Game machine
Patent Information
- Application Number
- JP2022055656
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-03-30
- Publication Date
- 2025-04-04
AI Technical Summary
Existing gaming machines, such as pachinko machines, do not prevent players from acquiring excessive prize balls, leading to potential imbalances in gameplay.
Incorporating a determining mechanism to assess ball hits, a measuring mechanism to track prize ball distribution, and a game control mechanism to prevent gameplay when a predetermined number of prize balls is reached, along with performance controls to indicate the likelihood of gameplay unavailability.
Prevents excessive prize ball distribution, ensuring fair gameplay and maintaining game balance by preventing players from accumulating an excessive number of prize balls.
Smart Images

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Abstract
Description
Technical field
[0001] 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, various winning openings (starting opening, big winning opening, general winning opening) are provided in the gaming area where game balls can flow down. When game balls enter the various winning holes, prize balls are awarded to the player. [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-209170 [Summary of the invention] [Problem to be solved by the invention]
[0004] However, in the gaming machine of Patent Document 1, the player may acquire excessive prize balls by continuing playing the game. In this case, there was no attempt to prevent the gaming machine from awarding excessive prize balls to the player.
[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine that does not award excessive prize balls to players. [Means to solve the problem]
[0006] The gaming machine of the present invention includes: A determining means for determining whether or not the ball is a hit based on the ball entering the ball entrance; A measuring means that can measure a specific measurement number based on the number of prize balls given to a player; A game control means that makes it possible to control the game so that it cannot be executed when the specific measured number reaches a predetermined reference number; A production control means capable of executing a predetermined production; The performance control means is This gaming machine is characterized in that it is possible to execute advance suggestion effects that indicate the possibility that the game will be controlled to be unexecutable by the game control means.
Effect of the invention
[0007] According to the present invention, it is possible to avoid awarding excessive prize balls to the player. [Brief explanation of drawings]
[0008]
Figure 1
Figure 2
[0009] Embodiments of the gaming machine of the present invention will be specifically described below with reference to the drawings. In each referenced figure, the same parts are given the same reference numerals, and overlapping explanations regarding the same parts will be omitted in principle. In this specification, in order to simplify the description, by writing symbols or codes that refer to information, signals, physical quantities, parts, etc., the names of the information, signals, physical quantities, parts, etc. for the symbols or codes may be omitted or May be abbreviated. Furthermore, in any flowchart described below, the execution order of a plurality of processes in any plurality of steps can be arbitrarily changed or executed in parallel within a range that does not cause inconsistency in the processing contents.
[0010] 1.Structure of the gaming machine The pachinko gaming machine PY1 of this embodiment will be explained. First, the structure of the pachinko gaming machine PY1 will be explained using FIGS. 1 to 5. In the following explanation, the horizontal, vertical, and vertical directions of each part of the pachinko gaming machine PY1 refer to the horizontal, vertical, and vertical directions (as viewed from the front) for the player facing the pachinko gaming machine PY1. Furthermore, "front" is the direction from the pachinko machine PY1 toward the player facing the pachinko machine PY1, and "back" is the direction from the player facing the pachinko machine PY1 toward the pachinko machine PY1. shall be.
[0011] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming 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. Further, the front door 23 includes a game board mounting frame 2A to which a game board unit YU to be described later is attached, and a front frame 23m rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed with respect to the game board mounting frame 2A. A 23t transparent plate is attached to the 23m front frame. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game parlor (gaming parlor), a player in front of the pachinko game machine PY1 can see the game area 6 (game area) formed on the game board 1 through the transparent plate 23t. ) can be visually recognized. 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 gaming area 6 can be viewed from the front of the pachinko gaming machine PY1.
[0012] At the bottom right of the front of the front frame 23m, there is a handle 72k that can be rotated to fire the game ball. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (firing strength) of the force given to the game ball to make it fire (the amount by which the firing device 72, which will be described later, drives the firing solenoid). It is being Therefore, the game ball is fired with a firing intensity that corresponds to the rotational operation of the handle 72k. Furthermore, a lower decorative body 36 that largely protrudes forward is provided at the lower center of the front surface of the front frame 23m. An upper plate 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. Further, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 for storing surplus game balls that cannot be accommodated in the upper tray 34.
[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 composed of, for example, a button having a pressing surface, a lever having a gripping part, or the like. In addition, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32 that is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button having a pressing surface, a lever having a gripping part, or the like.
[0014] Further, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 that is formed to protrude forward from the upper part of the surface of the front frame 23m. The speaker 52 (sound output means) includes a left speaker 52L placed on the left side and a right speaker 52R placed on the right side. Further, 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 in the front of the lower decorative body 36. Furthermore, a movable frame moving device 58 is attached above the left edge and right edge of the front frame 23m as a presentation device for the purpose of increasing game interest. The frame moving device 58 includes a left frame moving device 58L arranged on the left side and a right frame moving device 58R arranged on the right side.
[0015] Note that the positions and numbers of members and devices provided in the gaming machine frame 2 can be changed as appropriate within a range that does not interfere with the game.
[0016] Next, the game board unit YU will be explained using mainly FIGS. 2 to 5. The game board unit YU includes a game board 1 and a production unit 1U attached to the back side of the game board 1. First, game board 1 will be explained. The game board 1 is made of a transparent synthetic resin board. At approximately the center of the game board 1, an opening 1A is formed which is approximately circular when viewed from the front. Along the opening 1A, a substantially ring-shaped inner wall 1B is formed to protrude forward and define a game area 6 through which game balls can flow. Further, on the outside of the inner wall portion 1B, a substantially ring-shaped outer wall portion 1C for partitioning the gaming area 6 is formed to protrude forward.
[0017] On the front surface of the game board 1, a game area 6 is formed that is surrounded by an inner wall part 1B, an outer wall part 1C, etc. That is, the front surface of the game board 1 is partitioned into a game area 6 and other areas by the inner wall part 1B and the outer wall part 1C.
[0018] The game area 6 is an area in which game balls fired by operating the handle 72k can flow down, and is provided for playing games in the pachinko game machine PY1. Furthermore, in the game area 6, a large number of game nails (not shown) are provided protrudingly. The game nail allows game balls that enter the game area 6 and flow down the game area 6 to be controlled by a first starting port 11 (ball entry port), a second starting port 12 (ball entry port), a general winning port 10, which will be described later. It constitutes a route that appropriately leads to the gate 13, the first grand prize opening 14, and the second grand prize opening 15 (special winning opening). In addition, the first starting hole 11, the second starting hole 12, the first big winning hole 11, the second big winning hole 15, and the general winning hole 10 correspond to the "winning hole".
[0019] In the gaming area 6, there is a first starting winning device 11D in which a first starting opening 11 into which a game ball can enter is formed, and a second starting winning device 11D that allows or disables entry of the ball into the second starting opening 12. A device (so-called "electric chew") 12D is provided.
[0020] The first starting winning device 11D is immovable. Therefore, in the first starting port 11, the ease with which the game ball enters remains constant (unchanged). Winning a prize in the first starting slot 11 of the game ball is done by drawing the first special symbol (hereinafter referred to as "Special Figure 1") (obtaining and determining the random number related to Special Figure 1 described below: hereinafter referred to as "Special Figure 1 Lottery") ) and the variable display of special map 1. Furthermore, when the game balls enter the first starting slot 11, a predetermined number (for example, four) of game balls are paid out as prize balls.
[0021] The electric chew 12D includes an operable 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 the game ball to enter the second starting port 12. Then, when the special state is reached, the game ball 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 "open state" of the second starting port 12 or the electric chew 12D, and only when the electric chew opening / closing member 12k is in the open state, the game ball is moved to the second starting port 12. It is possible to enter the ball. On the other hand, the state where 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. Also, when the second starting port 12 or the electric tube 12D is in the "open state", it is also called "the electric tube 12D is opened", and when the electric tube 12D is in the "closed state", it is also called "the electric tube 12D is closed". ” is also called.
[0022] Winning the game ball into the second starting slot 12 is achieved by drawing the second special symbol (hereinafter referred to as "Special Figure 2") (obtaining and determining random numbers related to Special Figure 2, which will be described later: hereinafter referred to as "Special Figure 2 Lottery"). ) and the variable display of special map 2. Furthermore, when the game balls enter the second starting port 12, a predetermined number (for example, four) of game balls are paid out as prize balls.
[0023] In addition, the gaming area 6 is provided with a general winning hole 10 into which game balls can enter. When game balls enter the general winning hole 10, a predetermined number (for example, three) of game balls are paid out as prize balls.
[0024] Furthermore, the game area 6 is provided with a gate 13 through which game balls can pass. The passing of the game ball through the gate 13 is the trigger for the drawing of a normal symbol (hereinafter referred to as "the ordinary symbol") (that is, the acquisition and determination of the ordinary symbol random number: hereinafter referred to as the "general symbol lottery") and the variable display of the ordinary symbol. It has become. 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.
[0025] Furthermore, the gaming area 6 is provided with a first grand prize winning device 14D (hereinafter also referred to as "normal AT14D") in which a first grand prize opening 14 into which a game ball can enter is formed.
[0026] The first big prize winning device 14D includes a normal AT opening / closing member 14k that can operate in an open state and a closed state. The first big prize opening 14 opens and closes by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that closes the first big prize opening 14, and it is impossible or extremely difficult for the game ball to enter the first big prize opening 14. When the normal AT opening / closing member 14k operates in the open state, the game ball can enter the first big prize opening 14. In this way, the game ball can enter the first grand prize opening 14 only when the AT opening / closing member 14k is in the open state. When a game ball enters the first grand prize opening 14, a predetermined number (for example, 15) of game balls are paid out as prize balls.
[0027] Furthermore, the gaming area 6 is provided with a guiding stage 12g that guides the gaming ball to the second starting port 12. Note that the game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0028] Furthermore, the gaming area 6 is provided with a second grand prize winning device 15D (hereinafter also referred to as "VAT15D") in which a second grand prize opening 15 into which game balls can enter is formed. The second big winning device 15D (special winning means) includes an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally closes the second grand prize opening 15, and it is impossible or extremely difficult for the game ball to enter the second grand prize opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for the game ball to enter the second grand prize opening 15. On the other hand, the state in which the VAT opening / closing member 15k closes the second grand prize opening 15 is also referred to as a "closed state". In this way, the second big prize opening 15 is opened and closed by the operation of the VAT opening and closing member 15k. When a game ball enters the second grand prize opening 15, a predetermined number (for example, 15) of game balls are paid out as prize balls.
[0029] Here, the second grand prize winning device 15D will be explained in detail using FIG. Inside the second grand prize winning device 15D, a gate-shaped second grand prize opening sensor 15a (special A winning opening detection means) is provided.
[0030] A specific area 16 (specific area) and a non-specific area 17 (non-specific area) through which the game ball can pass (enter) are provided in the downstream area of the second big prize opening sensor 15a. The game balls that have passed through the second big prize opening sensor 15a are sorted into the specific area 16 or the non-specific area 17 by the sorting device 16D. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The distribution member 16k is configured to be slidable left and right by driving the distribution solenoid 16s.
[0031] When the distribution solenoid 16s is not energized, the distribution member 16k is in the first state (passage blocking state: the left end of the distribution member 16k when viewed from the front in FIG. 3(A) is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it. When the distribution member 16k is in the first state, it is impossible or extremely difficult for the game ball that entered the second grand prize opening 15 to pass through the specific area 16 after passing through the second grand prize opening sensor 15a. It is difficult and passes through non-specific areas 17. The route of the game ball flowing down from this second grand prize opening 15 to the non-specific area 17 is called a first route.
[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in the second state (passage permission state: the distribution member 16k is shaken when viewed from the front in FIG. 3(B)). The left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above it, leaving the area directly above the specific area 16 open. When the distribution member 16k is in the second state, the game ball that has entered the second big winning hole 15 can easily pass through the specific area 16 after passing through the second big winning hole sensor 15a. The route of the game ball flowing down from this second grand prize opening 15 to the specific area 16 is called a second route.
[0033] 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 (for example, 10R), the distribution solenoid 16s is energized and can change to the second state.
[0034] The specific area 16 and the non-specific area 17 include a specific area sensor 16a (specific area detection means) that detects the game ball that has passed (entered) each area 16 and 17 and causes the game ball to pass downward, and a non-specific area sensor. 17a (non-specific area detection means) is provided.
[0035] Note that it is possible to provide only one of the first grand prize device 14D and the second grand prize device 15D as long as it does not interfere with the game.
[0036] Further, at approximately the bottom of the gaming area 6, two out ports 19 are provided for discharging game balls that are hit into the gaming area 6 but do not win in any of the winning holes to the outside of the gaming area 6. There is. Furthermore, the game board 1 is provided with a board lamp 54 that can emit light.
[0037] By the way, the game area 6 in which 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 left-right direction, and a right game area (second game area) on the right side. The manner in which the handle 72k is operated to launch the game ball so that the game ball flows down the left game area is called "left-handed hitting." On the other hand, the manner in which the handle 72k is operated to shoot the game ball so that the game ball flows down the right game area is referred to as "right-handed hitting". In the pachinko game machine PY1, the flow path through which the game ball can flow down when the game ball is fired with the left hand is called the first flow path R1, and the game ball can flow down when the game ball is fired with the right hand. The 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 constituted by a large number of game nails and the like.
[0038] 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 in the first starting opening 11 or the general winning opening 10 by firing the game ball so as to flow down the first channel R1 by hitting the ball to the left. On the other hand, on the second flow path R2, a second starting port 12, a gate 13, a first big winning port 14, and a second big winning port 15 are provided. Therefore, by firing the game ball so as to flow down the second flow path R2 by hitting the right hand, the player can pass through the gate 13, enter the second starting opening 12, the first big prize opening 14, or the second You can aim to win in the 15 grand prize openings.
[0039] In addition, game balls that did not enter any of the winning holes (first starting hole 11, second starting hole 12, general winning hole 10, first big winning hole 14, and second big winning hole 15), It is guided to the out port 19 and discharged. Further, the number of prize balls that are won in each winning hole can be set as appropriate.
[0040] Further, a display device 8 is arranged below and to the left of the game area 6 formed on the front surface of the game board 1 (a portion other than the game area 6). As shown in FIG. 4, the displays 8 include a special map 1 display 81a that variably displays special map 1, a special map 2 display 81b that variably displays special map 2, and a special map 2 display 81b that variably displays special map 2. A general map display 82 is included. In addition, the display devices 8 include a special figure 1 reservation display 83a that displays the number of special figure 1 reservations (U1: the number of variable displays of special figure 1 on the special figure 1 display 81a), which will be described later. Also includes a special figure 2 pending display 83b that displays the number of special figure 2 pending (U2: the number of reserved special figures 2 that is variablely displayed by the special figure 2 display 81b), which will be described later.
[0041] The variable display of the special figure 1 is executed when the special figure 1 lottery is held in response to the winning of a game ball into the first starting port 11. In addition, the variable display of the special figure 2 is executed when the special figure 2 lottery is held triggered by the winning of a game ball into the second starting port 12. In addition, in the following explanation, special map 1 and special map 2 are collectively referred to as special map, and special map 1 lottery and special map 2 lottery are collectively referred to as special map lottery. In addition, the special figure 1 display 81a and the special figure 2 display 81b are collectively referred to as the special figure display 81. Furthermore, the special figure 1 reservation display 83a and the special figure 2 reservation display 83b are collectively referred to as the special figure reservation display 83.
[0042] The variable display of the special figure notifies the result of the special figure lottery. In the variable display of the special figure, the special figure is displayed variably and then stopped. The special figure that is stopped and displayed (stop special figure, special figure derived and displayed as a display result of variable display) is one special figure selected from a plurality of types of special figures by special figure lottery. When the stopping special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, that is, a jackpot symbol), the grand prize opening (first grand prize opening 14 and second grand prize opening 15) is opened. A jackpot game (an example of a special game) is played.
[0043] The special figure display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special figure according to the result of the special figure lottery depending on the lighting mode. For example, if the result of the special drawing lottery is a jackpot (one of the multiple types of jackpots described below), the special drawing display 81 will display "□□■■□□■■" (□: lit, The jackpot symbol is displayed by lighting up the 1st, 2nd, 5th, and 6th LEDs from the left ( : off). In addition, if the result of the special drawing lottery is a loss, the special drawing display 81 will display a losing pattern consisting of only the LED on the far right lighting up, such as "■■■■■■■□" do. Note that 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 LEDs may be turned off as a losing symbol.
[0044] Further, in the variable display of the special figure, the variable display of the special figure is performed for a predetermined variable time before the special figure is stopped and displayed. The variable display mode of the special figure is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of variable display of the special figure is not particularly limited, and may be set as appropriate, such as all LEDs blinking at once if each LED is not displayed in a stopped state (lit display in a specific mode).
[0045] By the way, in the pachinko game machine PY1, when a game ball enters the first starting port 11 or the second starting port 12, various random numbers (numeric information and judgment information) are generated for special drawing drawings, etc. example) may be obtained. These various random numbers are temporarily stored in a special figure reservation storage unit 105, which will be described later, as a special figure reservation. In addition, in the following, the various random numbers obtained when the game ball enters the first starting port 11 are referred to as "special map 1 related random numbers", and the various random numbers obtained when the game ball enters the second starting port 12 are referred to as "special map 1 related random numbers". The various random numbers obtained by (entering ball) are called "special map 2 related random numbers". Here, the special figure 1 related random number is stored in the special figure 1 reservation storage section 105a in the special figure reservation storage section 105 as the special figure 1 reservation. On the other hand, the special figure 2 related random number is stored in the special figure 2 reservation storage section 105b in the special figure reservation storage section 105 as the special figure 2 reservation. The number of special figure 1 reservations that can be stored in the special figure 1 reservation storage unit 105a (number of special figure 1 reservations) and the number of special figure 2 reservations that can be stored in the special figure 2 reservation storage unit 105b (number of special figure 2 reservations). It is possible to set an upper limit (for example, 4). In addition, below, the special map 1 reservation and the special map 2 reservation are collectively referred to as "special map reservation", and the number of special map 1 reservation and the number of special map 2 reservation are collectively referred to as "the number of special map reservations". In addition, the special figure 1 related random numbers and the special figure 2 related random numbers are collectively referred to as "special figure related random numbers."
[0046] In pachinko game machine PY1, if the variable display of the special figure is not performed immediately after the game ball enters the first starting hole 11 or the second starting hole 12, specifically, while the variable display of the special figure is being executed. If a prize is won during the execution of a jackpot game (special game), the variable display of the special drawing (or the right to draw the special drawing) for the winning can be reserved. The special figure reservation stored in the special figure reservation storage unit 105 is consumed when variable display of the special figure based on the special figure reservation becomes possible. That is, extinguishing the special figure reservation means determining the special figure related random number etc. corresponding to the special figure reservation and executing variable display of the special figure to show the determination result.
[0047] The special figure reservation number is displayed on the special figure reservation display 83. Each of the special figure 1 reservation display 83a and the special figure 2 reservation display 83b is composed of, for example, four LEDs, and displays the number of special symbols reserved by lighting up the LEDs for the number of special symbols reserved. Is possible.
[0048] In addition, the variable display of the general map notifies the result of the general map lottery. In the variable display of a general map, the general map is displayed variably and then stopped. The general map that is stopped and displayed (the stationary general map, the general map derived and displayed as a display result of the variable display) is one general map selected from among a plurality of types of general maps by a general map lottery. When the stopped and displayed normal pattern is a predetermined specific normal pattern (normal pattern in a predetermined stopping mode, that is, a winning pattern), an auxiliary game is performed to open the second starting port 12 (electric chew 12D). .
[0049] The common map display device 82 is composed of, for example, two LEDs, and displays the common map according to the result of the general map lottery depending on the lighting mode thereof. If the result of the general drawing lottery is a win, the general drawing display 82 displays a winning pattern consisting of both LEDs lighting up, such as "□□" (□: lit, ■: unlit). Furthermore, if the result of the general drawing lottery is a loss, a losing pattern such as "■□" consisting of only the right LED being lit is displayed. A mode may be adopted in which all LEDs are turned off as a losing symbol. Note that the lighting mode of the LED corresponding to the result of the common map lottery is not limited and can be set as appropriate.
[0050] Further, before the regular map is stopped and displayed, the regular map is variablely displayed for a predetermined variable time. The mode of variable display of the ordinary map is, for example, a mode in which both LEDs are lit alternately. Note that the mode of variable display of the general map is not particularly limited, and may be set as appropriate, such as all LEDs blinking at the same time if each LED is not displayed in a stopped state (lit display in a specific mode). .
[0051] In the pachinko game machine PY1, when a game ball passes through the gate 13, a regular symbol random number (an example of numerical information or determination information) for performing a regular symbol lottery may be acquired. This random number is stored in the later-described normal pattern holding storage unit 106 on the condition that the variable display of the normal pattern or the auxiliary game is not executed. It is possible to set an upper limit (for example, 4 pieces) to the number of general drawings that can be stored in the general drawing holding storage unit 106 (number of general drawings pending). In addition, below, the normal pattern random number acquired by the game ball passing through the gate 13 is also referred to as the "normal pattern related random number".
[0052] Next, the performance unit 1U attached to the back of the game board 1 will be explained using FIG. The production unit 1U is a unit made up of a plurality of devices that mainly perform production. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "top board movable device") 55, and a second board movable device (hereinafter referred to as "bottom board movable device") 56.
