 300 or less, the value of the normal base denominator (the number of shot balls) is too small to avoid displaying the unreliable normal base value. there is Even if the total number of shot balls is 300 or less, the left two digits of the 7-segment display 300 repeats the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds. .
[0189] Also, with the 7-segment display 300, when the number of normal shots is 6000 or less after the power is turned on for the first time after shipment from the factory, the left two digits indicate "bL", "b1", "b2", and "b3". ” flashes. After that, when the power is turned on for the first time after shipping from the factory, when the number of normal shot balls exceeds 6000 balls, the "bL" indicated by the left two digits will be lit. When the total number of shot balls reaches 60,000 or more after the power is turned on for the first time after shipment from the factory, the "b1" indicated by the left two digits will be lit, and the total number of shot balls will be lit after the power is turned on for the first time after shipment from the factory. When the number is 120000 or more, "b2" indicated by the left 2 digits will be lit, and when the total number of shot balls reaches 120000 or more after the power is turned on for the first time after shipping from the factory, "b3" indicated by the left 2 digits ” becomes a lighting mode. In this way, when the person who confirms the normal base on the 7-segment display 300 is shown the blinking mode in the left two digits, the normal base value indicated by the right two digits has not yet sufficiently converged. It is possible to have the user grasp that the value is not a value. In other words, when a person who checks the normal base is shown the lighting state in the left two digits, the value of the normal base shown in the right two digits is a value that converges to some extent. It is possible to
[0190] Also, in the 7-segment display 300, when the setting mode is entered after the power is turned on, the setting value (“1”) is displayed in the fourth display area 340. FIG. After that, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and the setting value (“1”) is no longer displayed in the fourth display area 340 . Thus, the setting value is displayed in the fourth display area 340 of the 7-segment display 300 only while the setting mode is set.
[0191] Also, in the 7-segment display 300, an initial display is performed after the power is turned on until the display of the normal base is started. As described above, when shifting to the setting mode after turning on the power, the initial display is executed after the setting change mode ends. In the initial display on the 7-segment display 300, all the lighting portions LB1 to LB32 (see FIG. 9) included in the first display area 310 to the fourth display area 340 are lit. That is, the 7-segment display 300 displays "8.8.8.8.". In this way, the 7-segment display 300 performs an initial display immediately after the power is turned on, indicating that the 7-segment display 300 operates normally.
[0192] 6. Over-the-ball prevention function Next, the over-prizing prevention function will be described. In this pachinko game machine PY1, the game control microcomputer 101 can operate an over-prize prevention function so as not to award excessive prize balls to the player. Specifically, the over-prized ball prevention function is a function that makes the game unexecutable on condition that the difference ball number is 80000 (reference number) or more. Here, the difference number of balls (specific count number) is the difference between the total number of prize balls and the total number of shot balls. The total number of prize balls is the number of prize balls that the player acquires (pays 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.) is. The total number of prize balls means the total number of prize balls that the game control microcomputer 101 plans to put out to the player, but it means the total number of prize balls actually paid out to the player. can be The total number of shot balls is the number of shot balls shot by the player in all game states, as described above.
[0193] The game control microcomputer 101 counts the total number of prize balls at any time after the power is turned on, and the information on the counted total number of prize balls is provided in the non-erasing storage section 107 of the game RAM 104. It is stored in the total prize number storage unit 107a (see FIG. 6). In addition, the game control microcomputer 101 counts the total number of shot balls at any time after the power is turned on, and the information on the total number of shot balls counted is provided in the non-erasing storage unit 107 of the game RAM 104. It is stored in the total shot ball number storage unit 107b (see FIG. 6). Then, the game control microcomputer 101 subtracts the total number of fired balls from the total number of prize balls at any time after the power is turned on to calculate the difference number of balls, and the information on the calculated difference number of balls is It is stored in the difference number storage section 107c (see FIG. 6) provided in the non-erase storage section 107 of the RAM 104 for use.
[0194] Therefore, the game control microcomputer 101 does not erase the information on the total number of winning balls, the information on the total number of shot balls, and the information on the number of difference balls stored in the non-erasing storage unit 107 even if the RAM is cleared. . In this way, the game control microcomputer 101 can calculate the number of difference balls across dates using the total number of prize balls when the power is cut off and the total number of shot balls when the power is cut off. In addition, the game control microcomputer 101 treats the difference number of balls as a negative value when the value of the total number of shot balls is larger than the value of the total number of prize balls.
[0195] In this form, when the over-prize ball prevention function is activated, the game control microcomputer 101 not only stops the game control process related to the game (the process of steps S102 to S108 described later, see FIG. 32), but also shoots the game ball. The firing control process (process of step 109 to be described later, see FIG. 32) is also stopped. Therefore, the player can immediately notice the situation where the game cannot be played because the game ball is not shot even if the handle 72k is rotated. It should be noted that, when the over-prize preventing function is activated, the game control microcomputer 101 stops the game control process, and stops receiving signals according to the detection contents from the various sensors MS, and displays 8 and 7 segments. The display control of the indicator 300 is no longer executed, the various actuators MA are no longer operated, and the outer end signal is no longer output to the external terminal plate 160 via the payout control board 170.
[0196] After the over-prize preventing function is activated, the state in which the game cannot be played continues until the power is cut off. In this form, the operation of the over-prize ball prevention function is canceled on the condition that RAM clear is executed. In other words, after the over-prize prevention function is activated, the employee of the game parlor turns off the power switch 193 to turn off the power. Then, the employee of the game hall presses down the RAM clear switch 191 when turning ON the power switch 193 to turn on the power. Thereby, the game control microcomputer 101 can execute the game control process and the launch control process related to the game by executing the RAM clear. Thus, in this form, after the over-prize prevention function is activated, the game cannot be restarted only by turning the power OFF and ON (returning on), and the game can be restarted by clearing the RAM. can.
[0197] Next, the timing at which the over-prized ball prevention function operates will be described with reference to FIG. The over-prized ball prevention function is activated when the player shifts from an advantageous game state advantageous to the player to a normal game state on condition that the number of difference balls is 80000 or more. In other words, when the number of difference balls reaches 80000, the over-prize ball prevention function does not always work. In this form, the advantageous gaming state is a high-probability base state after a big win game or a low-probability base state after a big win game.
[0198] For example, it is assumed that the difference ball number reaches 70000 in the middle of the jackpot game state shown in FIG. Of course, at this time, the over-prize preventing function does not operate. Next, it is assumed that the difference ball number has reached 80000 in the middle of the jackpot gaming state shown in FIG. 25(B). At this time, the over-prize preventing function does not operate. Subsequently, even at the timing of shifting from the big winning game state to the high-probability / high-base state, the over-prize preventing function does not operate. After that, as shown in FIG. 25 (C), when it comes to the timing of shifting from the high-probability-high base state to the normal game state, the over-prize ball prevention function operates. In this way, in this form, the game does not stop in the middle of the jackpot game state or the middle of the high-probability-high base state, and the game can be ended at a good timing for the player to end the advantageous game state. It is possible.
[0199] In this embodiment, information on the number of difference balls is stored in the number of difference number storage unit 107c of the non-delete storage unit 107, and the number of difference number is not reset (cleared) by turning the power off and on. As described above, even if the RAM is cleared when the power is turned on, the number of difference balls will not be reset. This is based on the following reasons.
[0200] In the pachinko machine PY1, even during business hours, there are situations where the power is turned off and on (returned on) or the RAM is cleared due to bugs, failures, serious fraud, and the like. In such a situation, if the number of difference balls is reset by turning on the power again or executing RAM clear, the meaning of providing the over-prize prevention function is lost. In other words, if a bug, malfunction, or serious fraud occurs, the player who restarts the game after that may receive an unfair advantage that the over-prized balls prevention function will not operate easily. Therefore, in this embodiment, in order to prevent the player from receiving the above-described unfair advantage, turning on the power again or clearing the RAM does not reset the difference ball number.
[0201] Next, conditions for resetting the number of difference balls will be described based on FIG. In this form, there are two reset conditions for resetting the number of difference balls. The first reset condition is that the special reset switch 181 is pressed as shown in FIG. 26(A). In other words, when the game control microcomputer 101 receives a signal based on the pressing operation of the special reset switch 181, it clears the difference number information stored in the difference number storage unit 107c of the non-erasing storage unit 107. do. In addition, when the information on the number of difference balls stored in the number of difference balls storage unit 107c is reset (cleared), the information on the number of total prize balls and the total number of prize balls stored in the total number of prize balls storage unit 107a The information on the total number of shot balls stored in the shot ball number storage unit 107b is also reset, but hereinafter, it is simply referred to as "the number of difference balls is reset (cleared)". In addition, in FIG. 26(A), when the special reset switch 181 is pressed down in the customer waiting state, the number of difference balls is reset. However, when the special reset switch 181 is pressed down, the difference ball number is reset.
[0202] The second reset condition is that the customer waiting state continues for one hour (predetermined time), as shown in FIG. 26(A). That is, if the game is not played for one hour after shifting to the customer waiting state, the game control microcomputer 101 stores the information on the difference number of balls stored in the difference number of balls storage unit 107c of the non-erasing storage unit 107. clear. The customer waiting state is a game state in which the game is not executed and the special symbols are stopped and displayed.
[0203] The above two reset conditions are provided for the following reasons. For example, as shown in FIGS. 26(A) and 26(B), it is assumed that the difference ball number reaches 70000 in the jackpot game state by a certain player's game. After that, when a certain player shifts from the jackpot game state to the normal game state through the high probability / high base state, the game is finished. In this case, if the number of remaining balls increases slightly (within 10000), the over-prize prevention function can be activated for the player who starts the next game, which is very disadvantageous.
[0204] Therefore, in this embodiment, as shown in FIG. 26(A), the special reset switch 181 is pressed down to reset the difference ball number. As a result, the employee of the game hall can press the special reset switch 181 at any timing after finishing the game of a certain player to reset the number of difference balls. Also, as shown in FIG. 26(B), if the customer waiting state continues for one hour, it is determined that the player has finished the game, and the difference number of balls is automatically reset. As a result, it is possible to reset the difference number of balls without imposing an operation burden for the reset on the employee of the game arcade. In this way, by providing the above two reset conditions, it is possible to prevent the player who starts the next game from being extremely disadvantageous because the over-prize prevention function is activated immediately after starting the game. It is possible.
[0205] Next, the effect mode when the over-prized ball prevention function operates will be described with reference to FIG. 27(A). When the over-prize preventing function operates, as shown in FIG. 27(A), the red background image RE is displayed on the display screen 50a, and "Error X over-prize abnormal RAM clear". is displayed. Also, a game stop sound is output from the speaker 52 . Further, all the frame lamps 53 are lit in white, and all the board lamps 54 are extinguished. Thus, the effect mode shown in FIG. 27(A) enables the player to immediately recognize the situation in which the game cannot be executed. Note that the presentation mode shown in FIG. 27(A) continues until the power is cut off. The presentation mode shown in FIG. 27(A) is canceled when the RAM clear is executed, but is continued as it is only by turning on the power again.
[0206] Here, in this pachinko game machine PY1, a case where illegal magnetism is detected will be described. When the magnetic sensor detects illegal magnetism, 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 process and the launch control process related to the game, in the same way as when activating the over-prize preventing function. In this way, the state in which the game cannot be played due to the magnetism detection continues until the power is cut off. However, in this case, unlike the case where the over-prize ball prevention function is activated, the game control microcomputer 101 executes game control processing and launch control processing related to the game by turning the power OFF and ON (returning the power). can do.
[0207] Next, description will be given of the mode of presentation when illegal magnetism is detected based on FIG. 27(B). When the magnetic sensor detects an illegal magnetism, as shown in FIG. 27(B), the display screen 50a displays a red background image RE and "Error 1: Abnormal magnetism detection. Turn on the power again." Please," is displayed in the error cancellation method image ER1. Also, a game stop sound is output from the speaker 52 . Further, all the frame lamps 53 are lit in white, and all the board lamps 54 are extinguished. In this way, comparing the presentation mode when the over-prize ball prevention function is activated (see FIG. 27(A)) and the presentation mode when illegal magnetism is detected (see FIG. 27(B)), the release method Other than the images, they are the same. Therefore, the employee or the player of the game hall is made to recognize that the game cannot be executed both when the illicit magnetism is detected and when the over-prize preventing function is activated. can be made easier.
[0208] Next, an effect mode when the difference ball number reaches 70000 (preliminary reference number, specific number) will be described based on FIG. 28(A). As a precondition, it is assumed that the difference number of balls reaches 70000 at the timing shown in FIG. 25(A). First, as shown in FIG. 28(A), on the display screen 50a, a round effect is executed in which a round image G109, a number-of-balls image G110, and a round background image G114 are displayed. Then, when the number of difference balls reaches 70000, a purple edge image EFa is displayed at the edge of the display screen 50a, and at the bottom of the display screen 50a, an overpayment indicating "abnormal overpayment with 10000 remaining shots". A ball preview image KY is displayed. By displaying the purple edge image EFa and the over-prize notice image KY, it is possible for the player to grasp the situation where the over-prize prevention function is approaching (situation where the number of difference balls is approaching 80000). be. The display of the purple edge image EFa is continued even after the jackpot game state is over, but the display of the over-prize ball preview image KY is ended when the jackpot game state is finished. In addition, the over-prized ball preview image KY may be displayed at any time to show the number of remaining difference balls until reaching 80000, and may continue to be displayed even after the jackpot game state is over.