[0053] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display device, etc., and includes a display screen 50a (display section) that can display patterns and the like.
[0054] The on-board movable device 55 is disposed 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 disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated underboard movable body 56k.
[0055] FIG. 5(A) schematically shows how the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not operated. When the drive source of the above-panel movable device 55 is driven, the above-panel movable body 55k moves downward (downward), and when the drive source of the under-panel movable device 56 is driven, the under-panel movable body 56k moves upward (raised). do. At this time, the image display device 50 is covered by the lowered on-board movable body 55k or the raised under-board movable body 56k, and the image display device 50 becomes difficult to see.
[0056] Note that the positions and numbers of members and devices provided in the game board unit YU can be changed as appropriate within a range that does not interfere with the game.
[0057] 2.Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be explained based on FIGS. 6 to 9. As shown in Figures 6 and 7, the pachinko gaming machine PY1 has various functions such as special drawing, variable display of special drawings, jackpot games, game state settings (described later), general drawing drawing, variable display of general drawings, auxiliary games, etc. A game control board (hereinafter also referred to as "main control board") 100 that controls gaming profits (progress of the game), and a game performance (special figure fluctuation performance, hold performance, jackpot game) according to the progress of the game by the main control board 100 A performance control board that controls performances such as a customer waiting performance, an operation promotion performance that prompts operations during the period when the operation of the normal button 40 and special button 41 is valid (operation valid period), hereinafter also referred to as a "sub control board" ) 120, a payout control board 170, etc. that performs control related to payout of game balls, etc. are provided on the back side further than 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 section that controls games. Further, the effect control board 120 can be positioned as an effect control section that controls the effect together with an image control board 140, a lamp control circuit 151, and an audio control circuit 161, which will be described later. The performance control unit includes at least a performance control board 120, and controls game performance using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.), It is sufficient if the waiting effect and the operation promotion effect can be controlled.
[0058] Furthermore, the pachinko game machine PY1 includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, production control board 120, and payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a RAM clear switch 191 that can be pressed down. When the power is turned on, the RAM clear switch 191 (specific operation means) controls the game information stored in the game RAM 104 of the game control microcomputer 101 (game control means) to be described later (for example, information on game states such as high probability states, etc.). This is to cause the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") the information such as the number of reserved special drawings and the result of judging whether the jackpot is correct or not. As shown in FIG. 8, the RAM clear switch 191 is provided on a power supply board 190 placed on the back side of the pachinko game machine PY1. Therefore, the RAM clear switch 191 cannot be operated unless the person is an employee of the gaming hall who can open and close the front door 23. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by the player. 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. For example, it may be provided on the main control board 100 or a dedicated board. It's okay.
[0059] Further, the power supply board 190 is provided with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power is cut off to the pachinko game machine PY1. Further, a power switch 193 is connected to the power supply board 190. The ON or OFF operation of the power switch 193 switches the power on or off. In addition, a backup power supply circuit for the gaming RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the production RAM 124 of the production control board 120 may be provided on the production control board 120.
[0060] As shown in FIG. 6, the main control board 100 is equipped with a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 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 games, a game RAM (Random Access Memory) 104 used as work memory, and A gaming CPU (Central Processing Unit) 102 that executes a program stored in a gaming ROM 103 is included.
[0061] The gaming ROM 103 stores programs for performing main control main processing, main side timer interrupt processing, etc., which will be described later. In addition, the gaming ROM 103 includes a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special pattern fluctuation pattern determination table, a look-ahead determination table, a jackpot game control table, a hit determination table, and a regular pattern fluctuation pattern determination table, which will be described later. , auxiliary game control table, etc. are stored. Note that the gaming ROM 103 may be externally attached.
[0062] The gaming RAM 104 is provided with the above-mentioned special figure reservation storage section 105, regular figure reservation storage section 106, and the like. Further, the gaming RAM 104 is provided with a non-erasable storage section 107, and the non-erasable storage section 107 is provided with a total prize ball number storage section 107a, a total fired ball number storage section 107b, and a difference ball number storage section 107c. It is being In the non-erasure storage unit 107, even if RAM clear is executed, the gaming CPU 102 does not erase the memory contents. The non-erasable storage unit 107 (total prize ball number storage unit 107a, total fired ball number storage unit 107b, difference ball number storage unit 107c) will be described in detail later.
[0063] 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 operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment 7-segment display, and includes a total of 32 lighting (light-emitting) parts. Specifically, the 7-segment display 300 includes, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have eight lighting parts (LED elements) LB1 to LB8, LB9 to LB16, so that they can each represent numbers from 0 to 9. It has LB17~LB24 and LB25~LB32. Display control of the 7-segment display 300 is performed by the game control microcomputer 101.
[0064] The setting key cylinder 180 functions as an operating means when setting a setting value corresponding to the jackpot determination probability. The interior of the setting key cylinder 180 is rotated between an initial position and a rotational position with a setting key (not shown) inserted therein. Therefore, in this pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing and operating the RAM clear switch 191, the machine enters the setting mode where the setting value can be set. can do. In this setting mode, the setting value can be set to "1". However, in this pachinko gaming machine PY1, only one setting value, ``1'', is provided. Therefore, the setting value cannot be changed from "1". Note that when the setting mode is set, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode is ended and RAM clear is executed.
[0065] The main control board 100 is also provided with a special reset switch 181 that can be pressed down. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 placed on the back side of the pachinko game machine PY1. Therefore, the special reset switch 181 cannot be operated unless the person is an employee of the gaming hall 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 cannot be operated by the player. The function of the special reset switch 181 will be described in detail later. Furthermore, a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals is mounted on the main control board.
[0066] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output from various sensors MS are input to the main control board 100. Main control board 100 also outputs signals to various actuators MA.
[0067] The various sensors MS connected to the main control board 100 include a first starting port sensor 11a that detects game balls that have entered the first starting port 11, and a first starting port sensor 11a that detects game balls that have entered the second starting port 12. 2 starting hole sensor 12a, general winning hole sensor 10a that detects the game ball that has entered the general winning hole 10, gate sensor 13a that detects the game ball that has passed through the gate 13, and the game ball that has entered the first grand prize hole 14. The first big winning hole sensor 14a detects, the second big winning hole sensor 15a detects the game ball that entered the second big winning hole 15, and the game ball that passed through the specific area 16 (entered the specific area 16). It includes a specific area sensor 16a 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).
[0068] In addition, the various sensors MS include an outlet sensor that detects all the game balls (total number of fired balls) flowing down the game area 6. Here, the game balls that have flowed down to the outside of the game area 6 are discharged to the outside of the pachinko game machine PY1 through a discharge path (not shown) provided at the lower part of the game board mounting frame 2. Therefore, the discharge port sensor is provided within the discharge path. In addition, the various sensors MS include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetism that occurs when a player uses a magnet or the like to illegally place game balls into various winning slots 10, 11, 12, 14, and 15. When each sensor described above detects a game ball, it outputs a signal to the main control board 100 according to the detected content.
[0069] In addition, the various sensors MS include a front door open sensor that detects opening of the front door 23 to the outer frame 22, and a front frame sensor that detects opening of the front frame 23m to the game board mounting frame 2A. . When the front door open sensor detects that the front door 23 is opened, it outputs a signal to the main control board 100 according to the detected content. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal to the main control board 100 according to the detected content. Note that the type and number of sensors connected to the main control board 100 can be changed as appropriate within a range that does not interfere with the game.
[0070] In addition, the various actuators MA connected to the main control board 100 include an electric chew solenoid 12s that drives the electric chew opening / closing member 12k of the electric chew 12D, and a normal AT opening / closing member 14k of the first grand prize winning device 14D. Includes a first big prize opening solenoid 14s, a second big prize opening solenoid 15s that drives the VAT opening / closing member 15k of the second big winning device 15D, and a sorting solenoid 16s that drives the sorting member 16k of the sorting device 16D. It is. Note that the type and number of actuators connected to the main control board 100 can be changed as appropriate within a range that does not interfere with the game.
[0071] Furthermore, the main control board 100 is connected to displays 8 (a special figure display 81, a regular figure display 82, and a special figure pending display 83). Display control of these display devices 8 is performed by a game control microcomputer 101.
[0072] The main control board 100 also sends 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 includes 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 prize ball payout device 73. The firing device 72 is also connected via the firing control circuit 175. Note that the firing device 72 includes a handle 72k (see FIG. 1).
[0073] The payout control board 170 pays out prize balls using the prize ball payout device 73 and the rental ball payout device 74 based on signals from the game control microcomputer 101 and signals from the connected card unit CU. and pay out rental balls. Specifically, the prize ball motor 73m of the prize ball payout device 73 is driven to pay out prize balls or pay out rental balls. The number of game balls to be paid out is detected by the prize ball sensor 73a for counting, and a detection signal by the prize ball sensor 73a is output to the payout control board 170.
[0074] Further, the firing device 72 is provided with a touch switch that can detect the contact of a person such as a player with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. Further, the firing device 72 is connected to a firing volume knob 72b that can detect the rotation angle (operation amount) of the handle 72k. The firing device 72 drives the firing solenoid 72s so that the game ball is fired with a strength corresponding to the rotation angle of the handle 72k detected by the firing volume knob 72b. In addition, in the pachinko game machine PY1, one game ball is fired approximately every 0.6 seconds while the rotational operation of the handle 72k is maintained.
[0075] Further, the payout control board 170 is connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 is for transmitting the outer end signal transmitted from the main control board 100 to an external unit GU (data counter, hall computer, etc.) provided outside the pachinko gaming machine PY1. The information included in the outer end signal includes, for example, information indicating whether a jackpot has been won, information on the gaming status, and information indicating an error or fraud (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). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the payout control board 170, the main control board 100 may not be connected to the external terminal board 160 via 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.
[0076] In addition, the main control board 100 transmits various commands including information regarding the game to the production control board 120 according to the progress of the game. The performance control board 120 can grasp the progress of the game (game control content) by the main control board 100 based on various commands sent from the main control board 100. The connection between the main control board 100 and the performance control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the performance control board 120. That is, between the main control board 100 and the production control board 120, a unidirectional circuit (for example, a circuit using a diode), not shown, is interposed as a communication direction regulating means.
[0077] As shown in FIG. 7, the performance control board 120 is equipped with a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program. The performance control microcomputer 121 (performance control means) includes a performance ROM 123 that stores a program etc. for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as a work memory, and It includes a performance CPU 122 that executes a program stored in a performance ROM 123.
[0078] In addition, the performance RAM 124 includes a performance total prize ball storage section 124a that stores information on the total number of prize balls, a performance total number of fired balls storage section 124b that stores information on the total number of fired balls, and a performance total number of fired balls storage section 124b that stores information on the total number of balls fired. A production difference ball number storage section 124c for storing information is provided.
[0079] Furthermore, the production ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. Note that the presentation ROM 123 may be externally attached.
[0080] Furthermore, the performance control board 120 is equipped with a performance I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is being supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC139 operates using that power, and when power is not being supplied from the island power supply device, the power supply board 190 operates. It operates using power supplied from a backup power supply circuit 192 provided therein. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. Note that a backup power supply circuit for the RTC 139 may be provided on the production control board 120. A circuit including a capacitor and a built-in battery (such as a button battery) can be used as the backup power supply circuit.
[0081] An image control board 140 is connected to the production control board 120. The performance control microcomputer 121 of the performance control board 120 controls the image CPU 141 of the image control board 140 to control the image display device based on commands received from the main control board 100, that is, according to the progress of the game by the main control board 100. Perform 50 display controls. Note that the connection between the production control board 120 and the image control board 140 allows both the transmission of signals from the production control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the production control board 120. This is a two-way communication connection.
[0082] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. . The image control board 140 also includes a CGROM 145 that stores image data to be displayed on the image display device 50, a VRAM 146 used for expanding image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. It is equipped with Of course, all or part of these electronic components may be configured on one chip. The CGROM 145 contains, for example, image data (still image data and video data, specifically characters, items, figures, letters, numbers, symbols, etc. image data such as background images) are stored.
[0083] The VDP 144 reads image data from the CGROM 145 and develops it in the development area in the VRAM 146 in accordance with the display list created by the image CPU 141 based on instructions from the production control microcomputer 121. Then, the developed image data is appropriately combined and an image is drawn in the frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various effect images are displayed on the display screen 50a.
[0084] Note that the display list is composed of a group of commands for instructing execution of drawing in units of frames. The display list includes information on various parameters such as the type of image to be drawn, the position at which the image is drawn, display priority, display magnification, and image transmittance.
[0085] The performance control microcomputer 121 outputs sounds, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, according to the progress of the game by the main control board 100. Output.
[0086] Audio data such as audio output from the speaker 52 is stored in the performance ROM 123 of the performance control board 120. Note that the audio control circuit 161 may be used as a board and a CPU may be mounted thereon. In this case, the CPU may be caused to perform audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Alternatively, 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 audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of the image control board 140.
[0087] Further, various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL are connected to the production control board 120 via a predetermined relay board (not shown). Signals output from various switches are input to the performance control board 120. In addition, the production control board 120 outputs signals to various actuators SA. In addition, the production control board 120 controls the lighting of various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.
[0088] The various switches connected to the production control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 is pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detected content to the production control board 120. Note that the type and number of switches connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0089] The various actuators SA connected to the production control board 120 include motors that drive the above-board moving device 55, the below-board moving device 56, the frame moving device 58, etc. (for example, the above-board drive motor 55m, the below-board drive motor 56m) , frame drive motor 58m), and it is possible to drive each movable device to perform a predetermined operation by driving the motor. In detail, 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. Note that the type and number of actuators connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0090] The various lamps SL connected to the production control board 120 include a frame lamp 53, a board lamp 54, etc., and each lamp is made to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines lighting / extinguishing, light emission color, etc., also referred to as lamp data) that determines the light emission mode of each lamp, and controls the light emission of each lamp according to the light emission pattern data. Control. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0091] Note that the CPU may be mounted using the lamp control circuit 151 as a board. In this case, the CPU may control the lighting of each lamp and control the operation of each movable device. Furthermore, in this case, a ROM may be mounted on the board and data regarding the light emission pattern and the operation pattern may be stored in the ROM. Further, the type and number of lamps connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0092] 3.Main games with gaming machines Next, the main games played by the pachinko game machine PY1 will be explained using FIGS. 10 to 15.
[0093] 3-1.Games related to Fuzu First, we will explain the games related to Fuzu. When the fired game ball passes through the gate 13, the pachinko game machine PY1 performs a general drawing lottery. When the common map lottery is performed, the common map is displayed variably (variably displayed and then stopped) on the general map display 82. Here, the regular symbols that are stopped and displayed include winning symbols and losing symbols. In addition, the losing pattern of the regular pattern is also called "losing pattern" to distinguish it from the losing pattern of the special pattern described later. When the winning symbol is stopped and displayed, the auxiliary game is executed and the game related to passing through the gate 13 ends. On the other hand, when the losing common map is stopped and displayed, the auxiliary game is not performed and the game related to passing through the gate 13 ends. In addition, hereinafter, the passage of the game ball through the gate 13 when the variable display of the normal pattern or the auxiliary game is not being performed is referred to as "establishment of the normal pattern variation starting condition."
[0094] Pachinko game machine PY1 acquires a random number related to a common pattern when a common pattern variation starting condition is satisfied when performing such a series of games (normal pattern lottery, variable display of normal pattern, auxiliary game). The normal pattern related random numbers to be obtained include normal pattern random numbers, as shown in FIG. 10(A). The normal symbol random number is a random number (determination information) for determining a hit. Each random number has an appropriate range.
[0095] 3-1-1. Hit detection The hit determination is a determination for determining whether or not there is a win (whether or not to execute the auxiliary game) using one or more hit determination tables as shown in FIG. 11(A). The hit determination table can be associated with a gaming state that will be described later. In other words, the gaming 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) and the hit determination table used in the time-saving state (time-saving It is possible to distinguish between the hit determination table) and the hit determination table. In each hit determination table, the determination value of the normal symbol random number (normal symbol random number value) is assigned to the winning and losing results of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a loss. Then, based on the result of the hit determination, a normal pattern variation pattern is determined for variable display of the normal pattern. If the result of the hit determination is a hit, basically the winning symbol is stopped and displayed in the variable display of the common symbol. On the other hand, if the result of the hit determination is a loss, basically the losing common map is stopped and displayed in the variable display of the common symbol. Furthermore, the winning probability can be changed as appropriate.
[0096] 3-1-2.Public map fluctuation The ordinary figure fluctuation pattern determination is a determination for determining the ordinary figure fluctuation pattern using one or more ordinary figure fluctuation pattern determination tables as shown in FIG. 11(B). The ordinary figure fluctuation pattern is identification information regarding predetermined matters related to variable display of ordinary figures, such as ordinary figure fluctuation time.
[0097] The regular figure fluctuation pattern determination table can be associated with the gaming state. In other words, the regular figure fluctuation pattern determination table includes a regular figure fluctuation pattern determination table (non-time saving regular figure fluctuation pattern determination table) used in the non-time saving state, and a regular figure fluctuation pattern determination table (non-time saving regular figure fluctuation pattern determination table) used in the time saving state. It is possible to distinguish between the short-time regular figure fluctuation pattern determination table).
[0098] Each ordinary figure fluctuation pattern determination table stores one ordinary figure fluctuation pattern, which is the result of ordinary figure fluctuation pattern determination, for each ordinary figure to be stopped. That is, the pachinko game machine PY1 is capable of making the normal pattern fluctuation time different between the non-time saving state and the time saving state. For example, in a non-time-saving state, for the variable display of losing common symbols (losing common symbols), the variable display of common symbols is determined to be a common symbol fluctuation pattern in which the common symbol fluctuation time is, for example, 30 seconds, and the winning symbol is Regarding the variable display of common figures when stopped and displayed, a common figure fluctuation pattern is determined in which the ordinary figure fluctuation time is, for example, 30 seconds. In addition, in the time saving state, for the variable display of common symbols when a losing common symbol is stopped and displayed, a common symbol fluctuation pattern is determined such that the common symbol fluctuation time is, for example, 5 seconds, and when the winning symbol is stopped and displayed, a common symbol fluctuation pattern is determined. Regarding the variable display of the figure, a general figure fluctuation pattern is determined in which the ordinary figure fluctuation time is, for example, 5 seconds. A variable display of the ordinary figure of the ordinary figure fluctuation time associated with the ordinary figure fluctuation pattern determined by this determination is performed on the ordinary figure display 82. Further, these ordinary figure fluctuation times can be changed as appropriate. In this way, by performing the hit determination and the normal pattern fluctuation pattern determination, the normal pattern is variably displayed on the normal pattern display 82.
[0099] 3-1-3.Auxiliary games The auxiliary game is a variable display of the common symbol, and is executed when the winning symbol is stopped and displayed (derived) as a display result (result of the common symbol lottery).
[0100] The auxiliary game includes elements constituting the auxiliary game (auxiliary game components), that is, various elements such as 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 gaming state. Pachinko game machine PY1 controls the auxiliary game based on the game state using one or more auxiliary game control tables 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. Further, the number of openings and opening time for each of these elements can be changed as appropriate.
[0101] Pachinko game machine PY1 can make the opening time of electric chew 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in an auxiliary game in a non-time-saving state, the electric chew 12D is opened only for the first opening time (the time during which it is difficult to make the game ball enter the electric chew 12D (for example, 0.08 seconds)). Note that, hereinafter, the auxiliary game in the non-time saving state is also referred to as the "short opening auxiliary game". In addition, in the auxiliary game in the time saving state, the electric chew 12D is opened for a second opening time that is longer than the first opening time (a time during which it is easy to make the game ball enter the electric chew 12D (for example, 3.00 seconds)). . Note that, hereinafter, the auxiliary game in the time saving state is also referred to as the "long opening auxiliary game".
[0102] 3-2. Games related to special drawings Next, games related to special figures will be explained. The pachinko game machine PY1 performs a special drawing 1 lottery when the fired game ball enters the first starting slot 11. When the special figure 1 lottery is performed, the special figure 1 is displayed variablely (stopped after being displayed variablely) on the special figure 1 display 81a, and the result of the special figure 1 lottery is notified. Here, the special symbol 1 that is stopped and displayed includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing 1 lottery include jackpots and losses. When the jackpot symbol is stopped and displayed, the jackpot game is executed, a new gaming state is set, and the game based on the winning prize ends. On the other hand, when the losing symbols are stopped and displayed, the jackpot game is not played and the game based on the winning prize ends.
[0103] Similarly, the pachinko game machine PY1 performs the special drawing 2 lottery when the fired game ball enters the second starting slot 12. When the special figure 2 lottery is performed, the special figure 2 lottery is performed in a variable display (stopped display after performing a variable display) of the special figure 2 on the special figure 2 display 81b to notify the result of the special figure 2 lottery. Here, the special symbols 2 that are stopped and displayed include jackpot symbols and losing symbols. In other words, the results of the special drawing 2 lottery include jackpots and losses. When the jackpot symbol is stopped and displayed, the jackpot game is executed, a new gaming state is set, and the game based on the winning prize ends. On the other hand, when the losing symbols are stopped and displayed, the jackpot game is not played and the game based on the winning prize ends.
[0104] In addition, below, when a game ball enters the first starting port 11, it is referred to as "establishment of the first starting condition", and when a gaming ball enters the second starting port 12, it is referred to as "establishment of the second starting condition". That's what it means. Furthermore, "the first starting condition is met" and "the second starting condition is met" are collectively referred to as "the starting condition is met." In addition, the losing symbols of the special symbols are also referred to as "losing special symbols" to distinguish them from the losing symbols of the above-mentioned ordinary symbols.
[0105] Pachinko game machine PY1 acquires a special pattern-related random number when the starting condition is met when performing such a series of games (special pattern drawing, variable display of special pattern, jackpot game, and setting of the game state). Perform various judgments regarding random numbers. As shown in FIG. 10(B), the special pattern related random numbers to be obtained include special pattern random numbers (jackpot random numbers), jackpot pattern type random numbers, reach random numbers, and special pattern fluctuation pattern random numbers. The special symbol random number is a random number for determining a jackpot. The jackpot symbol type random number is a random number for determining the jackpot symbol type. The reach random number is a random number for determining reach. The special symbol variation pattern random number is a random number for determining the variation pattern of the special symbol. Each random number has an appropriate range. Note that the random number is sometimes referred to as determination information.
[0106] 3-2-1.Jackpot determination The jackpot determination is a judgment for determining whether or not it is a jackpot (whether or not to execute a jackpot game) using one or more jackpot determination tables as shown in FIG. 12(A). The gaming states include a normal probability state and a high probability state, and the jackpot determination table is associated with whether the game is in the normal probability state or the high probability state. That is, as a jackpot judgment table, it is possible to distinguish between a jackpot judgment table used in a normal probability state (normal probability jackpot judgment table) and a jackpot judgment table used in a high probability state (high probability jackpot judgment table). It is possible.
[0107] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and loss that are the results of the jackpot determination. The pachinko game machine PY1 compares the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot 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. Furthermore, the probability of winning a jackpot can be changed as appropriate.
[0108] 3-2-2. Jackpot symbol type determination Jackpot symbol type determination determines the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in FIG. 12(B) when the result of jackpot determination is a jackpot. This is a judgment for the purpose. For each type of jackpot symbol, it is possible to associate the content of the jackpot, in other words, the constituent elements of the jackpot consisting of gaming benefits given to the player.
[0109] The jackpot symbol type determination table is associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting opening where the prize was won due to the jackpot symbol type determination (which caused the jackpot symbol type determination to occur). is possible. That is, as the jackpot symbol type determination table, there is a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing variable display of special figure 1, and a jackpot symbol type determination table used when performing variable display of special figure 2. It is possible to distinguish between the symbol type determination table (second jackpot symbol type determination table).
[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the judgment value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type that is the result of jackpot symbol type determination. There is. Therefore, the pachinko game machine PY1 compares the acquired jackpot symbol type random number with the jackpot symbol type determination table to determine the type of jackpot symbol. In the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random values are appropriately distributed to various jackpot symbols. Further, the distribution rate of the jackpot symbol type can be changed as appropriate. Furthermore, the types of jackpot symbols can be increased or decreased as appropriate.
[0111] For example, as shown in Figure 12(B), the distribution ratio of the jackpot symbol type based on the jackpot symbol type determination for special symbol 1 is set to 50% for jackpot symbol X and 50% for jackpot symbol Y, and for special symbol 2. It is possible for the jackpot symbol Z to make the distribution rate of the jackpot symbol type 100% by the jackpot symbol type determination. In this way, the jackpot symbol type is determined in the special drawing 1 lottery, which is held when a game ball enters the first starting hole 11, and the special drawing 2 drawing, which is held when a gaming ball enters the second starting hole 12. It is possible to have different fractions.
[0112] 3-2-3.Reach judgment For reach determination, if the result of the jackpot determination is a loss, use one or more reach determination tables as shown in Figure 12(C) to determine whether or not to generate a reach with the special symbol variation effect described later. This is a judgment to make a decision.
[0113] The reach determination table can be associated with the gaming state. In other words, the reach determination table is distinguished between a reach determination table used in a non-time saving state (non-time saving reach determination table) and a reach determination table used in a time saving state (time saving reach determination table). Is possible.
[0114] In each reach judgment table, the judgment value of the reach random number (random value of reach establishment) is assigned to the reach judgment results, ``with reach (reach occurs)'' and ``no reach (reach does not occur)''. There is. Therefore, the pachinko game machine PY1 compares the obtained reach random number with the reach determination table and determines whether there is a reach or there is no reach (whether or not to generate a reach). As shown in FIG. 12(C), the number of reach establishment random values that are determined as "reach exists (reach occurs)" can be made different between the non-time-saving reach determination table and the time-saving reach determination table. It is possible. In addition, in the following, "with reach (generates reach)", which is performed on the assumption that the result of the jackpot determination is "loss", is referred to as "loss with reach", and "without reach (does not cause reach)" is referred to as "loss with reach". )” is sometimes referred to as “no reach loss.”
[0115] 3-2-4.Special figure fluctuation The special pattern fluctuation pattern determination is performed using one or more special symbol fluctuation pattern determination tables (special pattern fluctuation pattern determination table) as shown in Figures 13 to 14. This is a determination to determine the fluctuation pattern), and is performed whether the result of the jackpot determination is a jackpot or a loss. The special figure variation pattern is identification information for identifying predetermined matters regarding the special figure variation time and the production flow (production content) of the special figure variation production described later. In addition, the special figure fluctuation pattern can include identification information regarding the result of the jackpot determination and the result of the reach determination, in addition to the special figure fluctuation time and the performance flow (performance content) of the special figure fluctuation performance. As the special figure variation pattern, it is possible to use a plurality of types of special figure variation patterns each having different identification information, and the number thereof can be changed as appropriate.
[0116] The special figure fluctuation pattern determination table can be associated with the type of special symbol that is variablely displayed as a determination target, in other words, the type of the starting opening where the winning is made due to the special figure fluctuation pattern determination. That is, as a special figure variation pattern judgment table, there is a special figure variation pattern judgment table (special figure 1 variation pattern judgment table: Figure 13) used when performing variable display of special figure 1 and a variable display of special figure 2. It is possible to distinguish between the special figure fluctuation pattern determination table (special figure 2 fluctuation pattern determination table: FIG. 14) that is sometimes used.
[0117] Each special figure fluctuation pattern determination table can also be associated with the gaming state. In other words, the special figure 1 variation pattern judgment table includes a special figure 1 variation pattern judgment table (non-time saving special figure 1 variation pattern judgment table) used in the non-time saving state, and a special figure 1 variation pattern judgment table used in the time saving state. It is possible to distinguish between the fluctuation pattern determination table (time-saving special figure 1 fluctuation pattern determination table). On the other hand, similarly regarding the special figure 2 variation pattern judgment table, there is a special figure 2 variation pattern judgment table used in the non-time saving state (special figure 2 variation pattern judgment table for non-time saving) and a special figure 2 variation pattern judgment table used in the time saving state. It is possible to distinguish between the special figure 2 variation pattern determination table (time-saving special figure 2 variation pattern determination table).
[0118] Further, each special symbol fluctuation pattern determination table associated with the gaming state can be further associated with a jackpot determination result, a jackpot symbol type determination result, or a reach determination result. That is, the non-time-saving special figure 1 variation pattern determination table and the non-time-saving special figure 2 variation pattern determination table each include one for jackpot (for each jackpot symbol type), one for loss with reach, and one 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 each include one for jackpot (for each jackpot symbol type), one for loss with reach, and one for loss without reach.
[0119] Furthermore, each special figure 1 fluctuation pattern determination table for no-reach loss can also be associated with the number of reserved special figures. For example, the special chart 1 fluctuation pattern judgment table for no reach loss is used when the special chart 1 reservation number (U1) is 0 to 2, and the special chart 1 fluctuation pattern judgment table is used when the special chart 1 reservation number (U1) is 3 to 4. It is possible to distinguish between the special figure 1 fluctuation pattern determination table for no-reach loss. In addition, each special figure 2 fluctuation pattern determination table for no reach loss can also be associated with the number of reserved special figures. For example, the special pattern 2 fluctuation pattern judgment table for no-reach loss is used when the special pattern 2 pending number (U2) is 0 to 2, and the special pattern 2 fluctuation pattern judgment table is used when the special pattern 2 pending number (U2) is 3 to 4. It is possible to distinguish between the special figure 2 fluctuation pattern determination table for no-reach loss.
[0120] Then, variable display of the special figure of the special figure variation time according to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display device 81. Then, when the jackpot symbol is stopped and displayed as a display result (result of the special symbol lottery) in the variable display of the special symbol, the variable display of the next special symbol is not immediately performed, and the jackpot game is subsequently executed. Ru.
[0121] Furthermore, each special figure variation pattern can be associated with the production flow of the special figure variation production as shown in the second column from the right in the table of FIGS. 13 to 14.
[0122] In addition, as shown in the rightmost column of the table in Figures 13 to 14, names can be attached to the special figure fluctuation patterns in association with the special figure (jackpot judgment result) and the production content of the special figure fluctuation effect. be. For example, a special pattern fluctuation pattern related to a jackpot is called a "jackpot fluctuation." On the other hand, a special pattern fluctuation pattern in which SP reach, which is a type of reach, is performed in a loss with reach is called "SP loss fluctuation", and a special pattern in which L reach, which is a type of reach, is performed in loss with reach. The figure variation pattern is called "L loss variation", and the special figure variation pattern where the special figure variation effect ends with N reach, which is a type of reach, is called "N loss variation", which is a loss with reach, and is called "N loss variation". Such a special pattern variation pattern is referred to as a "normal loss variation."
[0123] 3-2-5. Look-ahead judgment Pachinko gaming machine PY1 performs pre-reading determination using one or more pre-reading determination tables as shown in FIG. 15, based on the acquired special figure related random numbers. The look-ahead determination includes, for example, determining whether the special symbol random number is determined to be a jackpot in the jackpot determination, determining which jackpot symbol type the jackpot symbol type random number is determined to be in the jackpot symbol type determination, and determining whether the special symbol random number is determined to be a jackpot in the jackpot symbol type determination. There is a determination as to which special figure variation pattern the figure variation pattern random number is determined to be in the special figure variation pattern determination. The pre-reading determination table can be associated with the type of starting opening related to the starting prize. In other words, the look-ahead determination table includes a look-ahead decision table (first look-ahead decision table) when a prize is won in the first starting slot 11, and a look-ahead decision table (second look-ahead decision table) when a win is won in the second start slot 12. , it is possible to distinguish between
[0124] Further, the pre-reading determination table can also be associated with the gaming state. That is, as the look-ahead determination table, we distinguish between a look-ahead decision table used in a non-time-saving state (a look-ahead decision table for non-time savings) and a look-ahead decision table used in a time-saving state (a look-ahead decision table for time savings). Is possible.
[0125] In other words, the look-ahead determination table includes a first look-ahead decision table that is used in a non-time saving state, a first look-ahead decision table that is used in a time-saving state, and a second look-ahead decision table that is used in a non-time save state. and the second look-ahead determination table used in the time saving state. Note that what kind of determination is included in the prefetch determination can be changed as appropriate.
[0126] 3-3. Jackpot game Next, the jackpot game will be explained. A jackpot game consists of multiple round games involving the opening and closing of the jackpot (first jackpot 14 or second jackpot 15), and a round game from the start of the jackpot until the start of the first round. It includes an opening (also written as OP) and an ending (also written as ED) from the end of the final round game until the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. Furthermore, it is possible to not provide an OP or ED. Note that hereinafter, a predetermined number of round games (in a predetermined order) will be simply referred to as a "round." For example, the first round game is called "1 round (1R)," and the 10th round game is called "10 round (10R)."
[0127] The elements constituting such a jackpot game (jackpot game constituent elements) include the number of round games, the number of times the big winning hole (first big winning hole 14 or second big winning hole 15) is opened in each round game, It includes the type and opening time (opening pattern) of each grand prize opening to be opened, the time to be closed until the next opening (closing time), the opening time (opening time), and the ending time (ending time). ing. After the special symbols are stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. The jackpot game control table stores jackpot game components for each jackpot game. As the jackpot game, it is possible to control one or more types of jackpot games.
[0128] For example, as shown in FIG. 16, from 1R to 9R is a round game in which the first big winning hole 14 is opened for a maximum of 29.5 seconds, or a round game in which the first big winning hole 14 is opened for a maximum of 0.1 seconds. , is carried out. Then, in 10R (final round), a round game in which the second big winning hole 15 is opened for a maximum of 29.5 seconds, or a round game in which the second big winning hole 15 is opened for a maximum of 0.1 seconds is performed. In addition, in each round game, when a predetermined number of game balls (for example, 10) are detected by the big winning hole sensor, even before the maximum opening time of the big winning holes 14 and 15 has elapsed, End the round game.
[0129] Further, the number of times and time for each element can be changed as appropriate. Further, the jackpot game can be played using both the first big winning hole 14 and the second big winning hole 15, or only one of them.
[0130] Here, the specific area 16 will be explained in detail. Since the specific area 16 takes a closed state in which winnings are not possible and an open state in which winnings are possible by the distributing member 16k, the operating mode of the distributing member 16k can be said to be the opening / closing mode of the specific area 16. In the following, the operating mode of the distribution member 16k is also referred to as the "opening / closing mode of the specific area 16." In this way, the distribution member 16k is controlled in a constant operating manner (the specific area 16 is opened / closed in a constant manner), but the distribution member 16k is controlled in a constant operational manner (the specific area 16 is opened / closed in a constant manner). In combination with the opening / closing mode of the second big prize opening 15 in the jackpot game, the difficulty (ease) of allowing the game ball to enter the specific area 16 in the jackpot game is set. Note that, hereinafter, the state in which the specific region 16 is in an open state is also referred to as "V open".
[0131] For 15 seconds after the opening of the second big prize opening starts, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second grand prize opening 15 is opened for a maximum of 29.5 seconds, the opening time and timing of the second grand prize opening 15 and the time and timing controlled in the second state of the distribution member 16k are different. Because of this relationship, it is easy for the game ball to pass through the specific area 16 (to allow the game ball to enter the specific area 16). On the other hand, in a round game in which the second grand prize opening 15 is opened for a maximum of 0.1 seconds, the opening time and timing of the second grand prize opening 15 and the time and timing controlled in the second state of the distribution member 16k are different. Because of this relationship, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to allow the game ball to enter the specific area 16). In this way, during the jackpot game, the VAT opening / closing member is used in the first opening pattern (V long opening pattern) that allows the game ball to easily pass through the specific area 16 (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 distribution member 16k operate, and in 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. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V-long opening pattern is referred to as a "V-long jackpot." On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V-short opening pattern is referred to as a "V-short jackpot."
[0132] The game control microcomputer 101 of this embodiment can execute various jackpot games (jackpot game X, jackpot game Y, jackpot game Z) shown in the jackpot game control table of FIG.
[0133] As shown in FIG. 16, the game control microcomputer 101 of this embodiment selects "jackpot symbol It is possible to determine either "jackpot symbol Y" or "jackpot symbol Y". More specifically, the game control microcomputer 101 determines the "jackpot symbol X" at a rate of 50% and the "jackpot symbol Y" at a rate of 50%. In addition, the game control microcomputer 101 can determine the "jackpot symbol Z" in the jackpot symbol type determination in the special symbol 2 determination process (the special symbol determination process based on winning in the second starting port 12). More specifically, the game control microcomputer 101 determines the "jackpot symbol Z" at a rate of 100%.
[0134] Then, the game control microcomputer 101 of the first embodiment executes a jackpot game according to the determined type of jackpot symbol. Specifically, in the "jackpot game X" that is executed when the "jackpot symbol X" is determined, the round game is played 10 times. From 1R to 4R, the first big winning hole 14 will be opened for a maximum of 29.5 seconds per round game, and from 5R to 9R, the first big winning hole 14 will be opened for a maximum of 0.1 seconds per round game. In 10R, 15 second prize openings will be opened for a maximum of 29.5 seconds per round game. From 5R to 9R of this jackpot game, the opening time of the first grand prize opening 14 is extremely short, and realistically, it is a round in which winning in the first grand prize opening 14 cannot be expected. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 5.
[0135] In addition, in the "jackpot game Y" that is executed when the "jackpot symbol Y" is determined, a round game is played 10 times. From 1R to 4R, the first big winning hole 14 will be opened for a maximum of 29.5 seconds per round game, and from 5R to 9R, the first big winning hole 14 will be opened for a maximum of 0.1 seconds per round game. , and in 10R, 15 second big prize openings will be opened for a maximum of 0.1 seconds per round game. From 5R to 9R of this jackpot game, the opening time of the first grand prize opening 14 is extremely short, and realistically, it is a round in which winning in the first grand prize opening 14 cannot be expected. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.
[0136] In addition, in the "jackpot game Z" that is executed when the "jackpot symbol Z" is determined, the round game is played 10 times. From 1R to 9R, the first grand prize opening 14 will be opened for a maximum of 29.5 seconds per round game, and in 10R, the second grand prize opening 15 will be opened for a maximum of 29.5 seconds per one round game. . In other words, in this jackpot game, both the total number of round games and the actual number of round games are 10 times.
[0137] Therefore, "Jackpot Game Z" where the actual number of round games is 10, "Jackpot Game X" where the actual number of round games is 5, and "Jackpot Game X" where the actual number of round games is 4. It can be said that this is a jackpot game that is more advantageous to the player than a certain "jackpot game Y".
[0138] 3-4.Game status Next, the gaming state will be explained. As shown in FIG. 17, the pachinko gaming machine PY1 has three modes: "low probability low base gaming state", "low probability high base gaming state", "high probability low base gaming state", "high probability high base gaming state", and " It is possible to set the game state to any one of the "jackpot game state". In addition, "low probability low base gaming state" is referred to as "low probability low base state", "low probability high base gaming state" is referred to as "low probability high base state", and "high probability low base gaming state" is referred to as "high probability". The "low base state" and the "high probability high base gaming state" can be respectively abbreviated as the "high probability high base state." The states that constitute the gaming state include a state related to the probability of being determined to be a "big hit" in the jackpot 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. Furthermore, "low probability low base gaming state" is defined as a low probability non-time saving state, "low probability high base gaming state" is a low probability time saving state, "high probability low base gaming state" is a high probability non time saving state, and " "High probability high base gaming state" can also be abbreviated as "high probability time saving state".
[0139] The normal probability state is set in the "low probability low base gaming state" or the "low probability high base gaming state", and is a state in which the probability of being determined to be a jackpot in the jackpot determination is the normal probability. The high probability state is set in the "high probability low base gaming state" or the "high probability high base gaming state", and is a state in which the probability of being determined to be a jackpot in the jackpot determination 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, the normal probability state is set. Then, by winning the jackpot, it becomes possible to switch from the normal probability state to the high probability state. For example, in a jackpot game, when the game ball passes through the specific area 16, it is possible to switch to a high probability state. 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 jackpot determination a predetermined number of times without winning a jackpot or by winning the next jackpot.
[0140] The non-time saving state is set in a "low probability low base gaming state", "high probability low base gaming state" or "jackpot gaming state". The time saving state is set in the "low probability high base gaming state" or the "high probability high base gaming state", and is a gaming state in which the opening time of the electric chew 12D in one auxiliary game is likely to be longer than in the non-time saving state. It is. For example, in the time saving state, the opening time of the electric chew 12D is longer (for example, 3.00 seconds) than the opening time (for example, 0.08 seconds) in the non-time saving state. In addition, in the time-saving state, the special pattern fluctuation pattern judgment is performed using a special pattern fluctuation pattern determination table that is set so that the special pattern fluctuation pattern with a short special pattern fluctuation time is selected more often than in the non-time-saving state. It is also possible to make it happen (see FIGS. 13 to 14). As a result, in the time-saving state, the pace of consumption of the special figure reservation becomes faster, and an effective winning to the starting opening (a winning that can be stored as a special figure reservation) is more likely to occur. Therefore, players can aim for a jackpot while the game progresses smoothly.
[0141] Further, in the time saving state, it is possible to easily make the normal pattern fluctuation time shorter than in the non-time saving state. For example, in the time saving state, a regular pattern fluctuation time (5 seconds) is determined which is shorter than the regular pattern fluctuation time (30 seconds) determined in the non-time saving state. Therefore, in the short time state, the number of times the regular lottery is executed per unit time is greater.
[0142] Further, in the time-saving state, it is possible to make it easier to determine a hit in the hit determination compared to the non-time-saving state. For example, in the time-saving state, it is determined to be a win with a higher probability (for example, 59936 / 65536) than in the non-time-saving state (for example, 6600 / 65536). Therefore, in the time saving state, the number of times that a hit is determined to be a hit per unit time is greater.
[0143] In this way, in the time-saving state, the opening time of the electric chew 12D per unit time becomes longer than in the non-time-saving state, making it easier for game balls to enter the second starting port 12 frequently. As a result, the base, which is the ratio of the number of prize balls to the number of fired balls, increases. Therefore, in a time-saving state where the base is high, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0144] When the pachinko game machine PY1 is powered on for the first time, a non-time saving state is set. For example, by winning a jackpot, a time saving state can be set. The time-saving state can be changed from a time-saving state to a non-time-saving state by performing jackpot determination a predetermined number of times without winning a jackpot, or by winning the next jackpot.