[0209] Next, a description will be given of the mode of presentation when the difference ball number reaches 80000 (reference number) with reference to FIG. 28(B). As a precondition, it is assumed that the difference number of balls reaches 80000 at the timing shown in FIG. 25(B). As shown in FIG. 28(B), on the display screen 50a, a round effect is executed in which a round image G109, a number-of-balls image G110, and a round background image G114 are displayed. Then, when the difference ball number reaches 80000, a red edge image EFb in red is displayed at the edge of the display screen 50a, and a game stop notice indicating "game stop at the end of the high base state" is displayed at the bottom of the display screen 50a. Image KH is displayed. By displaying the red edge image EFb and the game stop notice image KH, it is possible for the player to know when the game is about to stop and when the game will be stopped. The display of the red edge image EFb is continued even after the jackpot game state ends, but the display of the game stop notice image KH ends when the jackpot game state ends. It should be noted that the game stop notice image KH may be kept displayed even after the jackpot game state ends. The display of the game stop notice image KH corresponds to the "game impossibility notice effect".
[0210] In this way, in this form, when the number of difference balls becomes 80000 or more, the display of the game stop notice image KH shown in FIG. Then) it is announced that the game will become unexecutable. As a result, it is possible for the player to recognize in advance that the game will become unexecutable and to grasp in advance when the game will become unexecutable. As a result, even if the game suddenly becomes unexecutable when the high-probability-high base state or the low-probability-high base state ends, it is possible to prevent the player from being confused.
[0211] Also, in this embodiment, as described above, when the number of difference balls reaches 70000 or more, the over-prize notice image KY (see FIG. 28(A)) is displayed to announce that the game is about to become unexecutable. be done. After that, when the difference ball number becomes 80000 or more, a game stop notice image KH (see FIG. 28(B)) for notifying that the game will become unexecutable is displayed. In this way, it is possible for the player to grasp in advance the situation in which the game becomes unexecutable step by step, so that the player can easily grasp the current situation.
[0212] Here, after the difference ball number reaches 70000 at the timing shown in FIG. That is, as shown in FIG. 29(A), on the display screen 50a, the probability variation mode production in which the probability variation background image G105 is displayed is executed, and the production pattern EZ is variably displayed. A purple edge image EFa is displayed at the edge of the display screen 50a. With this purple edge image EFa, it is possible for the player to play while grasping that the number of difference balls reaches 70000 and the situation in which the over-prized ball prevention function is activated is approaching.
[0213] Moreover, after the number of difference balls reaches 80000 at the timing shown in FIG. That is, as shown in FIG. 29(B), on the display screen 50a, the probability variation mode effect in which the probability variation background image G105 is displayed is executed, and the effect symbol EZ is variably displayed. A red edge image EFb is displayed at the edge of the display screen 50a. With this red edge image EFb, it is possible for the player to play while grasping the situation in which the number of difference balls reaches 80000 and the high base state ends and the over-prize preventing function is activated. .
[0214] Next, as shown in FIG. 26(A), by pressing the special reset switch 181, the effect mode when the difference ball number is reset will be described. In this case, the employee of the game arcade opens the front door 23 with respect to the outer frame 22 and presses down the special reset switch 181 . Therefore, the front door open sensor detects the opening of the front door 23, and as shown in FIG. is displayed. Then, at this time, a difference ball number reset notification image CLS indicating "the difference ball number has been reset" is displayed at the bottom of the display screen 50a. As a result, it is possible to let the employee of the game arcade know that the difference number of balls has been reset.
[0215] Next, as shown in FIG. 26(B), an effect mode when the customer waiting state continues for one hour will be described. In this case, the customer waiting demonstration video G100 is displayed on the display screen 50a. Then, at this time, as shown in FIG. 30(B), at the bottom of the display screen 50a, a difference ball number reset notification image CLS indicating "the difference ball number has been reset" is displayed. As a result, it is possible to let the employee of the game arcade know that the difference number of balls has been reset.
[0216] 7. Operation of game control microcomputer [Main control main processing] Next, the operation of the game control microcomputer 101 will be described based on FIGS. 31 to 47. FIG. It should be noted that counters, timers, flags, statuses, buffers, etc. appearing in the explanation of the operation of the game control microcomputer 101 are provided in the game RAM104. The game control microcomputer 101 provided on the main control board 100 reads and executes the main control main processing program shown in FIG. 31 from the game ROM 103 when the power of the pachinko game machine PY1 is turned on. As shown in the figure, in the main control main process, the power-on process is first performed (step S001).
[0217] In power-on processing (S001), for example, stack setting, constant setting, interrupt time setting, game CPU 102 setting, SIO, PIO, CTC (circuit for managing interrupt time) setting, power recovery Initial settings such as setting the work area of the game RAM 104, resetting various flags, statuses, counters, and the like. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the power-on processing (S001) is executed only once after the power is turned on, and is not executed thereafter.
[0218] Also, in the power-on process (S001), the game control microcomputer 101 executes RAM clear when a signal based on the operation of pressing the RAM clear switch 191 is input. When the RAM clear is executed, the game information stored in the game RAM 104 (for example, game state information such as a high probability state, information such as the number of special figure pending and the winning judgment result of the jackpot) are erased. However, even if the RAM is cleared, 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 shot balls stored in the total number of shot balls storage unit 107b, and the The information on the difference number of balls stored in the number storage unit 107c is not cleared.
[0219] In this power-on process (S001), the game stop flag, which will be described later, is switched to OFF when RAM clear is executed in the ON state. On the other hand, the game stop flag remains ON unless the RAM clear is executed while it is ON. That is, the state of the game stop flag does not change only by turning on the power again. In this way, it is determined whether or not the game is restarted depending on whether or not the RAM clear is executed after the game stop flag is turned ON by the operation of the over-prize preventing function.
[0220] After the power-on process (S001), interrupts are prohibited (S002), and the normal design / special design main random number update process (S003) is executed. When each random number counter value reaches the upper limit, it returns to "0" and is added again. The initial value of each random number counter may be a value other than "0", or may be changed randomly. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit such as a counter IC.
[0221] When the normal design / special design main random number update process (S003) ends, the interrupt is permitted (S004). While interrupts are enabled, it is possible to execute main-side timer interrupt processing (S005). The main side timer interrupt processing (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, with a period of 4 msec. That is, it is executed, for example, at a 4 msec cycle. And, after the main side timer interrupt processing (S005) is completed, before the next main side timer interrupt processing (S005) is started, various counters by normal design / special design main random number update processing (S003) Value update processing is repeatedly executed.
[0222] [Main Side Timer Interrupt Processing] Next, the main side timer interrupt processing (S005) will be described. As shown in FIG. 32, in the main timer interrupt process (S005), it is first determined whether or not the game stop flag is ON (S101). The game stop flag is turned ON when the over-prize ball prevention function operates. If the game stop flag is ON (YES in S101), the processing of steps S102 to S113 is passed. This makes the game unexecutable. On the other hand, if the game stop flag is OFF (NO in S101), subsequently, an input process, which will be described later, is executed (S102).
[0223] Next, a normal symbol / special symbol main random number update process is executed (S103). The normal design / special design main random number update process (S103) is the same as the normal design / special design main random number update process (S003) performed in the main control main process of FIG. Subsequently, sensor detection processing is executed (S104).
[0224] In sensor detection processing (S104), general winning opening sensor processing, gate sensor processing, second starting opening sensor processing, first starting opening sensor processing, first big winning opening sensor processing, second big winning opening sensor processing, specific area Sensor processing and outlet sensor processing are sequentially performed. Then, the command generated in each process is set in the output buffer of the game RAM 104 .
[0225] In the general winning opening sensor process, it is determined whether or not the game ball is detected by the general winning opening sensor. Also, according to the result of the processing, a command for the general winning hole sensor is generated.
[0226] In the gate sensor process, it is determined whether or not the game ball is detected by the gate sensor. When it is determined that the game ball is detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reservation storage unit 106 provided in the game RAM 104. . In addition, when a predetermined number (for example, 4 pieces) of normal symbol random numbers are stored in the normal pattern reservation storage unit 106, the newly acquired normal symbol random numbers are not stored. Also, a gate sensor command is generated according to the result of the processing.
[0227] In the second starting hole sensor process, it is determined whether or not the game ball is detected by the second starting hole sensor. When it is determined that the game ball is detected, a special pattern random number counter, a jackpot pattern type random number counter, a reach random number counter and a special pattern variation pattern random number counter are acquired, and the special figure 2 relationship random number obtained The is stored in the special figure 2 reservation storage unit 105b provided in the game RAM104. Special figure 2 reservation storage unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special figure 2 relation random numbers are stored in order from the first area be. It should be noted that, if the Toku-zu 2 relationship random number is stored up to the n-th area, the newly acquired Toku-zu 2 relationship random number is not stored. In addition, the second look-ahead determination is performed using the obtained Toku-zu 2 relation random number and the second look-ahead determination table. Also, according to the result of the process, special figure 2 reservation number command representing the number of special figure 2 relation random numbers (special figure 2 reservation number) stored in the special figure 2 reservation storage unit 105b and the second look-ahead determination Generate a command for the second start mouth sensor including a second start win command representing the result.
[0228] In the first starting hole sensor process, it is determined whether or not the game ball is detected by the first starting hole sensor. When it is determined that a game ball has been detected, a special pattern random number counter, a jackpot pattern type random number counter, a reach random number counter and a special pattern variation pattern random number counter are acquired, and the special figure 1 relationship random number obtained The is stored in the special figure 1 reservation storage unit 105a provided in the game RAM104. Special figure 1 reservation storage unit 105a has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special figure 1 related random numbers are stored in order from the first area be. It should be noted that, if the special figure 1 relationship random number is stored up to the n-th area, the newly acquired special figure 1 relationship random number is not stored. Also, the first look-ahead determination is performed using the acquired Toku-zu 1 relation random number and the first look-ahead determination table. Also, depending on the result of the process, special figure 1 reservation number command representing the number of special figure 1 relation random numbers (special figure 1 reservation number) stored in the special figure 1 reservation storage unit 105a and the first look-ahead determination Generate a command for the first start opening sensor including a first start winning command representing the result.
[0229] In the first big winning hole sensor process, it is determined whether or not the game ball is detected by the first big winning hole sensor. In addition, it generates a command for the first big winning hole sensor according to the result of the processing.
[0230] In the second big winning hole sensor process, it is determined whether or not the game ball is detected by the second big winning hole sensor. Also, it generates a command for the second big winning hole sensor according to the result of the processing.
[0231] In the specific area sensor process, it is determined whether or not a game ball is detected by the specific area sensor. Also, a specific area sensor command is generated according to the result of the processing.
[0232] In the outlet sensor process, it is determined whether or not a game ball is detected by the outlet sensor.
[0233] The game control microcomputer 101 executes the normal operation process (S105) next to the sensor detection process (S104) shown in FIG. In normal operation processing (S105), normal design standby processing, normal design variation processing, normal design determination processing, and auxiliary game control processing are performed in sequence. Then, the command generated in each process is set in the output buffer of the game RAM 104 .
[0234] The normal symbol standby process is a process that is performed during standby when the normal symbol variable display and auxiliary game are not performed. In the normal design waiting process, hit determination is performed based on the normal design random number stored in the normal design reservation storage unit 106. - 特許庁 In addition, based on the current gaming state, normal pattern fluctuation pattern determination is performed to determine the normal pattern fluctuation pattern. Then, to generate a normal pattern fluctuation start command including information about the result of the hit determination and the normal pattern fluctuation pattern. Then, based on the normal pattern fluctuation time associated with the determined normal pattern fluctuation pattern, the normal pattern display device 82 is caused to start variable display of the normal pattern.
[0235] The normal symbol variation process is a process performed during the variable display of the normal pattern. In the normal pattern variation process, the normal pattern is stopped and displayed based on the hit determination result when the normal pattern variation time elapses after the start of the variable display of the normal pattern being executed. Then, it generates a general pattern fluctuation stop command indicating the end of the variable display of the general pattern.
[0236] The normal symbol determination process is a process performed when the normal symbol is stopped and displayed. In the normal design determination process, when a predetermined stop time (for example, 0.8 seconds) has elapsed since the start of the stop display of the normal pattern being executed, it is determined whether the normal pattern being stopped and displayed is a winning pattern. determine whether or not If the winning pattern is stopped and displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0237] Auxiliary game control processing is a process that is performed when the auxiliary game is being performed. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. Moreover, according to the result of the said process, the command for auxiliary game control is produced|generated.
[0238] The game control microcomputer 101 executes the normal operation process (S105) shown in FIG. 32, the difference ball number measurement process (S106) described later, and the special operation process (S107) described later. Subsequently, a sorting device control process for controlling the sorting device 16D is executed (S108).
[0239] Next, the game control microcomputer 101 executes a shooting control process for controlling shooting of game balls (S109). That is, by executing the shooting control process (S109), the player can shoot the game ball by rotating the handle 72k. On the other hand, if the shooting control process (S109) is not executed, the game ball cannot be shot even if the player rotates the handle 72k.