[0145] 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 likely to be shorter, and the opening time of the electric chew 12D in one auxiliary game is more likely to be longer. There are three points that are set to be advantageous to the player regarding the game related to the common map. However, only some of these points may be set advantageously for this player.
[0146] The gaming state of the pachinko gaming machine PY1 after it is powered on for the first time is a "low probability low base gaming state" in which a normal probability state and a non-time saving state are set. This gaming state is also referred to as a "normal gaming state." In addition, in the "jackpot game state", a hit determination is performed but a jackpot determination is not performed, so a non-time saving state is set with the start of the jackpot game. Furthermore, regarding the gaming states, it is possible to use all or only some of the gaming states described above.
[0147] Next, returning to FIG. 16, the gaming state after the jackpot game will be explained. In the pachinko game machine PY1 of this embodiment, the game control microcomputer 101 controls the game control after the jackpot game state in which any of the above-mentioned jackpot games "Jackpot Game X", "Jackpot Game Y", and "Jackpot Game Z" is executed. Even if there is, set the time saving state. In addition, the game control microcomputer 101 sets a high probability state after a jackpot game state in which either jackpot game X or jackpot game Z is executed, while setting a high probability state for jackpot game Y. A high probability state is not set after a jackpot game state in which a jackpot game is executed (a normal probability state is set). Therefore, after the jackpot game state in which either jackpot game X or jackpot game Z is executed, there will be a "high probability high base game state" where a high probability state and time saving state are set. After the jackpot game state in which the jackpot game of "jackpot game Y" is executed, there is a "low probability high base game state" in which a normal probability state and a time saving state are set. When set to a high probability state and a time saving state, the number of probability changes is set to 100 times and the number of time saving times is set to 100 times. Here, the variable probability number is the upper limit number of times (specified number of times) of variable display of special symbols in a high probability state. In addition, the number of times of time saving is the upper limit number of times (specified number of times) of variable display of the special figure in the time saving state. That is, the high probability high base gaming state can continue up to 100 times of variable display of special symbols in the high probability high base gaming state. Further, when the low probability state and the time saving state are set, only the number of time saving times is set to 100 times. That is, in the low probability high base gaming state, the number of variable display of special symbols in the low probability high base gaming state can continue up to 100 times. In other words, "jackpot game , a jackpot game state where "jackpot game X" or "jackpot game Z" is executed can be said to be a gaming state more advantageous to the player than a jackpot game state where "jackpot game Y" is executed.
[0148] 4.Main performances using gaming machines Next, the main performances performed by the pachinko gaming machine PY1 will be explained using FIGS. 18 to 24.
[0149] 4-1. Production mode First, the production mode will be explained. A production mode is a division of production (or a superordinate attribute). The pachinko game machine PY1 can set a customer waiting performance mode, a normal performance mode, a variable probability performance mode, a time-saving performance mode, and a jackpot performance mode as performance modes.
[0150] In the customer waiting production mode, special symbol fluctuation production is performed in "low probability low base gaming state", "low probability high base gaming state", "high probability low base gaming state" and "high probability high base gaming state". This is a production mode that can be set when there is no special figure variation production and indicates that it is in a standby state where no special symbol variation production is being performed. A customer waiting performance is performed when a customer waiting performance mode is set. In the customer waiting performance, for example, as shown in FIG. 18 (A-1), a customer waiting demonstration video G100 introducing the pachinko game machine PY1 is displayed on the display screen 50a. Additionally, if the normal button 40 is operated while the customer waiting demonstration video G100 is displayed, a setting screen G101 is displayed for making settings related to the performance of the pachinko machine PY1, as shown in FIG. 18 (A-2). is displayed. Settings related to the effects include volume settings for the sound output from the speaker 52, brightness settings for the display screen 50a ("light intensity settings"), and frequency settings for the effects to be performed ("effect settings").
[0151] The normal production mode can be set when a special symbol variation production is being performed in the "low probability low base gaming state" or the "high probability low base gaming state", and is a production mode that indicates a non-time saving state. be. For example, as shown in FIG. 18 (B-1), the normal presentation mode includes a first normal presentation mode in which a background image representing a daytime mountain scene (normal daytime background image G102) is displayed on the display screen 50a. 18(B-2), a second normal presentation mode in which a background image representing an evening mountain scene (evening normal background image G103) is displayed on the display screen 50a, and FIG. 18(B-2). As shown in -3), there is a third normal performance mode in which a background image representing a mountain scenery at night (normal nighttime background image G104) is displayed on the display screen 50a. It can be switched on the condition that the special figure variation effect is performed once or multiple times. Furthermore, each of the first to third normal performance modes includes a normal first stage performance mode before the reach is established in the special symbol variation performance, and a normal second stage performance mode after the reach is established. In the normal first 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, but in the normal second stage production mode, depending on the type of reach A dedicated background image will be displayed. Further, a special effect mode may be provided that is set only in the "high probability low base game state".
[0152] The probability variable production mode is a production mode that can be set when a special symbol variation production is performed in the "high probability high base game state", and is a production mode that indicates a high probability state and a time saving state. In the probability variation production 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 variable performance mode includes a probability variable first stage performance mode before the reach is established in the special symbol fluctuation performance, and a probability variable second stage performance mode after the reach is established. In the probability variable first-stage production mode, the probability variation background image G105 is displayed on the display screen 50a, but in the probability variation second-stage production mode, a dedicated background image according to the type of reach is displayed.
[0153] The time-saving performance mode is a performance mode that can be set when the special symbol variation performance is being performed in the "low probability high base game state", and is a performance mode that indicates the normal probability state and the time-saving state. In the time-saving production 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. Furthermore, the time-saving performance mode includes a time-saving first stage performance mode before the reach is established in the special symbol variation performance, and a time-saving second stage performance mode after the reach is established. In the time-saving first performance mode, the time-saving background image G106 is displayed on the display screen 50a, but in the time-saving second stage performance mode, a dedicated background image according to the type of reach is displayed.
[0154] The jackpot production mode is a production mode that can be set when a jackpot game is being played in the "jackpot game state", and is a production mode that indicates that a jackpot game is being played. In the jackpot production mode, for example, during the opening of a jackpot game, as shown in FIG. A jackpot opening performance in which the winning image G108 is displayed is performed. During a round in a jackpot game, as shown in FIG. 18 (C-2), a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed on the display screen 50a. A round performance will be held. During the ending of the jackpot game, as shown in FIG. 18 (C-3), on the display screen 50a, an ending image G111 and a total prize ball number image indicating the total number of prize balls paid out in the jackpot game state are displayed. A jackpot ending effect will be performed where G112 will be displayed.
[0155] Note that the types of production modes can be changed or added as appropriate.
[0156] 4-2.Special figure variation production Next, the special figure variation effect (also simply referred to as "variation effect") will be explained. When the variable display of the special pattern starts, the pachinko gaming machine PY1 displays the special pattern variation pattern related to the variable display of the special pattern and the special pattern lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, A special figure variation effect is executed based on the special figure variation pattern determination result). In the special symbol variation performance, a variation display of production symbols is performed on the display screen 50a in a manner superimposed on a predetermined background image. The production design is composed of number symbols from 1 to 9, for example, and in the variable display of the production design, the production design changes with the start of the variable display of the special pattern, and the production pattern changes with the end of the variable display of the special pattern. stops. That is, after the special symbol fluctuation time and the variable display of the performance symbols are performed, the fluctuations are stopped and the static display of the performance symbols is performed. Then, the result of the special drawing lottery is announced by the stop display of the performance symbols.
[0157] In addition, in the special figure variation production, in addition to the variable display of production symbols, there are various displays such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, special button 41, etc. It is possible to perform other performances using similar performance equipment. In this case, even after the performance symbols are stopped and displayed, it is possible to continue performing other performances.
[0158] 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 horizontally divided into three parts, and on the left, center, and right sides, there are left effect pattern areas 50b1, It is possible to provide a middle effect pattern area 50b2 and a right effect pattern area 50b3. The left performance symbol area 50b1 is an area where the left performance symbol EZ1 is displayed when the performance symbol is stopped and displayed in the special symbol variation performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas for displaying the medium performance pattern EZ2 and the right performance pattern EZ3. In addition, the left effect pattern EZ1, the middle effect pattern EZ2, and the right effect pattern EZ3 correspond to "a plurality of effect patterns".
[0159] Furthermore, as shown in FIG. 19(A), it is possible to provide a small pattern area 50c in one section of the left end (upper left corner) of the upper end of the display screen 50a. The small symbol area 50c is an area that variably displays the small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed. The small patterns KZ1, KZ2, and KZ3 are composed of number patterns from 1 to 9, for example.
[0160] In addition, in FIG. 19(A), the left presentation pattern area 50b1, the middle presentation pattern area 50b2, the right presentation pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is the left presentation pattern area 50b1. , the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are described to represent the range, and are not actually displayed.
[0161] 4-2-2. Normal fluctuation In the pachinko game machine PY1, it is possible to perform a normal variation first in the special symbol variation performance. The normal variation functions as an effect that suggests that variable display of the special figure has started.
[0162] When the variable display of the special symbols starts, for example, as shown in FIG. , EZ2, EZ3" (also referred to as "production pattern EZ") are displayed in a stopped state, and the left small pattern KZ1, medium and small pattern KZ2, and right small pattern KZ3 are also stopped and displayed, and the special pattern is variablely displayed. As shown in Fig. 19(B), the variable display of the production symbols EZ1, EZ2, and EZ3 starts, and the small symbols Fluctuation display of KZ1, KZ2, and KZ3 starts. Note that "↓" in FIG. 19 indicates that the symbol is being displayed in a variable manner. If the special symbol variation pattern of the variable display of this special symbol is, for example, "normal loss variation", the left effect pattern EZ1 and the right effect pattern EZ3 are different, as shown in Figure 19 (C-1). After temporarily stopping in the stop mode, as shown in FIG. 19(D), the production patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called flop) that suggests a loss. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping manner that suggests a loss. There are several types of stopping patterns that indicate a loss, such as "1-1-2" and "2-4-6", in which the left and right symbols are not the same. On the other hand, if the special symbol variation pattern of the variable display of the special symbol is a special symbol variation pattern with a reach, such as "N loss variation", as shown in Figure 19 (C-2), the left effect symbol EZ1 and the right production symbol EZ3 temporarily stop in the same stopping manner (so-called reach eye), and reach is established. At this time, the variable display of the small symbols KZ1, KZ2, KZ3 continues to be performed, and the reach effect according to the special symbol variation pattern is performed. In addition, the stopping order and stopping manner of the production patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0163] 4-2-3.N reach Pachinko game machine PY1 can perform N reach when reach is established in normal fluctuation. N reach is a performance that suggests that the result of the jackpot determination may have been a "jackpot", and functions as a performance to make the player expect a jackpot.
[0164] In N reach, as shown in Figure 20(A), the state in which reach is established is maintained for a predetermined period of time (for example, 10 seconds), and as shown in Figure 20(B), the fluctuation speed of medium effect symbol EZ2 gradually changes. It slows down. If the special symbol variation pattern of the variable display of the special symbol is, for example, "N loss variation", as shown in Figure 20 (C-1), the performance will be performed in a stopping manner that suggests a reach loss (so-called reach loss eye). Symbols EZ1, EZ2, and EZ3 are stopped and displayed. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping manner that suggests a miss in the reach. There are multiple types of stopping patterns that suggest a miss in the reach, such as "7-6-7" and "5-3-5", in which the left and right symbols are the same and the inner symbol is different from the left and right symbols. On the other hand, if the special pattern fluctuation pattern of the variable display of the special pattern is, for example, "N jackpot fluctuation", the game will stop in a stopping pattern that suggests a jackpot (so-called double), as shown in Figure 20 (C-2). indicate. There are several types of stopping patterns that suggest a jackpot, such as "7-7-7" and "2-2-2", in which the symbols in the left and right middles are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping manner that suggests a jackpot. In addition, the production content of N reach is not limited to the gradual deceleration of the medium production pattern EZ2, but can be changed or added as appropriate.
[0165] 4-2-4.SP reach Pachinko gaming machine PY1 can perform SP reach after N reach. SP reach is a performance that suggests that the possibility that the result of the jackpot determination is a "big hit" is higher than N reach, and functions as a performance to make the player expect a jackpot.
[0166] In SP reach, after N reach, for example, as shown in FIG. 21(A), a background image dedicated to SP reach (SP reach background image G113) is displayed on display screen 50a, and SP 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 reach-specific performance (for example, a battle performance) is performed. Then, when the final phase of the SP reach-only production is reached, if the special pattern variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation", the display screen will appear as shown in Figure 21 (C-1). At 50a, a production that suggests a jackpot is performed (for example, the main character is happy after winning the battle), and the production patterns EZ1, EZ2, and EZ3 stop in a stop mode that suggests a jackpot (so-called double eye). indicate. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping manner that suggests a jackpot. On the other hand, if the special pattern variation pattern of the variable display of the special pattern is, for example, "SP loss variation", as shown in Figure 19 (C-2), there will be an effect that suggests a loss (for example, an enemy character enters the battle). At the same time, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode that suggests a loss of reach. At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping manner that suggests a loss. Note that the contents of the SP reach performance can be changed or added as appropriate.
[0167] Here, the possibility that the performance symbols EZ1, EZ2, EZ3 for each reach will be stopped in a manner indicating a jackpot (jackpot expectation level, winning expectation level) will be explained in detail. The jackpot expectation level for each reach is determined by the execution probability based on the jackpot determination result. For example, if the execution probability of N Reach is 10% when the jackpot determination result is "Lose" and 100% when the jackpot determination result is "Jackpot", the execution probability of SP Reach is If the result of the jackpot judgment is "Lose", it is set to 4%, and if the result of the jackpot judgment is "Jackpot", it is set to 100%, then the jackpot expectation of SP reach is higher than the jackpot expectation of N reach. It is possible to set it higher. In addition, SP Reach A and SP Reach B are made executable as SP Reach, and the execution probability of SP Reach A is set to 2% if the jackpot determination result is a "loss", and if the jackpot determination result is a "jackpot hit". In this case, the execution probability of SP Reach B will be 2% if the result of the jackpot judgment is "Lose", and 30% if the result of the jackpot judgment is "Jackpot". For example, it is possible to set the jackpot expectation level of SP Reach B higher than the jackpot expectation level of SP Reach A. In this way, by appropriately setting the execution probability according to the result of the jackpot determination, it is possible to set the jackpot expectation level.
[0168] 4-3.Pending icon display area 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, as shown in FIG. 22(A). The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. It is possible to display the hold icon HA in the display areas 50d1, 50d2, 50d3, and 50d4. For example, when the number of reserved special drawings 1 is "1", the holding icon HA is displayed in the first display area 50d1, and when the number of reserved special drawings 1 is "2", the holding icon HA is displayed in the first display area 50d1 and A hold icon HA is displayed in the second display area 50d2.
[0169] 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, which is the same as or different from the pending icon HA, in response to the start of the special figure variation effect.
[0170] Note that the number of display areas constituting the pending icon display area 50d can be changed as appropriate. Further, the reservation icon display area 50d can be used as a display area that displays both the number of reserved special drawings 1 and the number of reserved special drawings 2, or can be used as a display area that displays only one of them.
[0171] 4-3-1.Holding effect The pachinko game machine PY1 can perform a hold performance in response to a game ball entering the first starting hole 11 or the second starting hole 12. The hold performance can notify the player of the number of special figures 1 and 2 held.
[0172] In the hold effect, when the game ball enters the first starting slot 11 when the special figure 1 hold count is "0", the special figure fluctuation effect is started, and for example, as shown in FIG. 22(B), the corresponding icon The icon TA is displayed in the display area 50e. Then, when two more game balls enter the first starting slot 11 during the special figure fluctuation performance, as shown in FIG. 20(C), the first display area 50d1 and the second display area of the hold icon display area 50d A hold icon HA is displayed at 50d2, and the player is informed that the number of special drawings 1 held is "2". After that, when the special figure variation effect ends and a new special figure variation effect starts, as shown in FIG. 20(D), the hold icon displayed in the first display area 50d1 of the hold icon display area 50d HA moves to the icon display area 50e and is displayed as the icon TA, and the hold icon HA that was displayed in the second display area 50d2 of the hold icon display area 50d moves to the first display area 50d1 and is displayed. The player is notified that the number of special drawings 1 pending is "1".
[0173] 4-4. Preview production The pachinko game machine PY1 can perform a preview performance at any timing during the special symbol variation performance. The preview performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the movable devices 55, 56, 58, the buttons 40, 41, etc., and includes the results of jackpot determination and special pattern fluctuation pattern determination. It is possible to suggest the results of
[0174] 4-4-1. Movable object production The pachinko game machine PY1 is capable of performing a movable body performance using movable devices 55, 56, and 58 as a preview performance. The movable body performance is a performance that operates the movable devices 55, 56, and 58, and functions as a performance to make the player expect a big win.
[0175] In the movable object performance, for example, when N reach progresses to SP reach, as shown in FIG. It is suggested that the lower movable body 56k moves so as to overlap with the display screen 50a as seen from the player, and develops into SP reach. At this time, the effect image is displayed on the display screen 50a in a space that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 23(B), the above-board movable body 55k and the below-board movable body 56k return to the normal standby state (initial position) and develop into SP reach. Note that the movable body performance is not limited to suggesting development to SP reach, and can be changed or added as appropriate. Further, the operation contents of the movable device in the movable body performance can be changed or added as appropriate.
[0176] 4-4-2. Operation direction The pachinko game machine PY1 is capable of performing an operation performance using the normal button 40 and the special button 41 as a preview performance. 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 to make the player expect a big win.
[0177] In the operation effect, for example, in SP reach, a period (button operation effective period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation effective period, as shown in FIG. 24 (A) , a performance that prompts the user to operate the special button 41 (button operation promotion performance) is performed. In the button operation promotion effect, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image imitating the special button 41 (special button image G31), an image (press operation image G32) representing the operation mode of the special button 41 (that is, a press operation), and a button operation valid period. An image representing the remaining time (operation valid period remaining time image G33). Note that the operation valid period remaining time image G33 consists of a generally curved progress bar, and changes as time passes so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without any special button 41 being operated during the button operation valid period, as shown in FIG. 24(B). As shown in , the on-board movable device 55 is activated, and as seen from the player, the on-board movable body 55k moves so as to overlap the display screen 50a, suggesting the expectation of a jackpot. Note that the operation performance is not limited to the operation of the on-board movable device 55, and can be changed or added as appropriate.
[0178] 4-4-3. Pre-reading performance The pachinko game machine PY1 is capable of performing a pre-reading effect for special figure 1 pending or special figure 2 pending for which the special figure drawing is not performed, as a preview effect. The pre-reading performance functions as a performance for suggesting in advance the lottery result of the special map lottery for the special map 1 reservation or the special map 2 reservation.
[0179] In the look-ahead effect, for example, if the result of the look-ahead judgment for special drawing 1 hold is "jackpot", the hold icon HA, which is normally displayed as ``〇'', in the hold icon display area 50d, as shown in FIG. 22(C). may be displayed as "☆". Further, when the result of the pre-reading determination is "lost", the hold icon HA may be displayed as a "☆" as a so-called fake effect. In addition, the pre-reading effect can be performed for both or one of the special figure 1 reservation and the special figure 2 reservation. Further, the display mode of the hold icon HA is not limited to a change, and can be changed or added as appropriate. For example, it is also possible to change the stopping manner of the production symbols EZ1, EZ2, and EZ3 in the special symbol variation production.
[0180] 5.Display on 7-segment display Next, the display on the 7-segment display 300 (see FIG. 9) will be explained. On the 7-segment display 300, the normal base, which is the ratio between the total number of normal prize balls won by the player in the normal gaming state and the normal number of balls fired by the player in the normal gaming state, is displayed as a percentage (%) value. Is displayed. Note that the 7-segment display 300 displays bases 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 to the number of time-saving shot balls fired by the player in the time-saving state, and jackpot game). The jackpot base, which is the ratio between the total number of jackpot balls won by the player in the jackpot game state and the number of jackpot balls fired by the player in the jackpot game state, is never displayed.
[0181] Here, the game control microcomputer 101 is configured to always count the number of normal balls fired, the total number of normal prize balls, and the total number of balls fired. The total number of balls fired is the number of balls fired by the player in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of fired balls is calculated by the game control microcomputer 101 counting the detection of the discharge port sensor. The number of normally fired balls is calculated by the game control microcomputer 101 counting the detection of the discharge port sensor only in the normal game state. The normal total number of prize balls is calculated by counting the number of prize balls paid out by the game control microcomputer 101 in the normal gaming state.
[0182] The information on the number of normally fired balls counted for display on the 7-segment display 300, the information on the total number of normally awarded balls, and the information on the total number of fired balls are stored in the non-erasable storage unit 107 of the gaming RAM 104 (Fig. (see) in a specific storage area (not shown). Therefore, even if RAM clearing is executed, the information on the number of normally fired balls, the information on the total number of normally awarded balls, and the information on the total number of fired balls are maintained (not deleted). In this way, even if the RAM clear is executed, the game control microcomputer 101 can calculate the normal base using the normal number of balls fired at the time of power cutoff and the normal total prize ball number at the time of power cutoff. The game control microcomputer 101 then displays the normal base value on the 7-segment display 300, regardless of the gaming state (in the normal gaming state, jackpot gaming state, high probability high base state, low probability high base state, etc.). Displayed in the right two digits (third display area 330 and fourth display area 340 (see FIG. 9)).
[0183] Here, the normal base is calculated by dividing the total number of balls fired into 60,000 rounds. 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 fired balls reaches 60,000 becomes the first normal base. After that, when the total number of balls fired exceeds 60,001 shots, the value that was the first normal base will be stored as the previous normal base. The normal base calculated when the total number of balls fired increases from 60,001 to 120,000 becomes the current normal base. After that, if the total number of balls fired exceeds 120,001 shots, the value that was the normal base of the previous round will be stored as the normal base of the second round, and the value that was the current normal base will be stored as the normal base of the previous round. Ru. The normal base calculated when the total number of balls fired increases from 120,001 to 180,000 becomes the current normal base.
[0184] After that, if the total number of balls fired exceeds 180001 shots, the value that was the normal base 2 times ago will be stored as the normal base 3 times ago, and the value that was the normal base 1 time ago will be stored as the normal base 2 times ago. The value that was the current normal base is stored as the previous normal base. The normal base calculated when the total number of balls fired increases from 180,001 to 240,000 becomes the current normal base. After that, when the total number of balls fired exceeds 240001 shots, the value that was the normal base 3 times ago will be deleted, the value that was the normal base 2 times ago will be stored as the normal base 3 times ago, and the value that was the normal base 2 times ago will be stored as the normal base 3 times ago, The value that was the normal base is stored as the normal base two times ago, and the value that was the current normal base is stored as the previous normal base. The normal base calculated when the total number of balls fired increases from 240,001 to 300,000 becomes the current normal base. Thereafter, in the same way, the normal base is calculated every 60,000 total balls fired, and the normal base values up to the three previous times are stored.
[0185] In this way, the game control microcomputer 101 stores the current normal base, the previous normal base, the second previous normal base, and the third previous normal base at the maximum in the non-erasable storage unit 107 of the gaming RAM 104. You can leave it there. In this case, the game control microcomputer 101 displays the current normal base ⇒ 1 previous normal base ⇒ 2 previous normal base, ⇒ 3 previous normal base ⇒ current normal base 5 on the 7-segment display 300. The display is changed every second.
[0186] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (first display area 310 and second display area 320 (see FIG. 9)), the right two digits (third display area 330 and a fourth display area 340), the current normal base is displayed. Therefore, a person who sees "bL" in the left two digits can understand that the value shown in the right two digits (normal base) is the current normal base.
[0187] Then, when 5 seconds have passed since the current normal base display started, the 7-segment display 300 will display "b1" in the left two digits, and the previous normal base will be displayed in the right two digits. be done. Therefore, a person who sees "b1" in the left two digits can understand that the value shown in the right two digits (normal base) is the previous normal base.
[0188] Then, when 5 seconds have passed since the display of the previous normal base started, the 7-segment display 300 will display "b2" in the left two digits, and the two previous normal base will be displayed in the right two digits. is displayed. Therefore, a person who sees "b2" in the two digits on the left can understand that the value shown in the two digits on the right (normal base) is the normal base two times earlier.
[0189] Then, when 5 seconds have passed since the display of the previous two normal bases started, the 7-segment display 300 will display "b3" in the left two digits, and the three previous normal bases will be displayed in the right two digits. is displayed. Therefore, a person who sees "b3" in the two digits on the left can understand that the value shown in the two digits on the right (normal base) is the normal base three times ago.
[0190] Then, when 5 seconds have passed since the start of the normal base display three times before, the 7-segment display 300 will display "bL" in the left two digits and the current display in the right two digits, as described above. The normal base of is displayed and the same is repeated thereafter.
[0191] In addition, on the 7-segment display 300, if the total number of balls fired is 300 balls or less after the power is turned on for the first time after shipping from the factory, "--" will be displayed in the two digits on the right. In other words, when the total number of balls fired is 300 balls or less, the normal base value is not displayed, and after the total number of balls fired exceeds 300 balls, the normal base value is displayed. In this way, if the total number of balls fired is 300 or less, the value of the denominator of the normal base (the number of balls normally fired) is too small, thereby avoiding displaying the unreliable value of the normal base. There is. Even if the total number of balls fired is less than 300, the left two digits of the 7-segment display 300 will repeat the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds. .
[0192] In addition, on the 7-segment display 300, if the number of balls normally fired is 6000 or less since the power was turned on for the first time after leaving the factory, the two digits on the left will indicate "bL", "b1", "b2", "b3". ' will start blinking. After that, when the number of normally fired balls exceeds 6000 balls after the power is turned on for the first time after leaving the factory, the two digits on the left, "bL", "b1", "b2", and "b3", will light up. In this way, when the two digits on the left flash to a person who is checking the normal base on the 7-segment display 300, the normal base value shown on the two digits on the right has not yet converged sufficiently. It is possible to make the user understand that the value is not present. In other words, if you show the lighting mode in the left two digits to someone who is checking the normal base, they will understand that the normal base value shown in the right two digits is a value that has converged to some extent. It is possible to do so.
[0193] Furthermore, 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. Thereafter, 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. In this way, the setting value is displayed in the fourth display area 340 of the 7-segment display 300 only while the setting mode is set.
[0194] Furthermore, in the 7-segment display 300, an initial display is performed after the power is turned on until the normal base display starts. As described above, when transitioning to the setting mode after the power is turned on, the initial display is executed after the setting mode ends. In the initial display on the 7-segment display 300, all the lighting parts LB1 to LB32 (see FIG. 9) included in the first display area 310 to the fourth display area 340 are lit. That is, "8.8.8.8." is displayed on the 7-segment display 300. In this way, the initial display is executed on the 7-segment display 300 immediately after the power is turned on, thereby indicating that the 7-segment display 300 operates normally.
[0195] 6. Over-winning ball prevention function Next, the over-prize ball prevention function will be explained. In this pachinko game machine PY1, the game control microcomputer 101 is capable of operating an over-prize ball prevention function so as not to award excessive prize balls to the player. Specifically, as will be described later, the excessive prize ball prevention function is basically a function that makes it impossible to play the game on the condition that the difference in the number of balls is 80,000 (standard number) or more. Here, the difference number of balls (specific measurement number) is the difference between the total number of prize balls and the total number of fired balls. The total number of prize balls is the number of prize balls that the player obtains (is paid out to the player) in all gaming states (normal playing state, jackpot playing state, high probability high base state, low probability high base state, etc.) It is. Note that the total number of prize balls means the total number of prize balls that the game control microcomputer 101 plans to pay out to the player, but it does not mean the total number of prize balls that are actually paid out to the player. It's okay. As mentioned above, the total number of balls fired is the number of balls fired by the player in all game states.
[0196] The game control microcomputer 101 counts the total number of prize balls at any time after the power is turned on, and information on the counted total number of prize balls is stored in the non-erasable storage section 107 of the gaming RAM 104. It is stored in the total award pitch number storage unit 107a (see FIG. 6). Furthermore, the game control microcomputer 101 counts the total number of fired balls at any time after the power is turned on, and the information on the counted total number of fired balls is stored in the non-erasable storage section 107 of the gaming RAM 104. The total number of balls fired is stored in the storage unit 107b (see FIG. 6). The game control microcomputer 101 calculates the difference in the number of balls by subtracting the total number of fired balls from the total number of prize balls at any time after the power is turned on, and the information on the calculated difference in the number of balls is It is stored in the difference ball number storage section 107c (see FIG. 6) provided in the non-erasable storage section 107 of the RAM 104 for use.
[0197] Therefore, even if RAM clear is executed, the game control microcomputer 101 does not erase the information on the total number of prize balls, the information on the total number of fired balls, and the information on the difference number of balls stored in the non-erasable storage section 107. . In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of prize balls at the time of power cutoff and the total number of fired balls at the time of power cutoff. Note that the game control microcomputer 101 is configured to treat the difference number of balls as a negative value when the value of the total number of balls fired is larger than the value of the total number of prize balls.
[0198] In this embodiment, when the excessive prize ball prevention function is activated, the game control microcomputer 101 not only stops the game control process related to the game (processing of steps S102 to S108 described later, see FIG. 35), but also fires the game ball. The firing control process (the process of step 109 described later, see FIG. 35) for the purpose of this is also stopped. Therefore, even if the player rotates the handle 72k, the game ball is not shot, and the player can immediately notice that the game cannot be played. In addition, when the excessive prize ball prevention 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 the display devices 8 and 7 segments The display control of the display 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 board 160 via the dispensing control board 170.
[0199] After the over-winning ball prevention function is activated, the situation in which the game cannot be executed continues until the power is cut off. In this embodiment, the excessive prize ball prevention function is canceled on the condition that RAM clear is executed. In other words, after the excessive prize ball prevention function is activated, the employee of the gaming hall shuts off the power by turning the power switch 193 OFF. Then, when turning on the power by turning on the power switch 193, the employee of the gaming hall presses the RAM clear switch 191. Thereby, by executing RAM clear, the game control microcomputer 101 can execute the game control process and firing control process related to the game. In this way, in this embodiment, after the excessive prize ball prevention function is activated, the game cannot be restarted simply by turning the power off and on (re-on), but the game can be restarted only by clearing the RAM. can.
[0200] Next, the timing at which the excessive prize ball prevention function operates will be explained based on FIG. 25. The over-prize ball prevention function basically operates on the condition that the difference in the number of balls is 80,000 or more (predetermined condition). That is, in this embodiment, the excessive prize ball prevention function basically operates at the timing when the difference number of balls reaches 80,000. However, in this embodiment, even if the difference in the number of balls is 80,000 or more, if a jackpot game is in progress, the over-prize ball prevention function is set on the condition that the jackpot game is finished (predetermined condition). may operate. That is, the excessive prize ball prevention function does not operate at the timing when the difference in the number of balls reaches 80,000 during the execution of a jackpot game, and the excessive prize ball prevention function operates at the timing when the execution of the jackpot game ends.
[0201] First, using FIG. 25(A), a case will be described in which the over-prize ball prevention function is activated at the timing when the difference number of balls reaches 80,000. For example, assume that the difference in the number of balls reaches 70,000 in the middle of the jackpot game state shown in FIG. 25(A)(a). Of course, at this time, the over-prize ball prevention function does not operate. Next, as shown in FIGS. 25(A) and 25(b), it is assumed that the difference in the number of balls reaches 80,000 while in the middle of the high-accuracy, high-base state. At this time, the excessive prize ball prevention function is activated. In this way, in this embodiment, as shown in FIGS. 25(A) and (c), the game stops in the middle of the high probability high base state, and it is possible to end the game in the middle of the high probability high base state. It is.
[0202] On the other hand, with reference to FIG. 25(B), a case will be described in which the difference in the number of balls reaches 80,000 and the over-prize ball prevention function is activated after the jackpot game ends. For example, suppose that the difference in the number of balls reaches 70,000 in the middle of the jackpot game state shown in FIG. 25(B)(a). Of course, at this time, the over-prize ball prevention function does not operate. Next, as shown in FIG. 25(B)(b), assume that the difference in the number of balls reaches 80,000 when the jackpot game state is in the middle. At this time, the excessive prize ball prevention function does not operate. Thereafter, as shown in FIGS. 25(B) and (c), when the jackpot game state ends, the excessive prize ball prevention function is activated. In this way, in this embodiment, the game does not stop during the jackpot gaming state, and it is possible for the player to end the game at a convenient timing when the jackpot gaming state ends.
[0203] In this embodiment, the information on the difference number of balls is stored in the difference number storage unit 107c of the non-erasable storage unit 107, and the difference number of balls is not reset (cleared) by turning the power off and on. As mentioned above, even if the RAM is cleared when the power is turned on, the difference in the number of balls will not be reset. This is based on the following reasons.
[0204] Even during business hours, pachinko game machine PY1 may have to be turned off and turned on (returned on) or cleared of RAM due to bugs, malfunctions, serious fraud, etc. In such a situation, if the difference in the number of balls is reset by turning on the power again or clearing the RAM, the purpose of providing the over-winning ball prevention function will be lost. In other words, if a bug, malfunction, or serious fraud occurs, there is a risk that the player who restarts the game afterward will be given an unfair advantage by making it difficult for the over-prize ball prevention function to operate. Therefore, in this embodiment, in order to prevent the above-mentioned unfair advantage from being given to the player, the number of differential balls is not reset by turning the power back on or executing RAM clearing.
[0205] Next, the conditions for resetting the difference number of balls will be explained based on FIG. 26. In this embodiment, there are two reset conditions for resetting the difference number of balls. The first reset condition is that the special reset switch 181 is pressed down, as shown in FIG. 26(A). In other words, when the game control microcomputer 101 receives a signal based on the special reset switch 181 being pressed, it clears the information on the difference number of balls stored in the difference ball number storage section 107c of the non-erasing storage section 107. do. Note that when the information on the number of differential balls stored in the differential ball number storage section 107c is reset (cleared), the information on the total number of prize balls and the total number of balls stored in the total number of prize balls storage section 107a are also reset (cleared). The information on the total number of fired balls stored in the fired ball number storage unit 107b is also reset, but hereinafter it will simply be referred to as "the difference number of balls is reset (cleared)". Although FIG. 26(A) shows a case where the number of differential balls is reset when the special reset switch 181 is pressed while waiting for a customer, it does not matter in which gaming state (for example, normal gaming state). However, when the special reset switch 181 is pressed, the difference number of balls is reset.
[0206] The second reset condition is that the customer waiting state continues for one hour (predetermined time), as shown in FIG. 26(A). In other words, if the game is not played for one hour after transitioning to the customer waiting state, the game control microcomputer 101 will delete the information on the difference number of balls stored in the difference number storage unit 107c of the non-erasable storage unit 107. clear. Note that the customer waiting state is a gaming state in which no game is executed and the special symbols are stopped and displayed.
[0207] The above two reset conditions are provided for the following reasons. For example, as shown in FIGS. 26(A) and 26(B), assume that the difference in the number of balls reaches 70,000 in a jackpot game state due to a game played by a certain player. Thereafter, when a certain player transitions from the jackpot gaming state to the high-probability-high-base state and then to the normal gaming state, it is assumed that the game has ended. In this case, for the player who will start the next game, if the number of difference balls increases by a small amount (within 10,000), the excessive prize ball prevention function may be activated, which is extremely disadvantageous.
[0208] Therefore, in this embodiment, as shown in FIG. 26(A), the special reset switch 181 is pressed to reset the difference number of balls. Thereby, an employee of the gaming parlor can press the special reset switch 181 at any timing after a certain player finishes playing the game to reset the number of difference balls. Further, as shown in FIG. 26(B), if the customer waiting state continues for one hour, it is determined that the player has ended the game, and the difference in the number of balls is automatically reset. Thereby, the difference in the number of balls can be reset without placing a burden on the employees of the game parlor. In this way, by providing the above two reset conditions, it is possible to prevent the next player who starts the game from having the excessive prize ball prevention function activated immediately after starting the game, which would put him at a huge disadvantage. It is possible.
[0209] Next, the production mode when the over-prize ball prevention function is activated will be explained based on FIG. 27(A). When the excessive prize ball prevention function is activated, as shown in FIG. 27(A), a red background image RE is displayed on the display screen 50a, and "Error The error release method image ERX showing the error will be displayed. Additionally, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the panel lamps 54 are turned off. In this way, the presentation mode shown in FIG. 27(A) allows the player to immediately recognize the situation in which the game cannot be played. 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 RAM clear is executed, but it continues as it is only by turning the power back on.
[0210] Here, a case will be described in which an illegal magnetism is detected in this pachinko gaming machine PY1. When the magnetic sensor detects illegal magnetism, the magnetic sensor outputs a signal to the main control board 100 in accordance with the magnetic detection. As a result, the game control microcomputer 101 stops the game control process and the firing control process related to the game, in the same way as when activating the excessive prize ball prevention function. In this way, the situation in which the game cannot be executed due to magnetic detection continues until the power is cut off. However, in this case, unlike the case where the excessive prize ball prevention function is activated, the game control microcomputer 101 executes game control processing and firing control processing regarding the game by turning the power off and on (turning the power on again). can do.
[0211] Next, the presentation mode when illegal magnetism is detected will be explained based on FIG. 27(B). When an illegal magnetism is detected by the magnetic sensor, a red background image RE is displayed on the display screen 50a as shown in FIG. Error cancellation method image ER1 indicating "Please do so." is displayed. Additionally, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the panel lamps 54 are turned off. In this way, if we compare the presentation mode when the excessive prize ball prevention function is activated (see Figure 27 (A)) and the presentation mode when illegal magnetism is detected (see Figure 27 (B)), we can see how to cancel it. Everything other than the image is the same. Therefore, it is necessary to make employees or players at the gaming parlor aware that they are in a situation where they cannot play the game both when illegal magnetism is detected and when the excessive prize ball prevention function is activated. It is possible to make it easier.
[0212] Next, the performance mode when the difference number of balls reaches 70000 will be explained based on FIG. 28(A). As a precondition, it is assumed that the difference in the number of balls reaches 70,000 at the timing shown in FIG. 25(A)(a) or FIG. 25(B)(a). First, as shown in FIG. 28(A), a round image G109 and a prize ball count image G110 are displayed on the display screen 50a. Then, when the difference number of balls reaches 70,000, a purple border image EFa is displayed at the edge of the display screen 50a, and at the bottom of the display screen 50a, an over-prize ball error indicating "Over-prize ball abnormality with 10,000 shots remaining" is displayed. The ball preview image KY is displayed. By displaying the purple border image EFa and the over-prized ball preview image KY, it is possible for the player to grasp the situation where the over-prized ball prevention function is approaching activation. The display of the purple border image EFa continues even after the jackpot game state ends, but the display of the super prize ball preview image KY ends when the jackpot game state ends. Note that the over-prize ball preview image KY may continue to be displayed even after the jackpot game state ends.
[0213] Next, the presentation mode when the difference in the number of balls reaches 80,000 will be explained based on FIG. 28(B). As a precondition, it is assumed that the difference in the number of balls reaches 80,000 at the timing shown in FIG. 25(B)(b). As shown in FIG. 28(B), a round image G109 and a prize ball count image G110 are displayed on the display screen 50a. Then, when the difference in the number of balls reaches 80,000, a red border image EFb is displayed at the edge of the display screen 50a, and a game stop notice image indicating that "the game is stopped when the jackpot game ends" is displayed at the bottom of the display screen 50a. 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 that the game stop is approaching and when the game will be stopped. The display of the red edge image EFb and the display of the game stop notice image KH are configured to end when the jackpot game state ends.
[0214] Here, after the number of differential balls reaches 70,000 at the timing shown in Fig. 25(A)(a) or Fig. 25(B)(a), the production mode in the high accuracy high base state is as shown in Fig. 29. That's right. That is, as shown in FIG. 29, on the display screen 50a, the probability variation background image G105 is displayed, and the effect pattern EZ is displayed in a variable manner. A purple border image EFa is displayed at the edge of the display screen 50a. This purple border image EFa allows the player to play the game while being aware that the difference in the number of balls has reached 70,000.
[0215] Next, as shown in FIG. 26(A), a presentation mode will be described when the number of difference balls is reset by pressing down the special reset switch 181. In this case, an employee of the game center has opened the front door 23 to the outer frame 22 and has pressed the special reset switch 181. Therefore, the front door open sensor detects the opening of the front door 23, and the error release method image ER2 showing "Error 2 Please close the front door" is displayed on the display screen 50a, as shown in FIG. 30(A). is displayed. 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. This makes it possible for employees at the gaming parlor to know that the difference in the number of balls has been reset.
[0216] Next, as shown in FIG. 26(B), the performance mode when the customer waiting state continues for one hour will be explained. In this case, the customer waiting demonstration video G100 is displayed on the display screen 50a, as shown in FIG. 30(B). At this time, as shown in FIG. 30(B), a difference number of balls reset notification image CLS indicating "the difference number of balls has been reset" is displayed at the bottom of the display screen 50a. This makes it possible for employees at the gaming parlor to know that the difference in the number of balls has been reset.
[0217] 7.About the characteristic production of this form In this embodiment, when the number of differential balls reaches 80,000 or more, the excessive prize ball abnormality prevention function is activated, so it is possible to prevent excessive prize balls from being given to the player. However, even if there is a special figure hold when the over-prize ball abnormality prevention function is activated, the game will be controlled to be unplayable, so the special figure hold will be worthless and may be disadvantageous to the player. .