[0240] Subsequently, the game control microcomputer 101 executes a 7-segment display control process for controlling the display of the 7-segment display device 300 (S110). Next, error processing is executed to determine an error (illegal) due to magnetic detection, an error due to the opening of the front door 23 or the front frame 23m, and the like (S111). In the error processing (S111), it is determined whether or not the magnetic sensor has detected incorrect magnetism. Then, a magnetic sensor command is generated according to the result of the processing. Further, in the error processing (S111), it is determined whether or not the front door 23 or the front frame 23m is opened by the front door open sensor or the front frame sensor. Then, a frame opening command is generated according to the result of the processing.
[0241] Next, the game control microcomputer 101 executes output processing described later (S112). Subsequently, other processing is executed (S113). As other processing (S113), for example, based on the special figure reservation number, the special figure reservation indicator 83 is controlled to a display mode indicating the number, or the timer is updated.
[0242] Then, the game control microcomputer 101 executes a power-off monitoring process when the power is turned off (S114), and ends this process. In the power failure monitoring process (S114), when the game control microcomputer 101 determines that the power supply is cut off due to a drop in the monitoring voltage, the game information, the information on the total number of winning balls, the information on the total number of shot balls, the number of difference balls, etc. information, game stop flag information, etc. are stored in a predetermined storage area of the game RAM 104. FIG. After that, prohibition setting of access to the game RAM 104 is performed.
[0243] [Input Processing] As shown in FIG. 33, in the input processing (S102), first, it is determined whether or not the special reset switch 181 is ON, that is, whether or not a signal based on the pressing operation of the special reset switch 181 has been received. (S201). If not ON (NO in S201), proceed to step S204. On the other hand, if it is ON (YES in S201), non-erase clear processing is executed (S202). In the non-erasing clear 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 shot balls stored in the total number of shot balls storage unit 107b, and the number of difference balls The information on the difference number of balls stored in the storage unit 107c is cleared. Note that even if the non-erase clearing process (S202) is executed, the information on the total number of shot balls stored in the specific storage area (not shown) of the non-erase storage unit 107 is not cleared. This is because the information on the total number of shot balls is used for display on the 7-segment display 300 as described above.
[0244] Following step S202, a non-erasing clear command is set in the output buffer of game RAM 104 (S203), and the process proceeds to step S204. In this way, when the non-erasing clear command is transmitted to the effect control board 120, as shown in FIG. In step S204, other processes are executed and the process ends. In other processing (S204), the game control microcomputer 101, for example, captures the detection signal from the lower tray full switch that detects the fullness of the lower tray 35, and stores it in the output buffer of the game RAM 104 as lower tray full data. .
[0245] [Difference Number of Balls Counting Process] As shown in FIG. 34, in the difference number of balls measurement process (S106), first, the total number of prize balls count process for counting the total number of prize balls to be paid out to the player is executed (S301). Information on the total number of prize balls counted is stored in the total number of prize balls storage unit 107a (see FIG. 6). Next, based on the detection by the outlet sensor, the total number of shot balls is counted (S302). Information on the counted total number of shot balls is stored in the total number of shot balls storage unit 107b (see FIG. 6). Then, the total number of shot balls is subtracted from the total number of prize balls, and the number of difference balls is calculated (S303). Information on the calculated number of difference balls is stored in the number of difference number storage unit 107c (see FIG. 6). In the difference ball number calculation process (S303), the game control microcomputer 101 transmits a difference ball number command including information on the calculated difference ball number to the production control board 120, and sends the difference ball number command to the production control microcomputer 121. The numbers may be grasped sequentially.
[0246] Subsequently, in step S304, it is determined whether or not the over-prize ball notice flag is OFF. The over-prize ball notice flag indicates that the difference ball number is 70000 or more. If it is ON (NO in S304), proceed to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether or not the difference ball number is 70000 or more (S305). If less than 70000 (NO in S305), proceed to step S308. On the other hand, if it is 70000 or more (YES in S305), the over prize ball notice flag is turned ON (S306), and the over prize ball notice command is set in the output buffer of the game RAM104. Thereby, when the over-prize ball notice command is transmitted to the effect control board 120, as shown in FIG. .
[0247] Subsequently, in step S308, it is determined whether or not the prize ball flag is OFF. The over-prize flag indicates that the number of difference balls is 80000 or more. If it is ON (NO in S308), this processing ends. On the other hand, if it is OFF (YES in S308), it is determined whether or not the difference ball number is 80000 or more (S309). If the number is less than 80000 (NO in S309), this process ends. On the other hand, if it is 80000 or more (YES in S309), the over prize ball flag is turned ON (S310). Then, the over-prize ball notification command is set in the output buffer of the game RAM 104, and this process is finished. Thereby, when the over-prize ball notification command is transmitted to the effect control board 120, as shown in FIG.
[0248] [Special Action Processing] As shown in FIG. 35, in the special action processing (S107), the special figure display 81 and the big winning device (first big winning device 14D, second big winning device 15D) are divided into four stages. and assigned "Special Action Status 1, 2, 3, 4" to each of those stages. Then, when the "special action status" is "1" (YES in S1301), the game control microcomputer 101 performs special symbol standby processing (S1302), and the "special action status" is "2". In the case (NO in S1301, YES in S1303), special symbol fluctuation processing (S1304) is performed, and if the "special operation status" is "3" (NO in S1301, S1303, YES in S1305) , Special symbol determination processing (S1306) is performed, and when the "special action status" is "4" (S1301, S1303, S1305 are all NO), special electric accessory processing (S1307) is performed. The special action status is "1" by default.
[0249] [Special symbol standby process] As shown in FIG. 36, in the special symbol standby process (S1302), first, whether the number of pending balls of the second starting port 12 (that is, the number of special Figure 2 pending balls) is "0" is determined (S1401). If the special figure 2 number of pending balls is "0" (YES in S1401), that is, if there is no memory of the random number counter value group obtained due to the winning of the second start port 12, the first start It is determined whether or not the number of reserved balls of mouth 11 (that is, the number of reserved balls of special figure 1) is "0" (S1407). And, if the number of special figure 1 reserved balls is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to the winning of the first start port 11, the customer It is determined whether or not the wait flag is ON (S1416). The customer waiting flag indicates that the customer is waiting. If it is ON (YES in S1416), a customer waiting measurement process, which will be described later, is executed (S1419), and this process ends. On the other hand, if it is 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 is finished.
[0250] In step S1401, if the number of special figure 2 reserved balls is not "0" (NO in S1401), that is, the storage of the random number counter value group acquired due to the winning of the second start port 12 (special figure 2 reservation information ) If there is one or more, the special figure 2 big hit determination process (S1402) and the special figure 2 variation pattern selection process (S1403) to be described later are performed. After that, the game control microcomputer 101 decrements the number of special figure 2 reserved balls by 1 (S1404). Then, the storage location (storage area) of various counter values in the special figure 2 reservation storage unit 105b is shifted by one to the side to be read from the current position, and the special figure 2 reservation storage unit 105b corresponds to the first reservation Clear the storage area to be used (S1405). Subsequently, the game control microcomputer 101 executes special figure 2 fluctuation start processing (S1406), and proceeds to step S1413. In the special figure 2 fluctuation start process (S1406), while setting the special operation status to "2", the fluctuation start command is set to the output buffer of the game RAM 104 to start the fluctuation display of the second special symbol. It should be noted that the special figure 2 fluctuation start processing (S1406) is set in the variation start command (also called the special figure 2 variation start command), the special figure stop pattern data set in the special figure 2 jackpot determination process (S1402) Information and special figure 2 variation pattern selection process (S1403) information of the variation pattern set in (information including information on variation time) is included.
[0251] Also, if the number of special figures 2 reserved balls is "0" but the number of special figures 1 reserved balls is not "0" (YES in S1401 and NO in S1407), that is, there is no reservation information of special figures 2, If there is one or more memory (reservation information of special figure 1) of the random number counter value group acquired due to winning to 1 start port 11, special figure 1 big hit determination process described later (S1408) and special figure 1 Variation pattern selection processing (S1409) is performed. After that, the game control microcomputer 101 decrements the number of special figure 1 reserved balls by 1 (S1410). Then, the storage location (storage area) of various counter values in the special figure 1 reservation storage unit 105a is shifted by one to the side to be read from the current position, and the special figure 1 reservation storage unit 105a corresponds to the fourth reservation Clear the storage area (storage area farthest from the read side) (S1411). In this way, the first special figure reservation is digested in the order it was reserved. Subsequently, the game control microcomputer 101 executes special figure 1 fluctuation start processing (S1412), and proceeds to step S1413. In the special figure 1 fluctuation start process (S1412), the fluctuation start command is set to the output buffer of the game RAM 104 while setting the special operation status to "2", and the fluctuation display of the first special symbol is started. In addition, the variation start command (also called the special figure 1 variation start command) set in the special figure 1 variation start process (S1412) includes the special figure stop pattern data set in the special figure 1 jackpot determination process (S1408) Information and special figure 1 variation pattern selection process (S1409) information of the variation pattern set in (information including information on variation time) is included.
[0252] When proceeding to step S1413, it is determined whether or not the customer waiting flag is ON, and if it is ON, the customer waiting flag is turned OFF (S1414). Then, a customer waiting counter clear process for clearing (resetting) the value of the customer waiting counter to "0" is executed (S1415), and this process ends. The customer waiting counter is provided in the game RAM 104 and is used to measure the duration of the customer waiting state. Note that the value of the customer waiting counter is cleared when the power is turned on again, regardless of whether or not RAM clear is executed.
[0253] [Customer Waiting Measuring Process] As shown in FIG. 37, in the customer waiting measuring process (S1419), first, a customer waiting counter increasing process for increasing the value of the customer waiting counter is executed (S1420). Thereby, the game control microcomputer 101 can grasp the duration of the customer waiting state based on the value of the customer waiting counter. Next, it is determined whether or not the customer waiting state has continued for one hour or more. If it is determined not to continue (NO in S1421), this process ends. On the other hand, if it is determined to continue (YES in S1421), the non-erase clear process is executed (S1422), as in the process of step S202 (see FIG. 33). As a result, information on the total number of prize balls stored in the total number of prize balls storage unit 107a, information on the total number of shot balls stored in the total number of shot balls storage unit 107b, and stored in the difference number storage unit 107c Information on the number of difference balls is cleared.
[0254] Subsequently, a non-erasing clear command is set in the output buffer of the game RAM 104 (S1423), and this process ends. Thus, when the non-erasing clear command is transmitted to the effect control board 120, as shown in FIG. 30(B), the difference ball number reset notification image CLS is displayed at the bottom of the display screen 50a.
[0255] [Special figure 2 jackpot determination process (special figure 1 jackpot determination process)] Special figure 2 jackpot determination process (S1402) and special figure 1 jackpot determination process (S1408) have the same processing flow, so based on FIG. will be explained together. As shown in FIG. 38, in special figure 2 jackpot determination processing (S1402) or special figure 1 jackpot determination processing (S1408), first, as a determination value, read a special symbol random number (jackpot random number) (S1501). Specifically, in the special figure 2 jackpot determination process (S1402), the first storage area of the special figure 2 reservation storage unit 105b of the game RAM 104 (that is, the storage area corresponding to the first second special figure reservation) Read out the special symbol random number that has been. Also, in the special figure 1 jackpot determination process (S1408), the first storage area of the special figure 1 reservation storage unit 105a of the game RAM 104 (that is, the storage area corresponding to the first one of the first special figure reservation) is stored. Read out the special symbol random number.
[0256] Next, the jackpot determination table (FIG. 12(A)) is set (S1502). Next, it is determined whether or not the probability variation flag is ON, that is, whether or not it is in a high probability state (S1503). Then, if it is not a high probability state (NO in S1503), that is, if it is a normal probability state (non-high probability state), the normal probability state table (jackpot determination value is "1000" to "1219"), it is determined whether or not it is a big hit (S1504). On the other hand, if it is in a high probability state (YES in S1503), whether it is a big hit based on the table for high probability state (jackpot judgment value is "1000" to "2499") out of the big hit judgment table (Fig. 12 (A)) It is determined whether or not (S1505).
[0257] 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 FIG. 12(B) (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and the special figure stop pattern data corresponding to the jackpot type is set in the jackpot type buffer provided in the game RAM 104 (S1508) and processed. finish. On the other hand, if the result of the big hit determination (S1504, S1505) is "losing", set the special figure stop design data (01H) corresponding to the losing design (S1508) and finish the process.
[0258] [Special figure 2 variation pattern selection process (special figure 1 variation pattern selection process)] Special figure 2 variation pattern selection process (S1403) and special figure 1 variation pattern selection process (S1409) Because the flow of processing is the same A collective description will be given based on FIGS. 39 and 40. FIG. As shown in FIG. 39, the special figure 2 variation pattern selection process (S1403) or the special figure 1 variation pattern selection process (S1409) first determines whether the gaming state is a time saving state (whether the time saving flag is ON) (S1601).
[0259] If it is not a time-saving state (NO in S1601), ie, if it is a non-time-saving state, then it is determined whether or not the jackpot flag is ON (S1602). If it is ON (YES in S1602), with reference to the normal table in the non-time saving state jackpot (part corresponding to the non-working time saving state and jackpot of the special figure fluctuation pattern determination table shown in FIG. 13 or FIG. 14), the special figure A special figure variation pattern is selected based on the variation pattern random number (S1603).