[0218] Therefore, in the pachinko game machine PY1 of this embodiment, the result of the look-ahead determination is a "jackpot", and the value obtained by adding the number of prize balls that can be obtained in the jackpot game scheduled to be executed to the current number of difference balls is 80,000 or more. If it is determined that this is the case, an over-prize ball advance suggestion performance (pre-suggestion performance) is executed that indicates in advance the possibility that the over-prize ball prevention function is activated and the game is uncontrollably controlled. Thereafter, the special figure-related random number caused by the execution of the over-prize ball advance suggestion performance is cleared from the special figure reservation storage unit 105, and the special figure fluctuation is based on the result of the determination as to whether or not it will be a jackpot in the special figure determination process. In the performance, an over-prize ball preview performance (control suggestion performance) that suggests that the over-prize ball prevention function will be activated after the end of the scheduled jackpot game is executed. As a result, if the excessive winning ball abnormality prevention function is activated, there is a high possibility that the game will be controlled to be unexecutable (the result of the look-ahead judgment is a "jackpot", and it is possible to win in the jackpot game scheduled to be executed). If it is determined that the value of the number of prize balls added to the current number of differential balls is 80,000 or more), the over-prize ball abnormality prevention function is activated in advance by the over-prize ball advance suggestion presentation or the over-prize ball preview presentation. This makes it possible to make them understand that there is a possibility that Therefore, if there is a high possibility that the excessive prize ball abnormality prevention function will be activated, the number of reserved special drawings will be increased needlessly by entering the game ball into the first starting port 11 or the second starting port 12. This makes it possible to reduce disadvantages for the player such as the player being left behind.
[0219] The over-prized ball advance suggestion performance and the over-prized ball preview performance will be explained using FIG. 31. In addition, in FIG. 31, it is assumed that the current number of difference balls is 79250, for example. Further, in FIG. 31, special figure 1 related random numbers are stored in the first area to the second area of the special figure 1 reservation storage unit 105a. In other words, the number of reserved special drawings 1 is "2". Furthermore, in FIG. 31, the result of the look-ahead determination based on the special pattern 1 related random number stored in the second area of the special pattern 1 reservation storage unit 105a is "jackpot", and the jackpot symbol type is "jackpot symbol X". It is assumed that In addition, in FIG. 31, the display of the small symbols KZ1, KZ2, and KZ3 on the display screen 50a is omitted. In addition, in FIG. 31(A), the first display area 50d1, second display area 50d2, third display area 50d3, and fourth display area 50d4 of the reserved icon display area 50d and the icon display area 50e are displayed. However, some display areas are omitted in FIGS. 31(B) to 31(F).
[0220] As shown in FIG. 31(A), when the normal production mode is set, the daytime normal background image G102 is displayed on the display screen 50a, and the purple border image EFa is displayed on the edge of the display screen 50a. has been done. As shown in FIG. 31(A), since the special symbol variation effect is being executed, the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the display screen 50a.
[0221] As shown in FIG. 31(A), the icon TA is displayed in the icon display area 50e. Further, as shown in FIG. 31(A), a hold icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d. Since the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2, the special figure 1 reservation number is "2".
[0222] After that, when the execution of the special figure variation effect is completed, the process proceeds to the example effect shown in FIG. 31(B). As shown in FIG. 31(B), the effect patterns EZ1, EZ2, and EZ3 are definitely stopped and displayed on the display screen 50a. In addition, the middle performance pattern EZ2 and the right performance pattern EZ3, which are definitely stopped and displayed on the display screen 50a, are performance patterns in a normal mode consisting only of a part indicating a number (number part). When the over-prize ball advance suggestion performance is executed, as shown in FIG. 31(B), the left performance pattern EZ1 that is definitely stopped and displayed on the display screen 50a becomes the performance pattern EZT of the special pattern mode. In addition, the special pattern mode (special pattern mode) of the production pattern EZ in this form of super prize ball advance suggestion production is a pattern mode in which a part showing a number (number part) and a part showing an angel character are combined. It has become. On the display screen 50a, the symbol mode of the left production symbol EZ1 is a special symbol mode, so the current difference number of balls is 70,000 or more, and the result of the look-ahead judgment is "Jackpot", and the scheduled execution is confirmed. If the value obtained by adding the number of prize balls that can be obtained in a jackpot game to the current number of difference balls is 80,000 or more, there is a possibility that the excessive prize ball prevention function will be activated and the game will be impossible to control. It becomes possible to have the person understand the information.
[0223] Moreover, as shown in FIG. 31(B), when the execution of the special figure variation effect ends, the icon TA displayed in the icon display area 50e provided on the display screen 50a disappears.
[0224] In addition, when we say a definite stop display (definite stop display) or a final stop display (final stop display), we mean a state in which the production symbols are completely stopped. On the other hand, with a temporary stop display, the fluctuation speed of the production design is "0", but the production design changes such as shaking or repeating expansion and reduction at the displayed position, and it is completely Refers to a state in which it is not stopped. When simply referred to as a "stop display," it may refer to a temporary stop display or to a confirmed stop display.
[0225] Subsequently, as shown in FIG. 31(C), one of the oldest stored first special symbols is consumed, the special symbol 1 lottery is performed, and the execution of the special symbol variation effect is started. As shown in FIG. 31(C), when the execution of the special figure variation effect is started, the white circle hold icon HA (see FIG. 31(B) ) is shifted to the right by one position, and the white circle icon TA is displayed in the icon display area 50e provided on the display screen 50a (see FIG. 31(C)). Additionally, the white star hold icon HA (see FIG. 31(B)) that was displayed in the second display area 50d2 provided on the display screen 50a is shifted one place to the right and is now displayed in the second display area 50d2 provided on the display screen 50a. A white star pending icon HA is displayed in the first display area 50d1 (see FIG. 31(C)). In other words, the number of special drawings 1 reserved is "1". In addition, when the execution of the special symbol variation effect is started, as shown in FIG. 31(C), the variable display of the effect patterns EZ1, EZ2, EZ3 is started on the display screen 50a.
[0226] After that, when the execution of the special figure variation effect is completed, the process proceeds to the example effect shown in FIG. 31(D). As shown in FIG. 31(D), the effect patterns EZ1, EZ2, and EZ3 are definitely stopped and displayed on the display screen 50a. Note that the left performance pattern EZ1 and the right performance pattern EZ3, which are definitely stopped and displayed on the display screen 50a, are performance patterns in a normal mode consisting only of a part indicating a number (number part). When the over-prize ball advance suggestion effect is executed, as shown in FIG. 31(D), on the display screen 50a, since the pattern mode of the medium effect pattern EZ2 is a special pattern mode, the result of the pre-reading judgment is " Jackpot", and the value obtained by adding the number of prize balls that can be obtained in the jackpot game scheduled to be executed to the current number of difference balls is 80,000 or more, and the excessive prize ball prevention function is activated and the game is controlled to be impossible. This makes it possible for the player to understand that there is a possibility that he / she may Furthermore, in the production example shown in FIG. 31(B), the left production pattern EZ1 is definitely stopped and displayed in a special pattern mode, and then in the production example shown in FIG. 31(D), the middle production pattern EZ2 is definitely displayed in a special pattern mode. By displaying the ball in a stopped state, it is possible for the player to understand that the over-winning ball prevention function is gradually approaching activation.
[0227] Subsequently, as shown in FIG. 31(E), the special figure 1 related random number caused by the execution of the super prize ball advance suggestion performance is cleared from the special figure 1 reservation storage unit 105a, and the special figure 1 related random number is cleared from the special figure 1 reservation storage unit 105a, and the special figure 1 related random number is The execution of the special symbol variation effect based on the result of the determination as to whether or not it will be started. As shown in FIG. 31(E), when the execution of the special symbol variation effect is started, the variable display of the effect symbols EZ1, EZ2, EZ3 is started on the display screen 50a. As shown in FIG. 31(E), when the execution of the special figure variation effect is started, the white star pending icon HA (see FIG. 31(D) ) is shifted one place to the right, and the icon TA with a white star is displayed in the icon display area 50e provided on the display screen 50a (see FIG. 31(E)).
[0228] After that, when the execution of the special figure fluctuation effect ends, an over-prize ball preview effect that suggests that the over-prize ball prevention function will be activated after the end of the scheduled jackpot game is executed, and the display screen 50a The production patterns EZ1, EZ2, and EZ3 in the special pattern form are temporarily stopped and displayed, and the process proceeds to the production example shown in FIG. 31(F). As shown in FIG. 31(F), the performance symbols EZ1, EZ2, and EZ3 in the special symbol mode are definitely stopped and displayed. As shown in FIG. 31(F), the pattern form of the performance pattern EZ in the over-prize ball preview performance is the same pattern form (special pattern form) as the pattern form of the performance pattern EZ in the prize ball advance suggestion performance. The result of the jackpot determination is that when the current difference number of balls is 70,000 or more because the design modes of the performance patterns EZ1, EZ2, and EZ3 that are definitely stopped and displayed on the display screen 50a are all special symbol modes. It is possible to make the player understand that it is a "jackpot" and that the number of prize balls that can be obtained in the jackpot game scheduled to be executed is determined to be 80,000 or more when added to the current number of difference balls. It becomes. In addition, since the design modes of the effect patterns EZ1, EZ2, and EZ3 that are definitely stopped and displayed on the display screen 50a are all special pattern modes, the over-prize ball abnormality prevention function is activated at the timing when the jackpot game ends. This makes it possible for the player to understand that the game is being controlled in an impossible manner.
[0229] Next, using FIG. 32, the effect image displayed on the display screen 50a when the number reaches 80,000 or more during the jackpot game state will be explained using FIG. As a precondition, assume that the difference in the number of balls reaches, for example, 79,700 at the timing shown in FIG. 32(A).
[0230] As shown in FIG. 32(A), on the display screen 50a, a round image G109 indicating "Round 8" and a prize ball number image G110 indicating "1200pt" are displayed. If the difference in number of balls is 70,000 or more, a purple border image EFa is displayed at the edge of the display screen 50a, and a message "Over-prize ball abnormality with 300 shots remaining" is displayed at the bottom of the display screen 50a. The super-prized ball preview image KY is displayed. By displaying the purple border image EFa and the over-prized ball preview image KY, it is possible for the player to grasp the situation where the over-prized ball prevention function is approaching activation.
[0231] After that, as shown in FIG. 32(B), a round image G109 indicating "Round 10" and a prize ball number image G110 indicating "1400pt" are displayed on the display screen 50a. When the difference in number of balls is 70,000 or more, a purple border image EFa is displayed at the edge of the display screen 50a, and a message "Over-prize ball abnormality with 100 shots remaining" is displayed at the bottom of the display screen 50a. The super-prized ball preview image KY is displayed. By displaying the purple border image EFa and the over-prized ball preview image KY, it is possible for the player to grasp the situation where the over-prized ball prevention function is approaching activation.
[0232] After that, when the difference in the number of balls reaches 80000 during the jackpot game, as shown in FIG. 32(C), a red border image EFb is displayed on the edge of the display screen 50a, At the bottom of the screen, a game stop notice image KH is displayed indicating that the game will stop when the jackpot game ends. By displaying the red edge image EFb and the game stop notice image KH, it is possible for the player to understand the situation in which the excessive prize ball prevention function is activated and the game is stopped at the timing when the jackpot game ends. Further, as shown in FIG. 32(C), on the display screen 50a, a round image G109 indicating "Round 10" and a prize ball number image G110 indicating "1500pt" are displayed.
[0233] After that, during the ending of the jackpot game, as shown in FIG. 32(D), on the display screen 50a, an ending image G111 and a total prize ball number image indicating the total number of prize balls paid out in the jackpot game state are displayed. A jackpot ending effect will be performed where G112 will be displayed. As shown in FIG. 32(C), a red border image EFb is displayed at the edge of the display screen 50a, and a game stop notice image KH indicating that "the game will stop when the jackpot game ends" is displayed at the bottom of the display screen 50a. is displayed. By displaying the red edge image EFb and the game stop notice image KH, it is possible for the player to understand the situation in which the excessive prize ball prevention function is activated and the game is stopped at the timing when the jackpot game ends. When the execution of the jackpot game is completed, the process proceeds to the production example shown in FIG. 33(A).
[0234] In this embodiment, when the number of differential balls reaches 80,000 or more, the excessive prize ball abnormality prevention function is activated, so it is possible to prevent excessive prize balls from being given to the player. However, if the excessive prize ball abnormality prevention function is activated and the game is controlled to be unplayable, the player may feel dissatisfied because he or she will not be able to obtain more prize balls.
[0235] Therefore, in the pachinko game machine PY1 of this embodiment, when the excessive prize ball prevention function is activated, the display screen 50a displays the game results (for example, the total number of shots, the total Since the number of winnings, total number of balls won and balls played) are suggested, it is possible to not only give the player a sense of accomplishment until the over-winning ball prevention function is activated, but also to be able to predict the next time based on information on game results. From then on, it is also possible to determine whether or not to play a game with the pachinko gaming machine PY1. As a result, it is possible to have a positive influence on subsequent games at the pachinko gaming machine PY1.
[0236] Next, by activating the excessive prize ball abnormality prevention function, the player is informed of the game result from 0 to 80,000 or more difference balls by the effect image displayed on the display screen 50a. This will be explained using FIG. 33. In addition, in this embodiment, when the excessive prize ball prevention function is activated, the game stop notification image YT that notifies that the excessive prize ball abnormality prevention function has been activated and the game has been stopped is displayed on the display screen 50a for a predetermined period (for example, , 2 seconds) is displayed for a predetermined period (for example, 10 seconds), and then a game result image YZ (specific display) that informs the player of the game result from 0 to 80,000 or more difference balls is displayed for a predetermined period (for example, 10 seconds), and then Then, proceed to the production example shown in FIG. 27(A).
[0237] When the excessive prize ball abnormality prevention function is activated, as shown in FIG. 33(A), first, a game stop notification image YT consisting of a character image "Game stopped due to excessive prize ball abnormality" is displayed on the display screen 50a. Ru. By displaying the game stop notification image YT on the display screen 50a, it is possible for the player to understand that the excessive prize ball abnormality prevention function has been activated.
[0238] When the game stop notification image YT shown in FIG. 33(A) is displayed on the display screen 50a and a predetermined period of time (for example, 2 seconds) has elapsed, the process advances to the production example shown in FIG. 33(B). As shown in FIG. 33(B), the game result image YZ is displayed on the display screen 50a. As shown in FIG. 33(B), the game result image YZ includes a differential number of balls reached image KN, a total number of shots shot image SH (specific display), a total number of prizes won image SN (specific display), and a total number of balls won. Image SK (specific display) is included.
[0239] Here, the difference in number of balls reached image KN is an effect image that suggests information to the player that the difference in number of balls has reached 80,000. The display screen 50a displays an image KN indicating that the difference in number of balls has reached 80,000 pts, indicating "Congratulations on acquiring 80,000 points," thereby making it possible for the player to understand that the difference in number of balls has reached 80,000. Further, the ball difference number reaching image KN may be an effect image that shows the player information that the difference ball number has reached 80,000.
[0240] In addition, the total shot number image SH is the total number of game balls that were fired from the firing device 72 and reached the gaming area 6 by the player operating the handle 72k before the excessive prize ball abnormality prevention function is activated. This is a production image that suggests numerical information. By displaying the total number of shots SH showing "total number of shots: 13,600" on the display screen 50a, the player can operate the handle 72k and fire the ball before the excessive prize ball abnormality prevention function is activated. It is possible for the player to understand that the total number of game balls fired from the device 72 and reaching the game area 6 is 13,600. The total number of fired balls image SH shows the total number of game balls fired from the firing device 72 and reaching the gaming area 6 by the player operating the handle 72k before the over-prize ball abnormality prevention function is activated. It may also be a performance image that shows information.
[0241] In addition, the total number of winnings image SN shows the winning openings (first starting opening 11, second starting opening 12, general winning opening 10, This is a performance image that suggests information on the total number of winning game balls (first grand prize opening 14, second grand prize opening 15). By displaying the total number of winnings image SN indicating "Total number of winnings: 4000" on the display screen 50a, the winning slots ( Inform the player that the total number of winning game balls (1st starting hole 11, 2nd starting hole 12, general winning hole 10, 1st big winning hole 14, 2nd big winning hole 15) is 4000. It is possible to understand it. In addition, the total number of winnings image SN shows the winning openings (first starting opening 11, second starting opening 12, general winning opening 10, It may be an effect image that shows information on the total number of winning game balls (first grand prize opening 14, second grand prize opening 15).
[0242] In addition, the total number of wins image SK is determined by the amount of winning holes (1st starting hole 11, 2nd starting hole 12, general winning hole 10, 1st big winning hole 14, This is a production image that suggests information on the total number of prize balls won by the player by winning the two major winning holes 15). By displaying the total number of prize balls image SK indicating "total number of won balls: 93,600" on the display screen 50a, the total number of prize balls acquired by the player is determined by the time the excessive prize ball abnormality prevention function is activated. It is possible to make the player understand that there are 93,600 pieces. In addition, by having the player confirm the total number of shots SH displayed on the display screen 50a, which shows the "total number of shots: 13,600 shots," and the total number of shots SK, which shows "the total number of shots obtained: 93,600," By subtracting 13600 from 93600, it is also possible to understand that the difference in balls has reached 80000. In addition, the total number of wins image SK is determined by the amount of winning holes (1st starting hole 11, 2nd starting hole 12, general winning hole 10, 1st big winning hole 14, It may be an effect image that shows information on the total number of prize balls won by the player by winning the two major winning holes 15).
[0243] When the game result image YZ shown in FIG. 33(B) is displayed on the display screen 50a and a predetermined period of time (for example, 10 seconds) has elapsed, the game proceeds to the production example shown in FIG. 27(A).
[0244] 8.Operation of microcomputer for game control [Main Control Main Process] Next, the operation of the game control microcomputer 101 will be explained based on FIGS. 34 to 51. Note that the counter, timer, flag, status, buffer, etc. that appear in the explanation of the operation of the gaming control microcomputer 101 are provided in the gaming RAM 104. When the power of the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided in the main control board 100 reads out and executes the main control main processing program shown in FIG. 34 from the game ROM 103. As shown in the figure, in the main control main processing, a power-on processing is first performed (step S001).
[0245] In the power-on processing (S001), for example, stack settings, constant settings, interrupt time settings, gaming CPU 102 settings, SIO, PIO, CTC (circuit for managing interrupt time) settings, and when power is restored. Perform initial settings such as setting the work area of the gaming RAM 104 and resetting various flags, statuses, counters, etc. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the power-on process (S001) is executed only once after the power is turned on, and is not executed thereafter.
[0246] In addition, in the power-on process (S001), the game control microcomputer 101 executes RAM clear when a signal based on the pressing operation to the RAM clear switch 191 is input. When RAM clearing is executed, gaming information (for example, information on gaming states such as high probability states, information on the number of reserved special drawings, jackpot determination results, etc.) stored in the gaming RAM 104 is erased. However, even if RAM clear is executed, the information on the total number of award balls stored in the total number of award pitches storage unit 107a, the information on the total number of fired balls stored in the total number of fired balls storage unit 107b, and the difference balls The information on the difference in the number of balls stored in the number storage unit 107c is not cleared.
[0247] In this power-on process (S001), the game stop flag, which will be described later, is switched to OFF when RAM clear is executed while it is ON. On the other hand, if the RAM clear is not executed while the game stop flag is ON, it remains ON. In other words, the state of the game stop flag does not change just by turning the power back on. In this way, after the game stop flag is turned ON due to the operation of the excessive prize ball prevention function, whether or not the game is restarted is determined depending on whether RAM clear is executed or not.
[0248] Next to the power-on process (S001), interrupts are prohibited (S002), and the normal symbol / special symbol main random number update process (S003) is executed. When each random number counter value reaches the upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" or may be changed randomly. Further, each random number may be a so-called hardware random number generated using a known random number generation circuit including a counter IC or the like.
[0249] When the normal symbol / special symbol main random number update process (S003) is completed, interrupts are permitted (S004). While interrupts are enabled, main side timer interrupt processing (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse that is repeatedly input to the gaming CPU 102 at a cycle of, for example, 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, after the main side timer interrupt processing (S005) ends and until the next main side timer interrupt processing (S005) starts, various counters are updated by the normal symbol / special symbol main random number update processing (S003). The value update process is executed repeatedly.
[0250] [Main side timer interrupt processing] Next, the main side timer interrupt processing (S005) will be explained. As shown in FIG. 35, in the main side timer interrupt process (S005), it is first determined whether the game stop flag is ON (S101). The game stop flag is turned ON when the excessive prize ball prevention function is activated. If the game stop flag is ON (YES in S101), the processing of steps S102 to S113 is passed. This makes the game unplayable. On the other hand, if the game stop flag is OFF (NO in S101), then input processing to be described later is executed (S102).
[0251] Next, normal symbol / special symbol main random number update processing is executed (S103). The normal symbol / special symbol main random number update process (S103) is the same as the normal symbol / special symbol main random number update process (S003) performed in the main control main process of FIG. Subsequently, sensor detection processing is executed (S104).
[0252] In the sensor detection process (S104), general winning hole sensor processing, gate sensor processing, second starting hole sensor processing, first starting hole sensor processing, first big winning hole sensor processing, second big winning hole sensor processing, specific area Sensor processing, non-specific area sensor processing, and discharge port sensor processing are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0253] In the general winning hole sensor process, it is determined whether a game ball is detected by the general winning hole sensor. In addition, a command for the general winning hole sensor is generated according to the result of the processing.
[0254] In the gate sensor process, it is determined whether a game ball is detected by the gate sensor. When it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the regular symbol retention storage section 106 provided in the gaming RAM 104. . Note that when a predetermined number (for example, 4) of normal symbol random numbers are stored in the ordinary symbol reservation storage unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a gate sensor command is generated according to the result of the processing.
[0255] In the second starting port sensor process, it is determined whether a game ball is detected by the second starting port sensor. When it is determined that a game ball has been detected, a special pattern 2-related random number consisting of a special pattern random number counter, a jackpot pattern type random number counter, a reach random number counter, and a special pattern fluctuation pattern random number counter is acquired, and the obtained special pattern 2-related random number is stored in the special figure 2 reservation storage unit 105b provided in the gaming RAM 104. The 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 obtained special figure 2 related random numbers are stored in order from the first area. Ru. In addition, when the special figure 2 related random numbers are stored up to the n-th area, the newly acquired special figure 2 related random numbers are not stored. Further, a second pre-reading determination is performed using the obtained special figure 2 related random number and the second pre-reading determination table (see FIG. 15). In addition, according to the result of the process, a special figure 2 pending number command indicating the number of special figure 2 related random numbers (special figure 2 pending number) stored in the special figure 2 pending storage unit 105b and a second look-ahead judgment are issued. Generate a second starting port sensor command including a second starting winning command representing the result.
[0256] In the first starting port sensor process, it is determined whether a game ball is detected by the first starting port sensor. When it is determined that a game ball has been detected, a special pattern 1-related random number consisting of a special pattern random number counter, a jackpot pattern type random number counter, a reach random number counter, and a special pattern fluctuation pattern random number counter is acquired, and the obtained special pattern 1-related random number is stored in the special figure 1 reservation storage unit 105a provided in the gaming RAM 104. The 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. Ru. In addition, when the special figure 1 related random number is stored up to the n-th area, the newly acquired special figure 1 related random number is not stored. In addition, the first pre-reading determination is performed using the acquired special figure 1 related random number and the first pre-reading determination table (see FIG. 15). In addition, depending on the result of the process, a special figure 1 pending number command representing the number of special figure 1 related random numbers (special figure 1 pending number) stored in the special figure 1 pending storage unit 105a and a first look-ahead judgment are issued. Generate a command for the first starting port sensor including a first starting winning command representing the result. The first pre-reading determination, the second pre-reading determination and the game control microcomputer 101 correspond to the "prior determining means".
[0257] In the first big winning hole sensor process, it is determined whether a game ball is detected by the first big winning hole sensor 14a. In addition, a command for the first big winning hole sensor is generated according to the result of the processing.
[0258] In the second big winning hole sensor process, it is determined whether a game ball is detected by the second big winning hole sensor 15a. In addition, a command for the second big winning hole sensor is generated according to the result of the processing.
[0259] In the specific area sensor process, it is determined whether a game ball is detected by the specific area sensor 16a. Further, a specific area sensor command is generated according to the result of the processing.
[0260] In the non-specific area sensor process, it is determined whether a game ball is detected by the non-specific area sensor 17a. Furthermore, a non-specific area sensor command is generated according to the result of the processing.
[0261] In the discharge port sensor process, it is determined whether or not a game ball is detected by the discharge port sensor.
[0262] After the sensor detection process (S104) shown in FIG. 35, the game control microcomputer 101 executes the normal operation process (S105). In the normal operation process (S105), a normal symbol standby process, a normal symbol variation process, a normal symbol confirmation process, and an auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0263] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and the auxiliary game are not performed. In the normal symbol standby process, a hit determination is performed based on the normal symbol random number stored in the regular symbol reservation storage unit 106. In addition, a normal pattern fluctuation pattern is determined based on the current gaming state to determine a normal pattern fluctuation pattern. Then, a normal pattern variation start command including information regarding the result of the hit determination and the normal pattern variation pattern is generated. Then, based on the general pattern fluctuation time associated with the determined general pattern fluctuation pattern, the general pattern display 82 starts variable display of the general pattern.
[0264] The normal symbol variation process is a process that is performed during the variable display of the normal symbol. In the ordinary symbol variation process, the ordinary symbol is stopped and displayed based on the hit determination result as the ordinary symbol variation time elapses after the variable display of the ordinary symbol that is being executed starts. Then, a general pattern variation stop command indicating the end of the variable display of the general pattern is generated.
[0265] The ordinary symbol confirmation process is a process that is performed when the ordinary symbol is stopped and displayed. In the regular symbol confirmation process, when a predetermined stop time (for example, 0.8 seconds) has elapsed since the stop display of the regular symbol being executed starts, it is determined whether the normally displayed symbol is a winning symbol or not. Determine whether or not. If the winning symbols are 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.
[0266] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, an auxiliary game control command is generated according to the result of the processing.
[0267] The game control microcomputer 101 executes the normal operation process (S105) shown in FIG. 35, 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). Note that the difference ball count measurement process (S106) and the game control microcomputer 101 correspond to the "measuring means".
[0268] Next, the game control microcomputer 101 executes a firing control process to control the firing of game balls (S109). That is, by executing the firing control process (S109), the player can fire the game ball by rotating the handle 72k. On the other hand, if the firing control process (S109) is not executed, the game ball cannot be fired even if the player rotates the handle 72k.
[0269] Subsequently, the game control microcomputer 101 executes a 7-segment display control process to control the display on the 7-segment display 300 (S110). Next, error processing is executed to determine an error due to magnetic detection (fraud), an error due to opening of the front door 23 or the front frame 23m, etc. (S111). In error processing (S111), it is determined whether or not illegal magnetism has been detected by the magnetic sensor. Then, a magnetic sensor command is generated according to the result of the processing. In the error process (S111), the front door sensor or front frame sensor determines whether the front door 23 or the front frame 23m is open. Then, a frame opening command is generated according to the result of the processing.
[0270] Next, the game control microcomputer 101 executes an output process to be described later (S112). Subsequently, other processing is executed (S113). As other processing (S113), for example, based on the number of special figure reservations, the special figure reservation display 83 is controlled to a display mode that shows the number, and a timer is updated.
[0271] Then, the game control microcomputer 101 executes a power-off monitoring process when the power is cut off (S114), and ends this process. In the power outage monitoring process (S114), when the game control microcomputer 101 determines that the power will be cut off due to a drop in the monitored voltage, it will update game information, information on the total number of prize balls, information on the total number of balls fired, and the number of difference balls. information, game stop flag information, etc. are stored in a predetermined storage area of the gaming RAM 104. Thereafter, access to the gaming RAM 104 is prohibited.
[0272] [Input processing] As shown in FIG. 36, in the input processing (S102), first, it is determined whether the special reset switch 181 is ON or not, that is, whether a signal based on the pressing operation of the special reset switch 181 has been received. (S201) If it is not ON (NO in S201), the process advances to step S204. On the other hand, if it is ON (YES in S201), non-erasing clear processing is executed (S202). In the non-erasing clearing process (S202), information on the total number of award balls stored in the total number of award balls storage unit 107a, information on the total number of fired balls stored in the total number of fired balls storage unit 107b, and the number of difference balls. The information on the difference in the number of balls stored in the storage unit 107c is cleared. Note that even if the non-erasing clearing process (S202) is executed, the information on the total number of fired balls stored in the specific storage area (not shown) of the non-erasing storage unit 107 is not cleared. This is because, as described above, this information on the total number of fired balls is used for display on the 7-segment display 300 and for displaying the total number of fired balls image SH on the display screen 50a.
[0273] Following step S202, a non-erasing clear command is set in the output buffer of gaming RAM 104 (S203), and the process proceeds to step S204. In this way, when the non-erasing clear command is sent to the production control board 120, as shown in FIG. 30(A), the difference ball count reset notification image CLS is displayed at the bottom of the display screen 50a. In step S204, other processing is executed and the present processing ends. In other processing (S204), the gaming control microcomputer 101 takes in, for example, a detection signal from a lower tray full switch that detects when the lower tray 35 is full, and stores it in the output buffer of the gaming RAM 104 as lower tray full data. . In addition, in other processing (S204), the game control microcomputer 101 controls the winning hole sensors (first starting hole sensor 11a, second starting hole sensor, first big winning hole sensor 14a, second big winning hole sensor 15a, In response to the detection signal from the general winning hole sensor 10a), a prize ball command for paying out the number of prize balls according to the type of winning hole is set in the output buffer of the gaming RAM 104. This prize ball command is transmitted to the payout control board 170 by the output process (S106) described later, and the prize ball payout device 73 pays out a predetermined number of prize balls according to the type of winning hole.
[0274] [Difference number of balls measurement process] As shown in FIG. 37, in the difference number of balls measurement process (S106), first, detection by the first starting hole sensor 11a, detection by the second starting hole sensor 12a, and detection by the first big winning hole sensor 14a. Based on the detection by the second big winning hole sensor 15a and the general winning hole sensor 10a, a total winning ball count process is executed to count the total number of winning balls paid out to the player (S301). Information on the counted total number of prize balls is stored in the total number of prize balls storage unit 107a (see FIG. 6). Note that a total prize ball number command including information on the counted total prize ball number is set in the output buffer of the gaming RAM 104. This total prize ball number command is transmitted to the production control board 120 through output processing (S106), which will be described later. Next, a total number of fired balls counting process is executed to count the total number of fired balls based on the detection by the discharge port sensor (S302). Information on the counted total number of fired balls is stored in the total number of fired balls storage section 107b (see FIG. 6). Note that a total number of fired balls command including information on the counted total number of fired balls is set in the output buffer of the gaming RAM 104. This total number of fired balls command is sent to the production control board 120 through output processing (S106) which will be described later. Then, the difference ball number calculation process is executed to calculate the difference number of balls by subtracting the total number of fired balls from the total number of prize balls (S303). Information on the calculated difference number of balls is stored in the difference number storage unit 107c (see FIG. 6). Note that a difference ball number command including information on the counted difference ball number is set in the output buffer of the gaming RAM 104. This difference ball number command is transmitted to the production control board 120 by output processing (S106) described later.
[0275] Subsequently, in step S304, it is determined whether or not the over-prize ball notice flag is OFF. The over-prized ball notice flag indicates that the difference in the number of balls is 70,000 or more. If ON (NO in S304), the process advances to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference in the number of balls is 70000 or more (S305). If it is less than 70000 (NO in S305), the process advances to step S308. On the other hand, if it is 70000 or more (YES in S305), the over-prize ball notification flag is turned ON (S306), and the over-prize ball notification command is set in the output buffer of the gaming RAM 104. As a result, when the super prize ball preview command is sent to the performance control board 120, the purple border image EFa and the super prize ball preview image KY are displayed on the display screen 50a, as shown in FIG. 28(A). .
[0276] Subsequently, in step S308, it is determined whether the over-prize ball flag is OFF. The over-prized ball flag indicates that the difference in the number of balls is 80,000 or more. If it is ON (NO in S308), this process ends. On the other hand, if it is OFF (YES in S308), it is determined whether the difference in the number of balls is 80000 or more (S309). If it is less than 80000 (NO in S309), this process ends. On the other hand, if it is 80,000 or more (YES in S309), turn on the over-prize ball flag (S310), set the over-prize ball notification command to the output buffer of the gaming RAM 104 (S311), and step S312 Proceed to. As a result, when the over-prize ball notification command is sent to the performance control board 120, as shown in FIG. 28(B), the red edge image EFb and the game stop notice image KH are displayed on the display screen 50a.
[0277] Subsequently, in step S312, the game control microcomputer 101 determines whether the jackpot flag is ON. If the jackpot flag is OFF (NO in S312), in step S313, the game control microcomputer 101 determines whether the over-prize ball flag is ON. If the over-prize ball flag is ON (YES in S313), the game stop flag is turned ON (S314), the game stop notification command is set (S315), and this process ends. Further, if the jackpot flag is ON (YES in S312) or if the over-prize ball flag is OFF (NO in S313), this process is ended as is. As a result, when the game stop notification command is sent to the performance control board 120, as shown in FIG. 33, the game stop notification image YT (see FIG. 33(A)), the game result image YZ ( The difference ball number reached image KN, the total number of prizes won image SN, the total number of shots fired image SH, and the total number of won images SK (see Figure 33 (B)) are displayed.In addition, as shown in Figure 27 (A), the display A red background image RE and an error cancellation method image ERX are displayed on the screen 50a. Also, a game stop sound is output from the speaker 52.Furthermore, all the frame lamps 53 turn on in white, and the board lamp 54 turns on. All lights go out.
[0278] [Special operation processing] As shown in FIG. 38, in the special operation processing (S107), the processing related to the special figure display 81 and the grand prize device (first grand prize device 14D, second grand prize device 15D) is divided into four stages. and assigns "special operation status 1, 2, 3, 4" to each of those stages. Then, the game control microcomputer 101 performs special symbol standby processing (S1302) when the "special operation status" is "1" (YES at S1301), and when the "special operation status" is "2". If (NO in S1301, YES in S1303), special symbol fluctuation processing (S1304) is performed, and if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305) , Special symbol confirmation processing (S1306) is performed, and if the "special operation status" is "4" (all of S1301, S1303, and S1305 are NO), special electric accessory processing (S1307) is performed. Note that the special operation status is "1" by default. In addition, the special electric accessory processing (S1307) and the game control microcomputer 101 correspond to the "special game execution means".
[0279] [Special symbol standby process] As shown in FIG. 39, in the special symbol standby process (S1302), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in special symbol 2) is "0" or not. is determined (S1401). If the number of reserved balls in special drawing 2 is "0" (YES in S1401), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting slot 12, the first starting It is determined whether the number of reserved balls in the mouth 11 (namely, the number of reserved balls in the special figure 1) is "0" (S1407). If the number of reserved balls for special drawing 1 is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting slot 11, the customer It is determined whether the wait flag is ON (S1416). The customer waiting flag indicates that the vehicle is in a customer waiting state. If ON (YES in S1416), a customer waiting measurement process to 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 gaming RAM 104 (S1417), the customer waiting flag is turned ON (S1418), and this process ends.
[0280] In step S1401, if the number of reserved balls for special drawing 2 is not "0" (NO in S1401), in other words, the memory of the random number counter value group acquired due to the winning in the second starting opening 12 (reservation information of special drawing 2) ), when there is one or more, special figure 2 jackpot determination processing (S1402) and special figure 2 fluctuation pattern selection processing (S1403), which will be described later, are performed. After that, the game control microcomputer 101 decrements the number of special symbols 2 reserved balls by 1 (S1404). Then, the storage location (storage area) of various counter values in the special figure 2 reservation storage section 105b is shifted one place from the current position to the side where it is read out, and it corresponds to the first reservation in the special figure 2 reservation storage section 105b. 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 variation start process (S1406), the special operation status is set to "2" and a variation start command is set to the output buffer of the gaming RAM 104, and the variation display of the second special symbol is started. In addition, the variation start command (also referred to as the special pattern 2 variation start command) set in the special pattern 2 variation start process (S1406) includes the special pattern stop pattern data set in the special pattern 2 jackpot determination process (S1402). Information and information on the variation pattern set in the special figure 2 variation pattern selection process (S1403) (information including information on variation time) are included.
[0281] Also, if the number of reserved balls for special drawing 2 is "0" but the number of reserved balls for special drawing 1 is not "0" (YES in S1401 and NO in S1407), that is, there is no reservation information for special drawing 2, but the number of reserved balls for special drawing 1 is not "0". 1 If there is one or more memory of random number counter value group acquired due to winning in starting opening 11 (pending information of special drawing 1), special drawing 1 jackpot determination process (S1408) and special drawing 1 Perform variation pattern selection processing (S1409). After that, the game control microcomputer 101 decrements the number of special symbols 1 reserved balls by 1 (S1410). Then, the storage location (storage area) of various counter values in the special figure 1 reservation storage section 105a is shifted one place from the current position to the side where it is read out, and it corresponds to the fourth reservation in the special figure 1 reservation storage section 105a. Clear the storage area to be read (the storage area farthest from the side to be read) (S1411). In this way, the first special drawing reservations are consumed in the order in which they are 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 variation start process (S1412), the special operation status is set to "2" and a variation start command is set to the output buffer of the gaming RAM 104, and the variation display of the first special symbol is started. In addition, the variation start command (also referred to as the special figure 1 variation start command) set in the special figure 1 variation start process (S1412) includes the special figure stop symbol data set in the special figure 1 jackpot determination process (S1408). Information and information on the variation pattern set in the special figure 1 variation pattern selection process (S1409) (information including information on variation time) are included.
[0282] Proceeding to step S1413, it is determined whether the customer waiting flag is ON or not, and if ON, the customer waiting flag is turned OFF (S1414). Then, a customer waiting counter clearing process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is provided in the gaming RAM 104 and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared when the power is turned on again, regardless of whether RAM clearing is executed or not.
[0283] [Customer waiting measurement process] As shown in FIG. 40, in the customer waiting measurement process (S1419), first, a customer waiting counter increase process is executed to increase the value of the customer waiting counter (S1420). Thereby, the game control microcomputer 101 can grasp the time period during which the customer waiting state continues based on the value of the customer waiting counter. Next, it is determined whether the customer waiting state has continued for more than one hour. If it is determined that the process is not continuing (NO in S1421), this process ends. On the other hand, if it is determined that the process continues (YES in S1421), a non-erasing clear process is executed (S1422), similar to the process in step S202 described above (see FIG. 33). As a result, the information on the total number of award balls stored in the total number of award balls storage unit 107a, the information on the total number of fired balls stored in the total number of fired balls storage unit 107b, and the information on the number of difference balls stored in the number of difference balls storage unit 107c are stored. The information on the number of balls that are currently in play will be cleared.
[0284] Subsequently, a non-erasing clear command is set in the output buffer of the gaming RAM 104 (S1423), and this processing ends. In this way, when the non-erasing clear command is sent to the production 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.
[0285] [Special figure 2 jackpot determination process (special figure 1 jackpot determination process)] The special figure 2 jackpot determination process (S1402) and the special figure 1 jackpot determination process (S1408) have the same processing flow, so they are based on Figure 41. I will explain them all together. As shown in FIG. 41, in the special figure 2 jackpot determination process (S1402) or the special figure 1 jackpot determination process (S1408), first, a special symbol random number (jackpot random number) is read out as a determination value (S1501). Specifically, in the special figure 2 jackpot determination process (S1402), the memory is stored in the first storage area (that is, the storage area corresponding to the first of the second special figure pending) of the special figure 2 pending storage section 105b of the gaming RAM 104. Read out the special symbol random number. In addition, in the special figure 1 jackpot determination process (S1408), the value is stored in the first storage area of the special figure 1 reservation storage section 105a of the gaming RAM 104 (that is, the storage area corresponding to the first of the first special figure reservation). Read out the special pattern random number. In addition, the special figure 2 jackpot determination process (S1402), the special figure 1 jackpot determination process (S1408), and the game control microcomputer 101 correspond to the "determination means".
[0286] Next, a jackpot determination table (FIG. 12(A)) is set (S1502). Next, it is determined whether the probability change flag is ON, that is, whether the state is high probability (S1503). Then, if it is not in a high probability state (NO in S1503), that is, in a normal probability state (non-high probability state), the table for normal probability state (jackpot judgment value is "1000" to "1219"), it is determined whether or not it is a jackpot (S1504). On the other hand, if it is in a high probability state (YES in S1503), it is determined whether it is a jackpot based on the table for high probability states (the jackpot judgment value is "1000" to "2499") of the jackpot judgment table (Figure 12 (A)). It is determined whether or not (S1505).
[0287] If the result of the jackpot determination (S1504, S1505) is "jackpot", read the jackpot symbol type random number and determine the jackpot type 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 symbol data corresponding to the jackpot type is set in the jackpot type buffer provided in the gaming RAM 104 (S1508). finish. On the other hand, if the result of the jackpot determination (S1504, S1505) is "lose", special pattern stop symbol data (01H) corresponding to the losing symbol is set (S1508) and the process is finished.
[0288] [Special figure 2 variation pattern selection process (Special figure 1 variation pattern selection process)] The special figure 2 variation pattern selection process (S1403) and the special figure 1 variation pattern selection process (S1409) have the same processing flow. This will be explained together based on FIGS. 42 and 43. As shown in FIG. 42, in the special figure 2 variation pattern selection process (S1403) or the special figure 1 variation pattern selection process (S1409), it is first determined whether the gaming state is a time-saving state (whether the time-saving flag is ON or not). (S1601)
[0289] If it is not in a time-saving state (NO in S1601), that is, in a non-time-saving state, it is then determined whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), the special figure A special figure fluctuation pattern is selected based on the fluctuation pattern random number (S1603).
[0290] In step S1602, if the jackpot flag is not ON, it is determined whether the reach random number is a reach establishment random number (S1604). Note that, as shown in FIG. 12(C), the reach establishment random number value is "0" to "29" in a non-time-saving state, and "0" to "9" in a time-saving state. In other words, it is harder to reach when you lose in the time-saving state than in the non-time-saving state. This is to speed up the processing speed of special drawing reservations by allowing more no-reach losses with short fluctuation times to be selected in the time-saving state.
[0291] If the reach random number is a reach establishment random number (YES in S1604), that is, in the case of reach and loss, the reach and loss table in the non-time saving state (one of the special symbol fluctuation pattern determination tables shown in FIG. 13 or FIG. 14) A special pattern variation pattern is selected based on the special pattern variation pattern random number (S1605).