[0260] In step S1602, if the jackpot flag is not ON, it is determined whether or not the reach random number is the reach establishment random value (S1604). In addition, as shown in FIG. 12(C), the reach establishment random number is "0" to "29" in the non-time saving state, and is "0" to "9" in the time saving state. That is, the time-saving state is less likely to reach when losing than the non-time-saving state. This is in order to speed up the digestion speed of the special figure pending by making it possible to select more short reach no loss with short fluctuation time in the time saving state.
[0261] If the reach random number is a reach establishment random value (YES in S1604), that is, if there is a reach loss, there is a reach loss table during the non-time saving state (of the special figure fluctuation pattern determination table shown in FIG. 13 or 14 With reference to the part corresponding to non-time saving state and reach loss), to select a special figure variation pattern based on the special figure variation pattern random number (S1605).
[0262] On the other hand, if the reach random number is not a reach establishment random value (NO in S1604), that is, in the case of reach no loss, the reach no loss table during the non-time saving state (of the special figure fluctuation pattern determination table shown in FIG. 13 or FIG. 14 With reference to the part corresponding to the non-time saving state and reach no loss), the special figure variation pattern is selected based on the special figure variation pattern random number (S1606). At the time of loss without reach, the function of shortening variation according to the number of held balls works. That is, when the number of reserved balls in the special pattern is "3" or "4", the special pattern with a shorter special figure fluctuation time than when the number of reserved balls in the special pattern is "0" to "2" A variation pattern is selected (see FIG. 13 or 14).
[0263] Also in step S1601, if it is determined that the gaming state is a time saving state (YES in S1601), as shown in FIG. Part corresponding to the time saving state of the special figure fluctuation pattern determination table shown in 14) except that the process (S1607 to S1611) is performed in the same flow as the above steps S1602 to S1606.
[0264] That is, if it is a jackpot, the part corresponding to the jackpot and in the time saving state of FIG. 13 or FIG. 14 is referred to, and a special figure variation pattern is selected based on the special figure variation pattern random number (S1608). Also, if there is a reach loss, the part corresponding to the loss with reach and in the time saving state of FIG. 13 or FIG. 14 is referred to, and a special figure variation pattern is selected based on the special figure variation pattern random number (S1610). Moreover, if it is a reach-less loss, the part corresponding to the time-saving state of FIG. 13 or FIG. 14 and the reach-less loss is referred to, and a special figure variation pattern is selected based on the special figure variation pattern random number (S1611).
[0265] After performing the selection of the special figure variation pattern as described above, as shown in FIG. 39, set the selected special figure variation pattern (S1612), and finish this process. The information of the special figure 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 effect control board 120 by the output process (S112). .
[0266] [Special symbol fluctuation process] As shown in FIG. 41, in the special symbol fluctuation process (S1304), first, special figure fluctuation time (special figure fluctuation time determined according to the special figure fluctuation pattern selected in step S1403 or S1409 , FIG. 13 or 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this process is terminated immediately. As a result, the variable display of the special symbols is continued.
[0267] On the other hand, if the special figure fluctuation time has passed (YES in S1801), along with setting the fluctuation stop command (S1802), the special operation status is set to "3" (S1803). Then, after performing other processing such as stopping the variable display of the special symbols with a symbol (big hit symbol or losing symbol) corresponding to the set special symbol stop symbol data (S1804), this process is finished.
[0268] [Special symbol determination process] As shown in FIG. 42, in the special symbol determination process (S1306), the special symbol stop time (stop time determined according to the special symbol variation pattern selected in step S1403 or S1409) has elapsed. It is determined whether or not (S1901). If it has not elapsed (NO in S1901), this process is terminated immediately. As a result, the stop display of the special symbols is continued. On the other hand, if the stop time has elapsed (YES in S1901), a game state management process, which will be described later, is performed (S1902).
[0269] Next, it is determined whether or not the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an open pattern (see FIG. 16 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of the round counter that counts the number of unit open games (round games) executed during the jackpot game is set to the number of rounds according to the type of jackpot won. Note that the setting of the release pattern (the set of data corresponding to the release pattern) may be performed for each round.
[0270] The game control microcomputer 101 performs game state reset processing following step S1904 (S1905). 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 saving flag is ON, it is turned OFF. In other words, during execution of the jackpot game, it is controlled to the normal probability state and non-time saving state. After that, in order to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special action status is set to "4" (S1908), and this processing ends.
[0271] Also, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game is not started, so the special action status is set to "1" (S1909), and the process ends.
[0272] [Game State Management Processing] As shown in FIG. 43, in the game state management processing (S1902), first, it is determined whether or not the probability variation flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variation counter that counts the number of variations of the special symbol executed during the high probability state is decreased by 1 (S2002), and whether the value of the probability variation counter is "0" Judge (S2003). If it is "0" (YES in S2003), the variable probability flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.
[0273] In step S2005, it is determined whether or not the time saving flag is ON. If it is ON (YES in S2005), the value of the time saving counter that counts the number of variations of the special symbols executed during the time saving state is decreased by 1 (S2006), and it is determined whether the value of the time saving counter is "0" (S2007). If it is "0" (YES in S2007), turn off the time saving flag (S2008) and proceed to step S2009. If the determination result of step S2005 or S2007 is NO, the process proceeds to step S2012.
[0274] In step S2009, it is determined whether or not the over-prize flag is ON. That is, it is determined whether or not the difference number of balls is 80000 or more. If the over prize ball flag is not ON (NO in S2009), proceed to step S2012. On the other hand, if the over prize ball flag is ON (YES in S2009), the game stop flag is turned ON (S2010), and the process proceeds to step S2011. Thus, when the number of difference balls is 80000 or more and the high probability high base state or the low probability low base state ends, the game becomes unexecutable.
[0275] 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. Thereby, when the game stop notification command is transmitted to the effect control board 120, as shown in FIG. 27(A), the red background image RE and the error cancellation method image ERX are displayed on the display screen 50a. Also, a game stop sound is output from the speaker 52 . Further, all the frame lamps 53 are lit in white, and all the board lamps 54 are extinguished.
[0276] In step S2012, the game state specifying command including information on the current game state (information on whether the probability variable flag and the time saving flag are ON or OFF), information on the value of the probability changing counter and the value of the time saving counter, etc. It is set in the output buffer of RAM 104 and this processing ends.
[0277] [Special electric auditors processing (jackpot game)] Special electric auditors processing is a process for executing a jackpot game. As shown in FIG. 44, in the special electric auditors processing (S1307), first, it is determined whether or not the jackpot end flag is ON (S2701). The jackpot end flag is a flag indicating that the opening of all the jackpot devices (the first jackpot device 14D, the second jackpot device 15D) in the jackpot game being executed has ended.
[0278] If the jackpot end flag is not ON (NO in S2701), whether or not the big winning mouth (first big winning mouth, second big winning mouth 15) is open (that is, the first big winning device 14D or the second big winning mouth (S2702). If it is not open (NO in S2702), whether it is time to open the big winning opening, that is, whether the opening time of the jackpot has passed and it is time to start opening the first big winning opening 14; Alternatively, it is determined whether or not the interval time between openings has elapsed and the time for starting the next opening has arrived (S2703).
[0279] If the determination result in step S2703 is NO, the process ends. On the other hand, if the determination result of step S2703 is YES, it is determined whether or not the jackpot game currently being executed is a jackpot game based on the V long jackpot (see FIG. 16) (S2704). If it is not a V long jackpot (NO at S2704), proceed to step S2707, but if it is a V long jackpot (YES at S2704), whether it is the timing to start the 10th R that can pass through the specific area 16 is determined (S2705). If it is not the timing to start the 10th round (NO in S2705), the process proceeds directly to step S2707. On the other hand, if it is the timing to start the 10th round (YES in S2705), V effective period setting processing is performed (S2706).
[0280] In the V valid period setting process (S2706), the specific area sensor 16a detects the game ball during the opening of the second large winning opening 15 in the 10th round of the V long jackpot and for several seconds after the closing of the second large winning opening 15. is set as the V valid period for judging validity. It should be noted that in this embodiment, the period other than this (including when the jackpot game is not executed) is set to the V invalid period for determining that the detection of the game ball by the specific area sensor 16a is invalid. Here, determining that the detection of the game ball by the specific area sensor 16a is effective means turning ON the V flag based on the detection of the game ball by the specific area sensor 16a. Also, determining that the detection of the game ball by the specific area sensor 16a is invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 16a.
[0281] In step S2707, the big winning openings (first big winning opening 14, second big winning opening 15) are opened according to the opening pattern (see FIG. 16) corresponding to the type of jackpot. In addition, the distribution member 16k is always moving in a constant motion from the start of the round game of the first round. In the open pattern of the V long jackpot, in the 10th round, the AT opening and closing member 14k is opened so that the game ball that has won the second big winning opening 15 can pass through the specific area 16 with a margin. On the other hand, in the open pattern of the V short jackpot, in the 10th round, the distribution member 16k operates so that the game ball cannot pass through the specific area 16 even if it wins the second big winning hole 15. The opening timing of the AT opening / closing member 14k is set.
[0282] Subsequently, in step S2708, round designation command transmission determination processing is performed, and this processing ends. In the round designation command transmission determination process (S2708), it is determined whether or not the opening of the large winning opening (first large winning opening 14, second large winning opening 15) in step S2703 is the first opening in one round game. If so, a round specifying command including information on the number of rounds of the jackpot game being executed is set in the output buffer of the game RAM 104 . In addition, in this form, the opening of the large winning opening is not performed multiple times during one round game. Therefore, in this step S2708, the round designation command is always set.
[0283] In step S2702 of the special electric accessory processing (S1307), if the big winning mouth (first big winning mouth 14, second big winning mouth 15) is open, whether or not the conditions for closing the big winning mouth are met. (S2709). In this form, the closing condition is that the number of prizes won in the big prize mouth in the round game has reached the specified maximum number of prizes (10 per 1R in this form), or the time to close the big prize mouth Either of the above conditions (that is, the predetermined opening time (see FIG. 16) has passed since the opening of the big winning opening) is satisfied. Then, if the condition for closing the big winning slot is not established (NO in S2709), the process is finished.
[0284] On the other hand, if the conditions for closing the big winning opening (first big winning opening 14, second big winning opening 15) are met (YES in S2709), the big winning opening is closed (blocked) ( S2710). Then, it is determined whether one round game (round interval) has ended (S2711). If not finished (NO in S2711), the process ends. On the other hand, when the round game ends (YES in S2711), the value of the round counter is decremented by 1 (S2712), and it is determined whether or not the value of the round counter is "0" (S2713). If it is not "0" (NO in S2713), the process ends as it is to start the next round game.
[0285] On the other hand, if it is "0" (YES in S2713), as a jackpot ending process for ending the jackpot game, a jackpot ending command is set (S2714), and a jackpot ending is started (S2715). Then, the jackpot end flag is set (S2716), and the process ends.
[0286] Also, 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 of the jackpot game has passed (S2717), and the ending time has passed. If not (NO in S2717), this processing ends. On the other hand, if the ending time has passed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game state setting process, which will be described later, is performed (S2719). Subsequently, the jackpot flag is turned OFF (S2720). Subsequently, the special action status is set to "1" (S2721), and this processing ends.
[0287] [Game State Setting Process] As shown in FIG. 45, in the game state setting process (S2719), it is first determined whether the V flag is ON (whether V has won during the V valid period) (S2801). If it is ON (YES in S2801), the variable probability flag is turned ON (S2802), and the time saving flag is turned ON (S2803). As a result, after the jackpot game, it is controlled to the high-probability-high base state. Subsequently, "160" is set to the variable probability counter (S2804), "160" is set to the time saving counter (S2805), and the process proceeds to step S2808. As a result, the ST number of times is 160 times and the time saving number of times is 160 times.
[0288] 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). That is, at this time, the probability variation flag is not turned ON. Thereby, it will be controlled to the low probability high base state after the jackpot game. Subsequently, the time saving counter is set to "100" (S2807), and the process proceeds to step S2808. That is, by this, the number of times of time saving is controlled to a low probability high base state of 100 times.
[0289] In step S2808, the game control microcomputer 101 is now set game state information (probability variation flag ON or OFF, time saving flag ON or OFF, probability variation counter value, time saving counter value information) game state specification including Set the command in the output buffer of the game RAM104. Thus, the game state setting process (S2719) ends.
[0290] [Output Processing] As shown in FIG. 46, in the output processing (S112), outer end signal output processing, which will be described later, is executed (S3001). Then, as other output processing (S3002), the commands and the like set in the output buffer of the game RAM104 in each processing described above are output to the effect control board 120 and the payout control board 170, and this processing ends.
[0291] [Outer end signal output processing] As shown in FIG. 47, in the outer end signal output processing (S3001), it is determined whether or not the over-prize ball notice flag is ON (S3101). That is, it is determined whether or not the number of difference balls has reached 70000. If the over prize ball notice flag is not ON (NO in S3101), the process proceeds to step S3103. On the other hand, if the over-prize ball notice flag is ON (YES in S3101), the outer end signal output process for over-prize ball notice is executed (S3102), and the process proceeds to step S3102. In the outer end signal output process for overly awarded ball notice (S3102), the main control board 100 outputs an outer end signal indicating that the number of difference balls has reached 70000 (hereinafter referred to as "outer end signal for overly awarded ball notice"). is transmitted to the external terminal board 160 via the payout control board 170. As a result, the external terminal plate 160 transmits the over-prize-notifying outer end signal to the external unit GU (data counter, hall computer, etc.) by parallel communication. As a result, the employee of the game parlor who is monitoring the hall computer will be made aware of the situation in which the over-prize prevention function can be activated when the number of remaining balls increases slightly (within 10000) in this pachinko machine PY1. is possible.
[0292] In step S3103, it is determined whether or not the over-prize flag is ON. That is, it is determined whether or not the number of difference balls has reached 80000. If the over prize ball flag is not ON (NO in S3103), proceed to step S3105. On the other hand, if the over prize ball flag is ON (YES in S3103), the outer end signal output process for over prize ball is executed (S3104), and the process proceeds to step S3105. In the outer end signal output processing for over-prize ball (S3104), the outer end signal indicating that the number of difference balls has reached 80000 (hereinafter referred to as "outer end signal for over-price ball") is paid out from the main control board 100 It is transmitted to the external terminal board 160 via the control board 170 . As a result, the external terminal plate 160 transmits the over-prize-ball announcement outer end signal to the external unit GU by parallel communication. As a result, an employee of the game hall who monitors the hall computer was told that the number of difference balls had reached 80000 in this pachinko machine PY1 and that the game would be executed when the high-probability-high base state or the low-probability-low base state ended. It is possible to grasp the situation in which it becomes impossible.
[0293] In step S3105, it is determined whether or not the game stop flag is ON. In other words, it is determined whether or not the game is in an unexecutable state. 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 outer end signal output process for game stop is executed (S3106), and the process proceeds to step S3107. In the game stop outer end signal output process (S3106), the outer end signal (hereinafter referred to as "game stop outer end signal") indicating that the game has become unexecutable due to the operation of the over-prize preventing function is mainly It is transmitted from the control board 100 to the external terminal board 160 via the payout control board 170 . Thereby, the external terminal board 160 transmits the game stop outer end signal to the external unit GU by parallel communication. As a result, it is possible for the employee of the game parlor who is monitoring the hall computer to grasp the situation in which the pachinko game machine PY1 has become unexecutable due to the operation of the over-prize preventing function.
[0294] In step S3107, it is determined whether or not the non-erase clear processing shown in step S203 or the non-erase clear processing shown in step S1422 has been executed. That is, 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 shot balls stored in the total number of shot balls storage unit 107b, and the information stored in the difference number storage unit 107c It is determined whether or not the information on the difference number of balls has been cleared. If the non-erase clear process has not been executed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-erase clear process has been executed (YES in S3107), the reset outer end signal output process is executed (S3108), and the process proceeds to step S3109. In the reset outer end signal output process (S3108), an outer end signal indicating that the number of difference balls has been reset (hereinafter referred to as "reset outer end signal") is sent from the main control board 100 via the payout control board 170. is sent to the external terminal board 160. As a result, the external terminal board 160 transmits the resetting outer end signal to the external unit GU by parallel communication. As a result, it is possible for the employee of the game parlor who is monitoring the hall computer to grasp the situation in which the number of difference balls has been reset in this pachinko game machine PY1. A dedicated signal line is connected to the main control board 100, and through this dedicated signal line, an over-prize ball notice outer end signal, an over-prize ball outer end signal, and a game stop outer end signal , A reset outer end signal is transmitted from the main control board 100 to the external terminal board 160 through the payout control board 170.
[0295] 8. Operation of production control microcomputer Next, the operation of the effect control microcomputer 121 will be described based on FIGS. 48 to 50. FIG. It should be noted that counters, timers, flags, buffers, etc. that appear in the description of the operation of the production control microcomputer 121 are provided in the production RAM 124. FIG.
[0296] [Sub-control main processing] When the Pachinko game machine PY1 is powered on, the effect control microcomputer 121 reads the sub-control main processing program shown in FIG. 48 from the effect ROM 123 and executes it. As shown in the figure, in the sub-control main process, first, power-on processing is performed in response to power-on (S4001). In the power-on process, for example, the setting of the effect CPU122, SIO, PIO, CTC (circuit for managing the interrupt time) and the like settings.
[0297] Next, interrupts are prohibited (S4002), and random number update processing is executed (S4003). In the random number update process (S4003), the values of various effect determination random number counters for determining various effects are updated. As an example of a method for updating the effect determination random number counter for various effects, the same method as the random number update process performed by the main control board 100 described above can be used. Instead of incrementing the random number by 1 at the time of update, it may be incremented by 2, for example. This also applies to the random number update process performed by the main control board 100 described above.
[0298] When the random number update process ends, command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the effect RAM124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display screen 50a according to the received command (performs various effects using the image). In addition, the effect control board 120, along with various effects performed by the image control board 140, outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound effects by sound), lamp control The frame lamp 53 and the board lamp 54 are caused to emit light via the circuit 151 (executing various light emitting effects by light emission), and the movable devices 55, 56, 58 are operated (executing various movable object effects by actions). do) In this way, various productions (variation production, suspension production, movable body production, operation production, pre-reading production, other advance notice production, opening production accompanying special game, open game production, ending production, customer waiting production, production mode control, etc.) are realized.
[0299] Effect control microcomputer 121 subsequently permits interrupts (S4005). After that, steps S4002 to S4005 are looped. While interrupts are enabled, reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012) can be executed.
[0300] Reception interrupt processing (S4010) is executed each time various commands sent from the main control board 100 are input to the effect control microcomputer 121. In the reception interrupt process (S4010), the production control microcomputer 121 stores various commands received by being sent by the output process (S112) of the main control board 100 in the reception buffer of the production RAM124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0301] [1ms timer interrupt processing] 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse of 1msec cycle is input to the effect control board 120. In the 1ms timer interrupt processing (S4011), as shown in FIG. 49, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are sequentially performed.
[0302] In the input processing (S4101), the operation of the operation unit that the player can operate such as the normal button detection switch 40a, the special button detection switch 41a, the select button detection switch, etc. is detected, and commands are set or produced according to the detection results. create data for In the light emission data output process (S4102), the frame lamp 53 and Light emission data (lamp data) is referred to in order to cause lamps such as the board lamp 54 to emit light. Then, it controls the lamp control circuit 151 based on the light emission data. That is, the effect control microcomputer 121 causes the frame lamp 53, the board lamp 54, and the like to emit light in a predetermined light emission mode according to the light emission data. In the movable body control process (S4103), the movable devices 55, 56, 58 are operated at a predetermined timing based on the data for effect created in the input process (S4101), the effect data creation process (S4204), etc., which will be described later. Drive data is referred to in order to perform movable object production. Then, it controls the lamp control circuit 151 based on the drive data. That is, the production control microcomputer 121 operates the movable devices 55, 56, 58 in a predetermined operation mode according to the driving data. In the watchdog timer process (S4104), the watchdog timer is reset.
[0303] [10ms timer interrupt processing] 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10msec is input to the effect control board 120. In the 10 ms timer interrupt processing (S4012), as shown in FIG. 50, received command analysis processing (S4201), effect timer update processing (S4202), voice control processing (S4203), and effect data creation processing (S4204) are sequentially performed. .
[0304] In the received command analysis processing (S4201), the received interrupt processing (S4010) analyzes the command stored in the reception buffer of the production RAM 124, and performs processing according to the command (for example, selection of production, setting of production mode, command execution set, etc.). In production timer update processing (S4202), the timer for measuring the time for each production is updated. For example, in the production timer update process (S4202), the start timing and end timing of the operation effective period of the operation unit such as the normal button 40 and the special button 41 are measured. In the audio control process (S4203), based on the processing results of the input process (S4101) and received command analysis process (S4201), audio data (data for controlling the output of audio from the speaker 52) is created and the audio control circuit 161 is controlled. In effect data creation processing (S4204), effect data is created based on the processing result of received command analysis processing (S4201).
[0305] Here, an example of processing when the effect control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the production control microcomputer 121 is a variation start command (special figure 1 variation start command or special figure 2 variation start command). Production control microcomputer 121, in the received command analysis process (S4201), when it is determined that the fluctuation start command is received, as the fluctuation start command reception processing, based on the special figure fluctuation pattern indicated by the command, fluctuation A production pattern (sub-variation pattern) of production is selected, information of the sub-variation pattern is set, and a variation production start command including information of the sub-variation pattern is set in the output buffer. For example, when the special figure fluctuation pattern indicated by the fluctuation start command is SP fluctuation (variation pattern associated with SP reach), select the sub fluctuation pattern to perform SP reach, and the fluctuation production start command corresponding to the sub fluctuation pattern to the output buffer. After that, 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 correspond to the selected sub-variation pattern. A variable effect is realized. In addition, the flow of processing related to the realization of such effects is basically the same for other effects such as effects accompanying special games, waiting effects for customers, anticipation effects, so-called advance notice effects accompanying the changes, control of the effect mode, etc. are the same.
[0306] 9. Operation alert Next, the operation attention calling effect will be described. In this pachinko game machine PY1, when the over-prize prevention function is activated or illegal magnetism is detected (predetermined stop conditions are met), the game becomes unexecutable. That is, the game control process and the launch control process are stopped. At this time, there is a risk that the player will not be able to accurately grasp the situation despite the situation in which the game cannot be executed, and will continue to rotate the handle 72k (shooting operation means). Therefore, in this form, after the game becomes unexecutable, an operation attention calling effect is executed to call attention to stopping the shooting of the game ball based on the player's rotation operation to the handle 72k. ing. It is possible to prevent the player from shooting useless balls by means of this operation attention calling effect.
[0307] FIG. 51 is a diagram showing a case where an operation attention calling effect (attention calling effect) is executed after the over-prize preventing function is activated. First, as a precondition, it is assumed that the player has not performed a rotation operation on the handle 72k and the over-prize prevention function has been activated. In this case, the effect control microcomputer 121, by receiving the game stop notification command (see S2011) from the game control microcomputer 101, grasps that the over-prize preventing function has been activated. Then, the effect control microcomputer 121 displays the red background image RE and the error cancellation method image ERX on the display screen 50a, and outputs a game stop sound from the speaker 52, as shown in FIG. 51(A). Furthermore, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0308] Thereafter, when the player performs a rotation operation to the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, as shown in FIG. 51(B), the effect control microcomputer 121 executes the operation warning effect in a state where the red background image RE and the error cancellation method image ERX are displayed on the display screen 50a. do. That is, the display screen 50a displays the operation alert image HT indicating "Please do not turn the steering wheel". Furthermore, a voice saying "Please do not turn the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. By this operation attention calling effect, it is possible to make the player more strongly aware that the game ball is not to be shot.
[0309] Thereafter, when the player stops rotating the handle 72k, the effect control microcomputer 121 stops inputting the detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 stops the operation attention calling effect, as shown in FIG. 51(C). In this manner, in this embodiment, after the over-prize preventing function is activated, the operation attention calling effect is executed only while the player is performing the rotation operation to the handle 72k.
[0310] FIG. 52 is a diagram showing a case where an operation attention calling effect (attention calling effect) is executed after illegal magnetism is detected. First, as a precondition, it is assumed that the player has not performed a rotation operation on the handle 72k and an illegal magnetism has been detected. In this case, the effect control microcomputer 121 receives a magnetism detection command indicating that illegal magnetism has been detected from the game control microcomputer 101 . As a result, the effect control microcomputer 121 displays the red background image RE and the error cancellation method image ER1 on the display screen 50a, and outputs the game stop sound from the speaker 52, as shown in FIG. 52(A). . Furthermore, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0311] Thereafter, when the player performs a rotation operation to the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121, as shown in FIG. 52(B), executes the operation warning effect in a state where the red background image RE and the error cancellation method image ER1 are displayed on the display screen 50a. do. That is, the display screen 50a displays the operation alert image HT indicating "Please do not turn the steering wheel". Furthermore, a voice saying "Please do not turn the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. By this operation attention calling effect, it is possible to make the player more strongly aware that the game ball is not to be shot.
[0312] Thereafter, when the player stops rotating the handle 72k, the effect control microcomputer 121 stops inputting the detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 stops the operation attention calling effect, as shown in FIG. 52(C). In this manner, in this embodiment, the operation attention calling effect is executed only while the player is performing a rotation operation on the handle 72k after the illegal magnetism is detected.
[0313] 10. Effects of this form As described above, according to the pachinko gaming machine PY1 of the present embodiment, when the difference ball number is 80000 or more and the high probability high base state or the low probability low base state ends, the game becomes unexecutable. Therefore, for the player, the game is not suddenly stopped in the middle of the jackpot game state, or in the middle of the high-probability-high base state or the low-probability-high base state, and there is no particular big disadvantage. In this way, it is possible to provide the pachinko gaming machine PY1 that does not award excessive prize balls while allowing the player to stop the game at a time when it is easy for the player to stop playing.
[0314] Further, according to the pachinko gaming machine PY1 of the present embodiment, the number of difference balls is 80000 or more, and when the high base state (high probability high base state, low probability high base state) ends, the game becomes unexecutable. Therefore, it is possible for the player to stop the game after the end of the high base state and before the number of balls in his possession decreases. In other words, after the transition from the high base state to the normal game state, the total number of shot balls increases, and it is possible to assume a situation where the difference number of balls becomes less than 80000. Therefore, it is possible to stop the game at the timing when the high base state ends so that the above situation does not occur.
[0315] By the way, if a player stops playing before the number of difference balls reaches 80000, and the number of difference balls becomes 80000 or more immediately after the player who plays later starts playing, it will be a terrible situation. situation. Therefore, according to the pachinko gaming machine PY1 of the present embodiment, the measured number of difference balls is reset based on the establishment of the reset condition not triggered by turning on the power. Specifically, when the special reset switch 181 is pressed down, or when the customer waiting state continues for one hour, the difference ball number is reset. As a result, it is possible to prevent the game from being stopped immediately after starting the game for the player who has played the game later, thereby preventing a serious situation from occurring.
[0316] Further, according to the pachinko gaming machine PY1 of this embodiment, when the employee of the gaming facility presses the RAM clear switch 191 when the power is turned on, gaming information (for example, gaming state information such as high probability state, number of special figure pending and information such as the judgment result of the big hit) is erased, but the information of the number of difference balls stored in the number of difference balls storage unit 107c is not erased. Therefore, even if the game information must be deleted due to a problem or the like during business hours, it is possible not to delete the calculated difference number of balls.
[0317] Further, according to the pachinko gaming machine PY1 of the present embodiment, as described above, even if the RAM clear is executed, the measured difference ball number is not erased. However, by pressing the special reset switch 181 by an employee of the game arcade, the measured difference ball number can be erased. In this way, the employee of the game hall can delete the measured number of difference balls at any timing.
[0318] Further, according to the pachinko gaming machine PY1 of this embodiment, when the number of difference balls becomes 80000 or more, as shown in FIG. Image KH is displayed. Therefore, the player can know in advance that the game will become unexecutable, and can be prevented from being embarrassed by the sudden inability to execute the game. In particular, as shown in FIG. 28(B), the game stop notice image KH shows that the game becomes unexecutable when the high base state ends. Therefore, it is possible for the player to know exactly when the game will be played.
[0319] Further, according to the pachinko gaming machine PY1 of this embodiment, as described above, the game becomes unexecutable when the number of difference balls becomes 80000 or more. At this time, if the player rotates the handle 72k, since the shooting control process (S109) is stopped, the game ball is not shot, but as shown in FIG. be. That is, the operation attention calling image HT is displayed on the display screen 50a, the sound "Please do not turn the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. Thereby, it is possible for the player to grasp more reliably that the game cannot be executed.
[0320] Further, according to the pachinko gaming machine PY1 of the present embodiment, as described above, when illegal magnetism is detected, the game becomes unexecutable. At this time, if the player rotates the handle 72k, since the shooting control process (S109) is stopped, the game ball is not shot, but as shown in FIG. be. That is, the operation attention calling image HT is displayed on the display screen 50a, the sound "Please do not turn the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. Thereby, it is possible for the player to grasp more reliably that the game cannot be executed.
[0321] 11. Modification example Modified examples will be described below. In addition, in the description of the modified example, the same reference numerals are given to the same configurations as those of the pachinko gaming machine PY1 of the above configuration, and the description thereof is omitted. Of course, the configurations according to the modified examples may be combined as appropriate. Moreover, technical features in the above embodiments and modifications below can be deleted as appropriate unless they are described as essential in this specification.
[0322] <First Modification> In the above-described form, it is configured as a gaming machine (1st kind gaming machine) in which a big winning game (1st kind big winning game) is executed when a jackpot is won in a lottery of special symbols. On the other hand, the first modified example is configured as a so-called 1-kind 2-kind mixer. That is, when a small winning prize is won in the lottery of special symbols, a small winning game is executed in which the big winning opening is opened for 1.8 seconds at the maximum. In this case, when the game ball entering the big winning opening by executing the small winning game passes through the specific area in the big winning opening, the big winning game (2 kinds of big winning games) is executed. Thus, in the first modification, when the jackpot is won in the lottery of the special symbols, the jackpot game (1st kind jackpot game) is executed, and when the game ball passes through the specific area in the big winning opening, the jackpot game (2nd jackpot game) is configured as a gaming machine (one type and two types mixed machine).
[0323] Also, in the first modification, when a small hit is won in the lottery of special figure 2, as long as the game is played correctly, the 2nd type jackpot game is practically always executed (the game ball can pass through the specific area ) is configured as In other words, to win a small hit in the special figure 2 lottery means the execution of the big hit game. Here, as shown in FIG. 53, when the transition from the high base state (time saving state) to the normal game state, it is assumed that there were four (predetermined number) special figure 2 pending number is the maximum. And the lottery of the special figure 2 is preferentially executed over the lottery of the special figure 1, and is set more advantageous for the player than the lottery of the special figure 1. - 特許庁 In this case, when the normal game state is shifted from the high base state, the lottery of the special figure 2 will be executed four times, and it is a situation that the player is still likely to execute the jackpot game. Therefore, even after shifting to the normal game state, until the lottery of the special figure 2 is not executed, it can be said that it is an advantageous period (advantageous game state) in which the player can easily execute the jackpot game.
[0324] In this first modified example, it is assumed that, as described above, the over-prize preventing function operates when the normal game state is entered. In this case, even though the player is in a normal game state, the situation (advantageous period) in which it is easy for the player to play the jackpot game continues, but suddenly the game cannot be played. Therefore, in this first modified example, as shown in FIG. Figure 2 Remaining hold) is all digested, the over-ball prevention function is activated. In other words, when the special figure 2 remaining reservation is all digested (when the fluctuation display and stop display of the second special symbol based on the special figure 2 remaining reservation are all completed), the game is made unexecutable.
[0325] In this way, the player can continue to play until the advantageous period (advantageous gaming state) in which it is easy to win the 2nd jackpot game ends, even if the player shifts to the normal gaming state after the number of difference balls reaches 80000 or more. It is possible to In the first modification, the lottery of special figure 2 is preferentially executed over the lottery of special figure 1, but the lottery of special figure 1 is preferentially executed than the lottery of special figure 2 , The order in which the game ball wins the first starting port 11 or the second starting port 12, the lottery of the special figure 1 or the lottery of the special figure 2 may be executed.
[0326] Next, in the first modified example, the effect after shifting from the high base state (time saving state) to the normal game state will be described. If there is a special figure 2 remaining reservation when the normal game state is shifted, the remaining reservation special effect shown in FIG. 54 is executed until all the special figure 2 remaining reservations are digested. This remaining pending special effect is a performance that suggests whether or not you have won a small hit in the special 2 lottery, and it is not executed in a high base state, and is executed in the special 1 lottery. It is a performance that does not have. In other words, the remaining pending special effect (advantageous effect) is only until the special figure 2 remaining pending is completely digested after moving to the normal game state (until the fluctuation display of the second special symbol is executed 4 times ), a special production that shows the chance to win two types of jackpot games.
[0327] Specifically, first, as shown in FIG. 54 (A), when transitioning from the high base state (time saving state) to the normal game state, on the display screen 50a, the remaining chance number image LA showing "last 4 times" is displayed. As a result, the player is made aware that there are still four chances to win the two-type jackpot game. Then, as shown in FIG. 54(A), on the display screen 50a, the transformation is performed in a state where the ready-to-win state is formed by the left effect symbol EZ1 indicating "5" and the right effect symbol EZ3 indicating "5". A main character appearance image BA1 in which the main character appears is displayed. In addition, in the upper right part of the display screen 50a, a remaining variation number image LB indicating "remaining 4 times" is displayed, and it is shown how many times the variation display of the second special symbol is remaining.
[0328] Subsequently, as shown in FIG. 54(C), a special battle image BA2 showing that the transformed hero character and the enemy character fight is displayed. After that, if a small win or a big win is won in the lottery of special figure 2, as shown in FIG. Is displayed. Also, at this time, the small effect symbol KZ that has been variably displayed in the upper left part of the display screen 50a is stopped and displayed in the winning mode "555", which is double eyes. In this way, it is possible for the player who sees the special battle winning image WI and the second small effect symbol KZ to know that he / she has won a small win or a big win. After that, if it is in a situation where a small hit is won, it is possible to obtain a two-kind jackpot game by allowing the game ball to pass through the specific area during the execution of the small hit game. Also, if you are in a situation where you have won a jackpot, you can win a type 1 jackpot game.
[0329] On the other hand, if the special figure 2 lottery fails, a special battle defeat image LO showing that the transformed main character has been defeated by the enemy character is displayed, as shown in FIG. 54 (D-2). Also, at this time, the small effect symbol KZ that has been variably displayed in the upper left part of the display screen 50a is stopped and displayed at "545", which is the reach-losing number. In this way, it is possible for the player who sees the special battle winning image WI and the small effect symbol KZ of the reach-losing eye to understand that he or she is loosing. Thus, if the special figure 2 lottery is lost, the remaining reservation special effect shown in FIG. 54 is repeatedly executed until all the special figure 2 remaining reservations are digested. And, when the result of the lottery of the special figure 2 is all losing, the advantageous period (advantageous gaming state) ends. After that, in the normal game state, the remaining reservation special effect is not executed, and the fluctuation effect based on the lottery of the special figure 1 is executed.
[0330] In this first modification, when the number of difference balls is less than 80000, in the advantageous period (advantageous gaming state) from the transition to the normal gaming state until all the special figure 2 remaining reservations are digested, Fig. 54 The remaining pending special effect shown in is executed. On the other hand, even if the number of difference balls is 80000 or more, the remaining reserved special shown in FIG. A performance is performed. In this way, after shifting to the normal game state, as long as the remaining reserved special effect indicating that the situation is advantageous to the player continues, the over-prize prevention function will not operate. Therefore, even if the difference ball number is 80000 or more, the player can enjoy the remaining reserved special effect after shifting to the normal game state. In other words, even if the number of difference balls is 80000 or more and the state is shifted to the normal game state, the remaining reservation special effect before the game becomes unexecutable is executed as it is, and the timing when the game becomes unexecutable and the remaining reservation special effect are executed. It is possible to match the end timing of the production.
[0331] <Second Modification> In the above form, when the number of difference balls is 80000 or more, an effect is executed accompanying, for example, the display of the red edge image EFb or the game stop notice image KH (see FIG. 28 (B)). . However, even if the number of difference balls was 80000 or more, the production itself was not replaced and executed. On the other hand, in the second modification, when the situation where the number of difference balls is less than 80000 changes to the situation where the number of difference balls is 80000 or more, the effect itself is replaced and executed. It is assumed that this second modification is configured as a 1-kind 2-kind mixer as in the first modification. Then, the effect of the second modified example will be described by taking as an example the case where the difference ball number reaches 80000 in the middle of the jackpot gaming state shown in FIG.
[0332] As a precondition, a jackpot game is executed in a situation where the number of difference balls is less than 80000. At this time, as shown in FIG. 55(A), a round effect is being executed on the display screen 50a. In other words, the display screen 50a displays a round image G109, a number-of-balls image G110, and a round background image G114. Here, as shown in FIG. 53, it is assumed that the difference ball number reaches 80000 in the middle of the jackpot gaming state. At this time, the game control microcomputer 101 transmits an over prize ball notification command (see step S312) to the effect control microcomputer 121, and the effect control microcomputer 121 grasps the situation where the difference ball number is 80000 or more. do. Thereby, the production control microcomputer 121 executes the round alternative production shown in FIG. 55(B).
[0333] Specifically, in the round alternative effect, as shown in FIG. 55(B), the round background image G114 representing the city is switched to the round alternative background image G116 representing a dark Western-style building. Then, a round image G109 and a number-of-balls image G110 are displayed superimposed on the round substitute background image G116, and a game stop notice image KI indicating "game stop at the end of the advantageous period" is displayed. Further, on the frontmost side of the display screen 50a, a warning display image G115 showing patrol lamps and the characters "DANGER" is displayed so as to attract the player's attention.
[0334] In this way, by increasing the number of difference balls to 80,000 or more, a round alternative effect that greatly changes the effect mode from the round effect is executed, making it possible to make the player more aware of the situation where the game cannot be executed. is. That is, for a player who does not fully understand the over-prize preventing function, even if the red edge image EFb and the game stop notice image KH are displayed accompanying the round effect (see FIG. 28(B)). , there is a risk that it will be misunderstood as a mere presentation, and the situation in which the game cannot be executed may not be fully grasped. Therefore, in the second modified example, instead of the round effect, by executing the round alternative effect shown in FIG. 55(B), it is possible to make it easier to recognize that the situation has changed significantly.
[0335] Subsequently, as shown in FIG. 53, when the jackpot game state is shifted to the high base state (time saving state), the time saving mode alternative effect shown in FIG. 55(C) is executed on the display screen 50a. Specifically, in the time saving mode alternative effect, as shown in FIG. 55(C), a time saving alternative background image G117 representing dark clouds and thunder is displayed. Then, the production pattern EZ and the game stop notice image KI are displayed over the time-saving substitute background image G117. Further, on the frontmost side of the display screen 50a, a warning display image G115 showing patrol lamps and the characters "DANGER" is displayed so as to attract the player's attention.
[0336] In this way, even if the difference ball number is 80000 or more, the time saving mode effect shown in FIG. 18 (B-5) is not executed even in the high base state (time saving state), and FIG. The time saving mode alternative production shown in is executed. As a result, it is possible to make the player more aware of the situation in which the game cannot be executed. In other words, it is possible to make it easier for a player who does not fully understand the function of preventing over-prize balls to recognize that the game is in a situation where it is easy to win the second kind of jackpot game, but the game is stopped. It is possible.
[0337] After that, as shown in Figure 53, along with the transition from the high base state (time saving state) to the normal game state, it is assumed that the number of special figure 2 reserved balls when shifting to the normal game state was "4". In this case, the remaining pending alternative special effect shown in FIG. 56 is executed on the display screen 50a. Specifically, in the remaining pending alternative special effect (special effect), first, as shown in FIG. A game cancellation remaining number image LH1 indicating "Last 4 times until game cancellation" is displayed. As a result, the player can accurately grasp the number of variations of the special symbols until the game cannot be executed. In addition, the number of times indicated by the game stop remaining number image LH1 is "4" to "1" according to the special figure 2 remaining reservation number. Thus, in the second modified example, it is possible to provide the player with a novel effect of informing the number of fluctuations of the remaining special symbols until the game is stopped.
[0338] Subsequently, as shown in FIG. 56(B), on the display screen 50a, the special effect symbols TZ1 and TZ2 are displayed in a variable manner, and at the bottom of the display screen 50a, "Will you hit the jackpot?" Explanation image SM is displayed. With this explanation image SM, it is possible for the player to grasp that a jackpot game will be executed when "V" is aligned in the special effect symbols TZ1 and TZ2. Further, in the upper part of the display screen 50a, a game stoppage remaining number image LN1 indicating "four times left until game stoppage" is displayed. As a result, it is possible for the player to be conscious of the number of fluctuations of the remaining special symbols until the game is stopped even during the variable display of the special symbols (second special symbols). In addition, the number of times indicated by the game stop remaining number image LN1 is "4" to "1" according to the special figure 2 remaining reservation number. The display of the game stop remaining number image LN1 corresponds to the "game impossibility notice effect".
[0339] Next, as shown in FIG. 56(C), on the display screen 50a, the special effect symbol TZ1 on the left side is stopped and displayed at "V", while the special effect symbol TZ2 on the right side continues to be variably displayed. there is After that, if a small hit or a big hit is won in the lottery of special figure 2, as shown in FIG. will be complete. Also, at this time, the small effect symbol KZ that has been variably displayed in the upper left part of the display screen 50a is stopped and displayed in the winning mode "555", which is double eyes. In this way, it is possible for a player who sees the special effect symbols TZ1 and TZ2 indicating "VV" and the small effect symbol KZ for the second number to understand that a small win or a big win has been won. After that, if it is in a situation where a small hit is won, it is possible to obtain a two-kind jackpot game by allowing the game ball to pass through the specific area during the execution of the small hit game. Also, if you are in a situation where you have won a jackpot, you can win a type 1 jackpot game.
[0340] On the other hand, if the lottery of special figure 2 is lost, as shown in FIG. . Also, at this time, the small effect symbol KZ that has been variably displayed in the upper left part of the display screen 50a is stopped and displayed at "545", which is the reach-losing number. In this way, it is possible for the player who sees the special effect symbols TZ1 and TZ2 indicating "V1" and the small effect symbol KZ for the reach-losing to understand that they are losing. In addition, a remaining number of times image NC indicating "three remaining chances" is displayed in the lower right portion of the display screen. As a result, it is possible for the player to grasp that the over-prized ball prevention function is approaching the activation (game stop). After that, in the special figure 2 remaining reservation, the remaining reservation alternative special effect shown in FIG. 56 is repeatedly executed. And if the result of the lottery of special figure 2 is all lost, at the timing when the advantageous period (advantageous gaming state) ends (when the stop time of the second special symbol has passed), the over-prize ball prevention function is activated As a result, the game is controlled to be unexecutable.
[0341] As described above, when the difference number of balls is 80000 or more, instead of the remaining pending special effect, the remaining pending alternative special effect with a significantly different effect mode is executed, and the player is more aware of the situation where the game cannot be executed. It is possible to That is, if the difference ball number is 80000 or more, and after the transition from the high base state (time saving state) to the normal game state, the remaining reservation special effect shown in FIG. There is a risk of misunderstanding that the prevention function will not operate. In other words, in the remaining reservation special effect, even if all the special figure 2 reservation balls are consumed and the advantageous period ends, the player is likely to have the impression that the game can be continued by shifting to the normal game state. Therefore, in the second modification, instead of the remaining reservation special effect, by executing the remaining reservation alternative special effect shown in FIG. It is possible to make it easier for the player to grasp the situation in which it becomes impossible.
[0342] <Third Modification> In the above form, when the number of difference balls is 80000 or more, and the high base state (high probability base state or low probability height base state) shifts to the normal game state (see Figure 25), the over-prize prevention function is activated. I made it On the other hand, in the third modification, as shown in FIG. 57, the number of difference balls is 80000 or more, and the special symbols are displayed 30 times (regulation) after the transition from the high base state to the normal game state The number of times) is executed (when a predetermined condition is established), the over-prize ball prevention function is activated. In this third modified example, it is assumed that it is configured as a type 1 gaming machine, as in the above embodiment.
[0343] In the third modification, as shown in FIG. 57, after shifting from the high-probability-high base state to the normal game state, until the number of fluctuations in the special symbol reaches 30 times, it is set to the normal post-shift dedicated mode. In addition, after shifting from the low probability high base state to the normal game state, until the number of times of fluctuation of the special symbol reaches 30 times, similarly, it is set to the dedicated mode after the normal shift. In short, even if the state is shifted from the high base state to the normal game state, the normal effect mode is not set for a while, and the special mode after the normal shift is set. Then, when the number of fluctuations in the special symbol exceeds 30 times after shifting to the normal game state, the normal effect mode is set.
[0344] Next, in the first modified example, the effect in the normal post-shift dedicated mode will be described. In addition, in the dedicated mode after normal transition, even if there is a special figure 2 remaining hold when moving to the normal game state, and the second special symbol is displayed fluctuating, when the normal game state is transferred to the special figure 2 remaining hold The same effect is executed in any case where the first special symbol is displayed in a variable manner without any symbol.
[0345] Specifically, when the mode is shifted to the exclusive mode after normal shift, first, as shown in FIG. 58(A), a mode transition image MT indicating "Enter exclusive mode after normal shift" is displayed on the display screen 50a. As a result, it is possible to make the player think that although the high base state has ended, it has shifted to a special presentation mode. Then, as shown in FIG. 58(B), on the display screen 50a, a special background image G121 representing the surface of a special planet is displayed, and the effect symbol EZ is displayed in a variable manner. After that, if the lottery for the special symbol is a loss, as shown in FIG. 58(C), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed at "8" which is a loss mode. In this way, in a state in which the special background image G121 is displayed, the effect in which the effect symbol EZ is changed and then stopped is referred to as "dedicated effect after normal transition". As a result, after moving from the high base state to the normal game state, as long as the special symbol lottery is lost, the special effect after the normal transition (special effect) is executed until the special symbol fluctuation display is performed 30 times. be done. In this way, after the transition to the normal game state, the player is presented with a new dedicated post-normal-shift effect instead of the familiar normal mode effect (see FIGS. 18(B-1), (B-2), and (B-3)). show. As a result, it is possible to create the impression that the situation may still be favorable.
[0346] In this third modification, when the number of difference balls is less than 80000, the special effect after normal transition shown in FIG. be done. On the other hand, even if the number of difference balls is 80000 or more, the special effect after normal transition shown in FIG. be done. In this way, after shifting to the normal game state, as long as the dedicated performance after the normal shift continues, the over-prize prevention function does not operate. Therefore, even if the difference ball number is 80000 or more, it is possible for the player to enjoy the novel post-normal shift dedicated effect after shifting to the normal game state. Then, when the variable display of the special symbols is executed 30 times after shifting to the normal game state, the over-prize preventing function is activated at the same time as the special effect after the normal shift is completed. In this way, it is possible to match the timing at which the game becomes unexecutable with the end timing of the exclusive effect after normal transition.
[0347] <Fourth Modification> In the above third modification, even if the number of difference balls is 80000 or more, the special effect after the normal shift shown in FIG. I made it to be. On the other hand, in the fourth modification, when the number of difference balls becomes 80000 or more, after shifting to the normal game state until the special symbol fluctuation display is executed 30 times, instead of the special effect after normal shift, After the normal transition shown in FIG. 59, the alternative effect is executed. It is assumed that this fourth modified example is configured as a type 1 game machine, like the third modified example. Then, the production of the fourth modified example will be described by taking as an example the case where the difference ball number reaches 80000 in the middle of the jackpot gaming state shown in FIG.
[0348] When the number of difference balls is 80000 or more and the state is shifted from the high-probability-high base state to the normal game state, first, as shown in FIG. A game stop remaining count image LH2 is displayed. As a result, the player can accurately grasp the number of fluctuations of the special symbols until the game cannot be executed. Thus, in the fourth modification, it is possible to provide the player with a novel effect of informing the number of fluctuations of the remaining special symbols until the game is stopped when shifting to the normal game state.
[0349] Subsequently, as shown in FIG. 59(B), the effect symbol EZ is variably displayed on the display screen 50a while the ray background image G122 representing the flowing ray is being displayed. A mini-character image MN1 representing a mini-character is displayed in the lower right portion of the display screen 50a. Furthermore, in the upper portion of the display screen 50a, a game stop remaining number image LN2 indicating "30 times left until game stop" is displayed. As a result, it is possible for the player to be conscious of the number of fluctuations of the remaining special symbols until the game is stopped even during the variable display of the special symbols. In addition, the number of times indicated by the game stop remaining number image LN2 is counted down from "30" to "1" every time the variable display of the special symbol is executed.
[0350] Next, as shown in FIG. 59(C), the display screen 50a displays a character appearance image TN1 representing a greatly grown character. In this way, in the substitutive effect after the normal shift, the characters appearing in the pachinko game machine PY1 are sequentially introduced each time the special symbols are varied and displayed by displaying the mini character image MN1 and the character appearance image TN1. By executing such a character introduction effect, it is possible to make the player think that the effect is like an ending until the game is stopped. That is, by sequentially introducing the characters that appear in the pachinko game machine PY1, it is possible to make it appear as if the game is gradually coming to an end.
[0351] Then, if the lottery for the special symbol is a loss, as shown in FIG. 59(D), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed at "145" which is a loss mode. As described above, when the difference ball number is 80000 or more, the post-normal shift alternative performance is executed until the special symbol variable display is executed 30 times after shifting to the normal game state. In this way, during the period from the transition to the normal game state until the game is stopped, the alternative effect after the normal shift shown in FIG. 59 is executed, so that the dedicated effect after the normal shift shown in FIG. Also, it is possible to make it easier for the player to grasp the situation in which the game cannot be executed. In other words, it is possible to make it easier for the player to understand that the game is gradually approaching a situation where the game cannot be executed by the post-normal-shift alternative effect shown in FIG.
[0352] <Fifth Modification> In the above form, as shown in FIG. 32, before the over-prize ball prevention function operates (the game stop flag is OFF), the game control microcomputer 101 executes the firing control process (S109), and the over-prize ball After the prevention function is activated, the game control microcomputer 101 does not execute the firing control process (S109). On the other hand, in the fifth modification, as shown in FIG. 60, the firing control process (S109) is not provided in the main timer interrupt process (S006). That is, the game control microcomputer 101 does not execute the firing control process (S109) regardless of the operation of the over-prize preventing function. In this fifth modification, the payout control microcomputer 171 provided in the payout control board 170 controls the launch of the game balls.
[0353] In short, in the above-described form, after the over-prize ball prevention function is activated, the game control microcomputer 101 does not execute the shooting control process (S109), so the game balls are not shot toward the game area 6. On the other hand, in the fifth modification, after the over-prize ball prevention function is activated, the game control microcomputer 101 does not stop controlling the shooting of the game ball, so the game ball is directed to the game area 6 fired. In this case, the player may misunderstand that the game may be possible because the game ball can be shot even though the game cannot be executed.
[0354] Therefore, in the fifth modification, when the player touches the handle 72k after the game becomes unexecutable, a contact attention calling effect (attention calling effect) is executed. Note that in the fifth modification, a handle contact detection sensor is provided on the handle 72k. The handle contact detection sensor detects contact of the human body with the handle 72k. In other words, the handle contact detection sensor detects contact with the handle 72k only when the player touches the handle 72k before rotating the handle 72k. Thus, when the player touches the handle 72k, a detection signal from the handle contact detection sensor is output to the effect control microcomputer 121. Below, on the basis of Figure 61, you explain concerning the contact attention appealing production which is executed after the excessive prize ball prevention function operates.
[0355] FIG. 61 is a diagram showing a case where a contact attention calling effect (attention calling effect) is executed after the over-prize ball prevention function is activated. First, when the over-prize prevention function is activated, the effect control microcomputer 121 displays the red background image RE and the error cancellation method image ERX on the display screen 50a as shown in FIG. 52 outputs a game stop sound. Furthermore, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0356] Thereafter, when the player touches the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle contact detection sensor. As a result, as shown in FIG. 61(B), the effect control microcomputer 121 executes the touch alert effect in a state where the red background image RE and the error cancellation method image ERX are displayed on the display screen 50a. do. That is, the display screen 50a displays the contact alert image HU indicating "Please let go of the steering wheel". Furthermore, a voice saying "Please take your hand off the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit up in red. This contact alerting effect can make the player more aware that the player cannot touch the handle 72k and cannot play the game.
[0357] After that, when the player stops touching the handle 72k, the effect control microcomputer 121 stops inputting the detection signal from the handle contact detection sensor. As a result, the production control microcomputer 121 stops the contact attention calling production, as shown in FIG. 61(C). In this manner, in this embodiment, after the over-prize preventing function is activated, as long as the player is touching the handle 72k, the contact alerting effect is executed.
[0358] FIG. 62 is a diagram showing a case where a contact attention calling effect (attention calling effect) is executed after illegal magnetism is detected. First, when illegal magnetism is detected, the effect control microcomputer 121 displays the red background image RE and the error cancellation method image ER1 on the display screen 50a as shown in FIG. 52 outputs a game stop sound. Furthermore, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0359] Thereafter, when the player touches the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle contact detection sensor. As a result, the effect control microcomputer 121, as shown in FIG. 62(B), executes the touch alert effect while the red background image RE and the error cancellation method image ER1 are displayed on the display screen 50a. do. That is, the display screen 50a displays the contact alert image HU indicating "Please let go of the steering wheel". Furthermore, a voice saying "Please take your hand off the steering wheel" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit up in red. This contact alerting effect can make the player more aware that the player cannot touch the handle 72k and cannot play the game.
[0360] After that, when the player stops touching the handle 72k, the effect control microcomputer 121 stops inputting the detection signal from the handle contact detection sensor. As a result, the production control microcomputer 121 stops the contact attention calling production, as shown in FIG. 62(C). In this way, in this embodiment, as long as the player touches the handle 72k after the illegal magnetism is detected, the touch alert effect is executed.
[0361] In this fifth modification, even if the over-prize ball prevention function is activated and the game is controlled to be unexecutable, the player rotates the handle 72k to shoot the game ball toward the game area 6. can do. However, when the player touches the handle 72k, as shown in FIG. 61(B), a contact attention calling effect for calling attention is executed. As a result, the player who is touching the handle 72k despite the fact that the game cannot be executed is made to recognize that he / she is releasing the handle 72k, so that the player can surely grasp that the game cannot be executed. is possible.
[0362] In addition, in the fifth modification, even if illegal magnetism is detected and the game is controlled to be unexecutable, the player rotates the handle 72k to shoot the game ball toward the game area 6. can be done. However, when the player touches the handle 72k, as shown in FIG. 62(B), a contact attention calling effect for calling attention is executed. As a result, the player who is touching the handle 72k despite the fact that the game cannot be executed is made to recognize that he / she is releasing the handle 72k, so that he or she can surely grasp that the game cannot be executed. is possible.
[0363] <Sixth Modification> In the second modification, the difference ball number is 80000 or more, the round alternative production shown in FIG. 55 (B), the time reduction mode alternative production shown in FIG. A special performance was performed. On the other hand, in the sixth modification, the round alternative production (alternative production) shown in FIG. 63 (B) and the probability variable mode alternative production (alternative production) shown in FIG. 63 (C) are executed. It's becoming In this sixth modification, as in the above embodiment, it is configured as a type 1 gaming machine, the number of difference balls is 80000 or more, and when the high base state shifts to the normal game state, the over prize ball prevention function is activated. The game is controlled to be unexecutable.
[0364] In this sixth modification, it is assumed that a round effect is being executed on the display screen 50a as shown in FIG. 63(A) while the jackpot game is being executed. Here, as shown in FIG. 53, it is assumed that the difference ball number reaches 80000 in the middle of the jackpot gaming state. Thereby, as shown in FIG. 63(B), the round substitute effect is executed. In other words, on the display screen 50a, a round substitute background image G116 representing a dark Western-style building and a warning display image G115 representing a patrol lamp and the characters "DANGER" are displayed. After that, when the jackpot game ends, the state shifts to a high-probability-high base state.
[0365] In the high probability high base state, instead of the probability variable mode production shown in Fig. 18 (B-4), Fig. 63 ( C) The probability variable mode alternative production shown in is executed. Specifically, in the probability variation mode alternative effect, as shown in FIG. 63(C), a probability variation alternative background image G118 representing a black hole in outer space is displayed. Then, the production pattern EZ is displayed on the probability variation substitute background image G118. Further, on the frontmost side of the display screen 50a, a warning display image G115 showing patrol lamps and the characters "DANGER" is displayed so as to attract the player's attention. Further, a game stop remaining number image LN3 indicating "Last 160 times until game stop" is displayed superimposed on the variable probability substitution background image G118. As a result, the player can accurately grasp the number of variations of the special symbols until the game cannot be executed. In addition, the number of times indicated by the game stop remaining number image LN3 is counted down by one each time the variable display of the special symbol is executed. The display of the remaining number of game stoppages image LN3 corresponds to the "game impossibility notice effect".
[0366] In this way, the number of difference balls is 80000 or more, and in the high probability high base state before the game becomes unexecutable, the probability variable mode alternative effect shown in FIG. 63 (C) is executed. This makes it possible for the player to be more strongly aware of the situation in which the game cannot be executed, as compared with the case where the variable probability mode effect shown in FIG. 18(B-4) is executed. Furthermore, by looking at the image LN3 of the remaining number of game stops being counted down, there is a sense of urgency as to whether a big win can be drawn and the game can be continued, or the game cannot be continued without being able to draw a big win. Gaming can be provided.
[0367] <Seventh Modification> In the sixth modification, when the difference ball number becomes 80000 or more, the round substitute effect shown in FIG. 63(B) and the variable probability mode substitute effect shown in FIG. 63(C) are executed. In contrast, in the seventh modified example, only the round alternative effect shown in FIG. 64(B) is executed. In this seventh modification, as in the above embodiment, it is configured as a type 1 gaming machine, and the number of difference balls is 80000 or more, and when the jackpot game state (jackpot game) ends, the over-prize prevention function is activated. The game is controlled to be unexecutable.
[0368] In this seventh modification, it is assumed that a round effect is being executed on the display screen 50a as shown in FIG. 64(A) while the jackpot game is being executed. Here, when the difference ball number reaches 80000 in the middle of the jackpot gaming state, as shown in FIG. 64(B), a round substitute effect is executed. In other words, on the display screen 50a, a round substitute background image G116 representing a dark Western-style building and a warning display image G115 representing a patrol lamp and the characters "DANGER" are displayed. Further, at the bottom of the display screen 50a, a game stop notice image KL indicating "stop the game when the jackpot ends" is displayed. The display of the game stop notice image KL corresponds to the "game impossibility notice effect".
[0369] In this way, when the difference ball number becomes 80000 or more, the round effect shown in FIG. 64(A) is switched to the round substitute effect shown in FIG. 64(B). This makes it possible for the player to be more strongly aware of the situation in which the game cannot be executed. Furthermore, it is possible for the player who sees the game stop notice image KL to know in advance that the game cannot be executed when the jackpot game currently being executed ends.
[0370] <8th Modification> In the above mode, when the number of difference balls is 70000 or more, the display of the over-prized ball notification image KY shown in FIG. On the other hand, in the eighth modified example, as shown in FIG. 65, when the difference ball number becomes 78500 or more, the standard number reaching notice effect is announced that the game becomes unexecutable. . The reference number reaching notice effect (advance notice effect), which will be described in detail later, is an effect showing that the number of difference balls will reach the reference number of 80000 while notifying that the game will become unexecutable. . This eighth modified example is configured as a type 1 gaming machine, as in the above embodiment. Then, when the difference ball number is 80000 or more and the jackpot game state ends, the game is controlled to be unexecutable by the operation of the excessive prize ball prevention function.
[0371] Here, the number of difference balls (78500) that triggers the start of the standard number attainment notice effect will be described. In the eighth modification, as in the above embodiment, the types of jackpots to be won (jackpot patterns) include jackpot pattern X, jackpot pattern Y, and jackpot pattern Z (see FIG. 12(B)). And, the jackpot game (jackpot game X) when winning with the jackpot pattern X is substantially 5R (see FIG. 16), and is set to be able to award 750 prize balls. Also, the jackpot game (jackpot game Y) when winning with the jackpot pattern Y is substantially 4R (see FIG. 16), and is set to be able to award 600 prize balls. In addition, the jackpot game (jackpot game Z) when winning with the jackpot pattern Z is substantially 10R (see FIG. 16), and is set to be able to award 1500 (regular number) prize balls.
[0372] Therefore, in the eighth modification, among the jackpot symbols that can be won, the jackpot pattern Z is the jackpot pattern with the largest number of prize balls that can be awarded. Therefore, in the eighth modification, the number of difference balls (specific number) that triggers the start of the standard number reaching notice effect is changed from the standard number of 80000 to the number of prize balls that can be granted with the jackpot symbol Z (1500 ) is subtracted. As a result, as shown in FIG. 65, when the number of difference balls is 78500 or more in a certain jackpot game state, there is a possibility that the number of difference balls is 80000 or more in the next jackpot game state. Considering the possibility that the number of difference balls will be 80000 or more in the next jackpot game state, the number of difference balls (78500), which triggers the start of the standard number reaching notice effect, is set to the standard number ( 80000), the value obtained by subtracting the number of prize balls (1500) of the jackpot pattern (jackpot pattern Z) that can give the most prize balls in one jackpot game.
[0373] By the way, the number of difference balls reaches the standard number of 80000 in the so-called rush state (high probability high base state or small winning rush state (high probability low base state) in type 1 game machines, type 1 type 2 game machines If the time saving state) continues, it is assumed that there are many situations where it is a jackpot game state when winning a jackpot in the lottery of special figure 2. Therefore, the number of difference balls that triggers the start of the standard number reaching notice effect is the most It can also be said that it is preferable to set a value obtained by subtracting the number of prize balls (1500) of the jackpot pattern (jackpot pattern Z) that can be given prize balls.
[0374] In particular, in the eighth modified example, the jackpot pattern to be won in the lottery of the special figure 2 is only one type of the jackpot pattern Z. Therefore, if the number of difference balls (78500) that triggers the start of the standard number reaching notice effect is set to the value obtained by subtracting the number of prize balls (1500) that can be given by the jackpot pattern Z from the standard number (80000), the rush After the number of difference balls reaches 78500 or more in the jackpot game state when the state continues, it is possible to create a situation where the number of difference balls reaches the standard number (80000) in the next jackpot game state with a high probability. is.
[0375] Next, the rendering of the eighth modified example will be described with reference to FIG. As a precondition, it is assumed that the jackpot game state is controlled. In this case, as shown in FIG. 66(A), the display screen 7a displays a round image G109, a number-of-balls image G110, and a round background image G114. Here, as shown in FIG. 65(A), it is assumed that the difference ball number reaches 78500 in the middle of the jackpot gaming state. At this time, the game control microcomputer 101 transmits an over prize ball notice command (see step S307) to the production control microcomputer 121, and the production control microcomputer 121 grasps the situation where the difference ball number is 78500 or more. do. As a result, the effect control microcomputer 121 executes the next big hit arrival announcement effect shown in FIG. 66(B).
[0376] Specifically, in the next jackpot arrival notice effect, as shown in FIG. 66(B), the next jackpot arrival notice image ZY indicating "May be an over-prize ball abnormality at the end of the next jackpot?" is displayed. Thereby, it is possible for the player to grasp in advance that there is a possibility that the game may become unexecutable when the next jackpot game ends. This next big win arrival notice effect is an effect executed when the reference number reach notice effect is started as a part of the reference number reach notice effect (advance notice effect).
[0377] Next, as shown in FIG. 66(C), a run-up effect and a mini-screen effect are executed. The run-up effect is a effect showing the process of increasing the number of difference balls from 78,500 to 80,000 depending on the positional relationship between the character and the slope. This run-up effect is executed in the main display area 51a (large display area) of the display screen 50a excluding the lower right display area 51b. In addition, the run-up effect is asynchronous (irrelevant) to the jackpot effect (opening effect, round effect, ending effect) and fluctuation effect being executed, and can be continuously executed until the number of difference balls reaches 80000. It's becoming
[0378] On the other hand, in the mini screen effect, the effect (jackpot effect, variable effect, customer waiting effect, etc.) that has been executed in the situation where the number of difference balls is less than 78500 is displayed in the lower right display area 51b (sm...
Claims
[Claim 1] A main board capable of controlling a game; A display means; In a gaming machine having a sound output means, The main board is Based on a determination in a predetermined determination process, the game state can be controlled to a special game state in which the game ball is more likely to enter the ball entrance than in a normal game state. A specific measurement number based on the number of prize balls awarded to a player can be measured, When the special game state is controlled, if the specific measurement number is equal to or greater than a predetermined reference number and the special game state ends, the game can be controlled to be disabled; The display means is When the control that disables the game is continued after the power is turned on, a special abnormal character indicating that the game is being controlled to be disabled can be displayed; The sound output means includes: This gaming machine is characterized in that when control that disables game execution continues after power is turned on and the special abnormal character is displayed on the display means, a special abnormal sound indicating the special abnormal character can be output.