[0292] On the other hand, if the reach random number is not a reach establishment random number (NO in S1604), that is, in the case of a no-reach loss, the non-reach no-reach loss table (special symbol fluctuation pattern determination table shown in Figure 13 or 14) Of these, a special symbol fluctuation pattern is selected based on the special symbol fluctuation pattern random number (S1606) by referring to the part corresponding to a non-time-saving state and a no-reach loss. When there is no reach, a shortening variation function is activated according to the number of balls held. In other words, when the number of reserved balls of the special symbol is "3" or "4", the special symbol has a shorter special symbol fluctuation time than when the number of reserved balls of the special symbol is "0" to "2". A variation pattern is now selected (see Figure 13 or Figure 14).
[0293] In addition, in step S1601, if it is determined that the gaming state is in the time saving state (YES in S1601), as shown in FIG. Processing (S1607 to S1611) is performed in the same flow as the above steps S1602 to S1606 except for setting the part corresponding to the time saving state in the special figure fluctuation pattern determination table shown in 14.
[0294] That is, if it is a jackpot, the special pattern fluctuation pattern is selected based on the special pattern fluctuation pattern random number by referring to the part in the time saving state of FIG. 13 or FIG. 14 and corresponding to the jackpot (S1608). If it is a loss with a reach, refer to the part in the time saving state of FIG. 13 or FIG. 14 and corresponding to a loss with a reach, and select a special pattern variation pattern based on the special pattern variation pattern random number (S1610). In addition, if it is a loss without reach, refer to the part corresponding to the loss without reach in the time saving state of FIG. 13 or FIG. 14 and select a special pattern fluctuation pattern based on the special pattern fluctuation pattern random number (S1611).
[0295] After selecting the special figure variation pattern as described above, as shown in FIG. 42, the selected special figure variation pattern is set (S1612) and this process ends. Information on the special symbol variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the production control board 120 in the output process (S112). .
[0296] [Special symbol fluctuation processing] As shown in Figure 44, in the special symbol fluctuation processing (S1304), first, the special symbol fluctuation time (the special symbol fluctuation time determined according to the special symbol fluctuation pattern selected in step S1403 or S1409) , see FIG. 13 or 14) has elapsed (S1801). If the time has not passed (NO in S1801), this process ends immediately. As a result, the variable display of the special symbols is continued.
[0297] On the other hand, if the special figure fluctuation time has elapsed (YES in S1801), a fluctuation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, after performing other processing such as stopping the variable display of the special symbols at a symbol (jackpot symbol or losing symbol) according to the set special symbol stop symbol data (S1804), this processing ends.
[0298] [Special symbol confirmation process] As shown in Figure 45, in the special symbol confirmation process (S1306), first, the stop time of the special symbol (the stop time determined according to the special symbol fluctuation pattern selected in step S1403 or S1409) has elapsed. It is determined whether or not it has been done (S1901). If the time has not passed (NO in S1901), this process ends immediately. As a result, the stop display of the special symbol is continued. On the other hand, if the stop time has elapsed (YES in S1901), a game state management process to be described later is performed (S1902).
[0299] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 16 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds according to the type of jackpot won. Note that the setting of the opening pattern (setting of data according to the opening pattern) may be performed every round.
[0300] The game control microcomputer 101 performs a game state reset process following step S1904 (S1905). In the gaming state reset process (S1905), if the probability change flag is ON, the probability change flag is turned OFF, and if the time saving flag is ON, it is turned OFF. In other words, during the execution of the jackpot game, the control is performed in a normal probability state and a non-time saving state. Thereafter, 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 operation status is set to "4" (S1908), and this processing ends.
[0301] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the special operation status is set to "1" (S1909) and the present process is ended in order to not start the jackpot game.
[0302] [Game State Management Process] As shown in FIG. 46, in the game state management process (S1902), first, it is determined whether or not the probability change flag is ON (S2001). If ON (YES in S2001), decrease the value of the probability variation counter that counts the number of variations of special symbols executed during the high probability state by 1 (S2002), and check whether the value of the probability variation counter is "0" or not. Determine (S2003). If it is "0" (YES in S2003), the probability change 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.
[0303] In step S2005, it is determined whether 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 changes in 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" or not. (S2007) If it is "0" (YES in S2007), the time saving flag is turned OFF (S2008) and the process proceeds to step S2009. If the determination result in step S2005 or S2007 is NO, the process advances to step S2009.
[0304] In step S2009, a gaming state designation command including information on the current gaming state (information on whether the probability change flag and time saving flag are ON or OFF), information on the value of the probability variation counter and the value of the time saving counter, etc. Set it in the output buffer of RAM104 and finish this process.
[0305] [Special electric accessory processing (jackpot game)] The special electric accessory processing is a process for executing a jackpot game. As shown in FIG. 47, in the special electric accessory processing (S1307), first, it is determined whether the jackpot end flag is ON (S2701). The jackpot end flag is a flag indicating that all openings of the jackpot devices (first jackpot device 14D, second jackpot device 15D) have been completed in the jackpot game being executed.
[0306] If the jackpot end flag is not ON (NO in S2701), whether or not the big winning opening (1st big winning opening, 2nd big winning opening 15) is open (i.e., the 1st big winning device 14D or the 2nd big winning opening It is determined whether the device 15D is being opened (S2702). If it is not open (NO in S2702), whether or not the time has come to open the big winning opening, that is, whether the opening time of the jackpot has passed and the time has come to start opening the first big winning opening 14, Alternatively, it is determined whether the interval time between openings has elapsed and it is time to start the next opening (S2703).
[0307] If the determination result in step S2703 is NO, the process ends. On the other hand, if the determination result in step S2703 is YES, it is determined whether the currently executing jackpot game is a jackpot game based on the V long jackpot (see FIG. 16) (S2704). If it is not a V long jackpot (NO in S2704), proceed to step S2707, but if it is a V long jackpot (YES in S2704), is it the timing to start the 10th round that allows passage to specific area 16? Determine (S2705). If it is not the timing to start the 10th R (NO in S2705), the process directly advances to step S2707. On the other hand, if it is the timing to start the 10th R (YES in S2705), V valid period setting processing is performed (S2706).
[0308] In the V validity period setting process (S2706), the game ball is detected by the specific area sensor 16a during the opening of the second grand prize opening 15 in the 10th round of the V long jackpot and for several seconds after the second grand prize opening 15 is closed. Set the V validity period to be determined as valid. In addition, in this embodiment, the period other than this (including the time when the jackpot game is not executed) is set as the V invalid period in which the detection of the game ball by the specific area sensor 16a is determined to be invalid. Here, determining that the detection of the game ball by the specific area sensor 16a is valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 16a. Furthermore, determining that the detection of a game ball by the specific area sensor 16a is invalid means that the V flag is not turned on even if a game ball is detected by the specific area sensor 16a.
[0309] In step S2707, the grand prize openings (first grand prize opening 14, second grand prize opening 15) are opened according to the opening pattern (see FIG. 16) according to the type of jackpot. Note that the distribution member 16k always moves in a constant motion from the start of the first round of the round game. In the opening pattern of the V long jackpot, in the 10th round, the AT opening / closing member 14k is opened so that the game ball that won the second big prize opening 15 can pass through the specific area 16 with a margin. On the other hand, in the opening pattern of the V short jackpot, in the 10th round, the distribution member 16k operates so that even if the game ball enters the second grand prize opening 15, it cannot pass through the specific area 16. The opening timing of the AT opening / closing member 14k is set.
[0310] Subsequently, in step S2708, round designation command transmission determination processing is performed, and the present processing ends. In the round designation command transmission determination process (S2708), it is determined whether or not the opening of the big winning opening (1st big winning opening 14, 2nd big winning opening 15) in step S2703 is the first opening in one round game. If so, a round designation command including information on the number of rounds of the jackpot game being executed is set in the output buffer of the gaming RAM 104. In addition, in this form, the big prize opening is not opened multiple times during one round game. Therefore, in this step S2708, the round designation command is always set.
[0311] In step S2702 of the special electric accessory processing (S1307), if the grand prize opening (first grand prize opening 14, second grand prize opening 15) is being opened, it is determined whether the closing conditions for the grand prize opening are satisfied. (S2709). In this form, the closing condition is that the number of winnings in the grand prize opening in the round game reaches the specified maximum number of winnings (10 pieces per 1R in this form) (even if the first grand prize opening 14 is open). (If the second big winning hole 15 is open, it has been detected 10 times by the second big winning hole sensor 15a), or if the second big winning hole 15 is open, the big winning hole One of the following conditions is satisfied: the time has come to close the opening (that is, the predetermined opening time (see FIG. 16) has passed since the opening of the big prize opening). Then, if the condition for closing the big prize opening is not satisfied (NO in S2709), the process ends.
[0312] On the other hand, if the closing conditions for the grand prize opening (first grand prize opening 14, second grand prize opening 15) are met (YES in S2709), the grand prize opening is closed (occluded). S2710). Then, it is determined whether one round game (round interval) has ended (S2711). If it has not ended (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 the value of the round counter is "0" (S2713). If it is not "0" (NO in S2713), the process is finished in order to start the next round game.
[0313] On the other hand, if it is "0" (YES in S2713), a jackpot ending command is set as a jackpot ending process to end the jackpot game (S2714), and a jackpot ending is started (S2715). Then, a jackpot end flag is set (S2716) and the process ends.
[0314] Also, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether the ending time of the jackpot game has elapsed (S2717), and the ending time has elapsed. If not (NO in S2717), this process ends. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game state setting process to be described later is performed (S2719). Next, the jackpot flag is turned OFF (S2720). Next, a game stop setting process (S2721), which will be described later, is performed, and the special operation status is set to "1" (S2722), and this process ends.
[0315] [Game state setting process] As shown in FIG. 48, in the game state setting process (S2719), first, it is determined whether the V flag is ON (whether a V prize has been won during the V validity period) (S2801). If it is ON (YES in S2801), the probability change flag is turned ON (S2802), and the time saving flag is turned ON (S2803). As a result, the game is controlled to be in a highly accurate and high base state after the jackpot game. Next, the probability change counter is set to "160" (S2804), the time saving counter is set to "160" (S2805), and the process advances to step S2808. As a result, control is performed to a high-accuracy, high-base state in which the ST number is 160 times and the time saving number is 160 times.
[0316] On the other hand, if it is determined in step S2801 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 change flag is not turned on. As a result, the game is controlled to a low-probability-high base state after the jackpot game. Next, the time saving counter is set to "100" (S2807), and the process advances to step S2808. That is, this results in control to a low-accuracy, high-base state in which the number of times of time saving is 100.
[0317] In step S2808, the gaming control microcomputer 101 specifies the gaming state including information on the gaming state just set (ON or OFF of the probability variation flag, ON or OFF of the time saving flag, information on the value of the probability variation counter, and the value of the time saving counter). Set the command to the output buffer of gaming RAM 104. In this way, the gaming state setting process (S2719) ends.
[0318] [Game Stop Setting Process] As shown in FIG. 49, in the game stop setting process (S2721), the game control microcomputer 101 first determines whether the over-prize ball flag is ON (S2901). If the over-prize ball flag is ON (YES in S2901), the game stop flag is turned ON (S2902), the game stop notification command is set (S2903), and this process ends. Further, if the over-prize ball flag is OFF (NO in S2901), this process is ended as is. As a result, when the game stop notification command is sent to the production control board 120, as shown in FIG. 33, the game stop notification image YT (see FIG. 33(A)), the game result image YZ ( The difference ball number reached image KN, the total number of prizes won image SN, the total number of shots fired image SH, and the total number of won image SK (see FIG. 33(B)) are displayed. Further, as shown in FIG. 27(A), a red background image RE and an error cancellation method image ERX are displayed on the display screen 50a. Additionally, a game stop sound is output from the speaker 52. Further, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0319] [Output processing] As shown in FIG. 50, in the output processing (S112), outer end signal output processing, which will be described later, is executed (S3001). Subsequently, as other output processing (S3002), the commands etc. set in the output buffer of the gaming RAM 104 in each of the above-mentioned processing are output to the production control board 120 and the payout control board 170, and this processing ends.
[0320] [Outer edge signal output processing] As shown in FIG. 51, in the outer edge signal output processing (S3001), it is determined whether the over-prize ball notification flag is ON (S3101). In other words, it is determined whether or not the difference in the number of balls has reached 70,000. If the over-prize ball notification flag is not ON (NO in S3101), the process advances to step S3103. On the other hand, if the over-prized ball notice flag is ON (YES in S3101), the outer end signal output process for over-prized ball notice is executed (S3102), and the process advances to step S3102. In the outer edge signal output process for super prize ball notice (S3102), the outer edge signal indicating that the number of difference balls has reached 70000 (hereinafter referred to as the "outer edge signal for super prize ball notice") is output to the main control board 100. The information is sent to the external terminal board 160 via the payout control board 170. Thereby, the external terminal board 160 transmits the outer end signal for announcing the winning ball to the external unit GU (data counter, hall computer, etc.) by parallel communication. As a result, the employees of the gaming hall who are monitoring the hall computer are made aware of the situation in which the over-prize ball prevention function may be activated when the number of differential balls remaining in this pachinko game machine PY1 increases by a small amount (within 10,000). is possible.
[0321] In step S3103, it is determined whether the over-prize ball flag is ON. In other words, it is determined whether or not the difference in the number of balls has reached 80,000. If the over-prize ball flag is not ON (NO in S3103), the process advances 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 balls is executed (S3104), and the process proceeds to step S3105. In the outer edge signal output process for super prize balls (S3104), an outer edge signal indicating that the number of difference balls has reached 80,000 (hereinafter referred to as "outer edge signal for super prize balls") is output from the main control board 100. It is transmitted to the external terminal board 160 via the control board 170. Thereby, the external terminal board 160 transmits the outer end signal for super prize ball notice to the external unit GU by parallel communication. As a result, an employee of the gaming hall monitoring the hall computer was informed that the number of differential balls in this pachinko machine PY1 had reached 80,000, and the game was executed when the high-accuracy high base state or the low-accuracy low base state ended. It is possible to understand the situation in which it becomes impossible.
[0322] In step S3105, it is determined whether the game stop flag is ON. In other words, it is determined whether or not the game is no longer playable. If the game stop flag is not ON (NO in S3107), the process advances to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the game stop outer end signal output process is executed (S3106), and the process proceeds to step S3107. In the game stop outer end signal output processing (S3106), the outer end signal (hereinafter referred to as the "game stop outer end signal") indicating that the game is no longer playable due to the activation of the over-winning ball prevention function is 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 through parallel communication. As a result, it is possible for the employees of the gaming parlor who are monitoring the hall computer to understand the situation in which the game cannot be played due to the activation of the excessive prize ball prevention function in this pachinko gaming machine PY1.
[0323] In step S3107, it is determined whether the non-erasing clear process shown in step S203 or the non-erasing clear process shown in step S1422 has been executed. That is, the information on the total number of award balls stored in the total number of award balls storage unit 107a, the information on the total number of fired balls stored in the total number of fired balls storage unit 107b, and the information stored in the difference number of balls storage unit 107c. It is determined whether or not the information on the number of differential balls present has been cleared. If the non-erasure clearing process is not being executed (NO in S3107), the process advances to step S3109. On the other hand, if the non-erasing clear process is being executed (YES in S3107), the reset outer end signal output process is executed (S3108), and the process advances to step S3109. In the reset outer edge signal output process (S3108), an outer edge signal indicating that the number of differential balls has been reset (hereinafter referred to as "reset outer edge signal") is output from the main control board 100 via the payout control board 170. and is transmitted to the external terminal board 160. Thereby, the external terminal board 160 transmits the reset outer end signal to the external unit GU through parallel communication. As a result, it is possible for an employee of the gaming parlor who is monitoring the hall computer to understand the situation in which the number of differential balls has been reset in this pachinko gaming machine PY1. In addition, a dedicated signal line is connected to the main control board 100, and through this dedicated signal line, an outer end signal for super prize ball notice, an outer end signal for super prize ball, and an outer end signal for stopping the game are transmitted. , a reset outer end signal is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.
[0324] 9.Operation of microcomputer for production control Next, the operation of the performance control microcomputer 121 will be explained based on FIGS. 52 to 57. Note that counters, timers, flags, buffers, etc. that appear in the explanation of the operation of the performance control microcomputer 121 are provided in the performance RAM 124.
[0325] [Sub-control main processing] The production control microcomputer 121 provided in the production control board 120 reads and executes the sub-control main processing program shown in FIG. 52 from the production ROM 123 when the power is turned on. In addition, the counter, timer, flag, status, buffer, etc. that appear in the explanation of the operation of the production control microcomputer 121 are provided in the production RAM 124.
[0326] As shown in FIG. 52, in the sub-control main process, it is determined whether the sub-side power-off flag (a flag that is turned ON when the power is cut off) is ON and the contents of the performance RAM 124 are normal (S4001). If this judgment result is NO, that is, if the sub-side power-off flag is not ON, or even if the sub-side power-off flag is ON, the contents of the performance RAM 124 are not normal. Initialize (S4002) and proceed to step S4003.
[0327] On the other hand, if the determination result in step S4001 is YES, that is, if the sub-side power-off flag is turned ON due to a power outage, but the contents of the performance RAM 124 are maintained normally, then the RAM is cleared. It is determined whether a notification command has been received (S4013). If the RAM clear notification command has been received (YES in S4013), the gaming RAM 104 of the gaming control board 100 has been cleared. Therefore, the performance RAM 124 of the performance control board 120 is cleared (S4002), and the process proceeds to step S4003. On the other hand, if the RAM clear notification command has not been received (NO in S4013), the process proceeds to step S4003 without clearing the performance RAM 124.
[0328] In step S4003, other initial settings are performed. Other initial settings include settings for the performance CPU 122, SIO, PIO, CTC (circuit for interrupt time management), and the like. Also, if the sub-side power-off flag is ON, it is turned OFF.
[0329] Next, interrupts are prohibited (S4004), and random number update processing is executed (S4005). In the random number update process (S4005), the values of various performance determination random number counters for making determinations regarding various performances are updated. As an example, the method for updating the random number counter for performance determination regarding various performances can be the same as the random number updating process performed by the main control board 100 described above. When updating, the random value may be added in increments of 2 instead of incrementing in increments of 1. This also applies to the random number update process performed by the main control board 100 described above.
[0330] When the random number update processing is completed, command transmission processing is executed (S4006). In the command transmission process (S4006), various commands stored in the output buffer in the performance RAM 124 of the performance 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 (performs various effects using the image) according to the received command. In addition to the various performances performed by the image control board 140, the production control board 120 also outputs audio from the speaker 52 via the audio control circuit 161 (executes various sound productions using audio), and performs lamp control. Via the circuit 151, the frame lamp 53 and the panel lamp 54 are made to emit light (to perform various light emitting effects by emitting light), and the movable devices 55, 56, and 58 are activated (to perform various movable body effects by movement). do) In this way, various performances (fluctuating performances, hold performances, movable body performances, operation performances, look-ahead performances, other preview performances, opening performances accompanying special games, open game performances, ending performances, customer waiting performances, performance modes) control, etc.) is realized.
[0331] The production control microcomputer 121 then permits an interrupt (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are enabled, reception interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012) can be executed.
[0332] The reception interrupt process (S4010) is executed every time various commands sent from the main control board 100 are input to the production control microcomputer 121. In the reception interrupt process (S4010), the production control microcomputer 121 stores various commands transmitted and received by the output process (S112) of the main control board 100 in the reception buffer of the production RAM 124. This reception interrupt processing is executed with priority over other interrupt processing (S4011, S4012).
[0333] [1ms timer interrupt process] The 1ms timer interrupt process (S4011) is executed every time an interrupt pulse of 1 msec period is input to the production control board 120. In the 1ms timer interrupt processing (S4011), as shown in FIG. 53, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are sequentially performed.
[0334] In the input processing (S4101), operations on operation parts that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, are detected, and according to the detection results, a command is set or production data is created. or In the light emission data output process (S4102), the frame lamp 53 and In order to cause a lamp such as the board lamp 54 to emit light, the light emission data (lamp data) is referred to. Then, the lamp control circuit 151 is controlled based on the light emission data. In other words, the production control microcomputer 121 causes the frame lamp 53, board lamp 54, etc. 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, and 58 are operated at predetermined timings based on the production data created in the input process (S4101), production data creation process (S4204), etc. described later. Refer to the drive data to perform the moving object performance. Then, the lamp control circuit 151 is controlled based on the drive data. That is, the performance control microcomputer 121 operates the movable devices 55, 56, 58 in a predetermined operation mode according to the drive data. In the watchdog timer process (S4104), the watchdog timer is reset.
[0335] [10ms timer interrupt process] The 10ms timer interrupt process (S4012) is executed every time an interrupt pulse with a period of 10 msec is input to the production control board 120. In the 10ms timer interrupt processing (S4012), as shown in FIG. Perform sequentially.
[0336] In the received command analysis process (S4201), the command stored in the reception buffer of the production RAM 124 by the reception interrupt process (S4010) is analyzed, and processing corresponding to the command (for example, production selection, production mode setting, command Set etc.). In the effect timer update process (S4202), a timer for measuring time related to each effect is updated. For example, in the effect timer update process (S4202), the start timing and end timing of the valid operation period of the operation units 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 the received command analysis process (S4201), audio data (data that controls the output of audio from the speaker 52) is created and the audio control circuit 161 control is performed. In the performance data creation process (S4204), performance data is created based on the processing result of the received command analysis process (S4201).
[0337] Here, an example of processing when the production 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). If the production control microcomputer 121 determines that a variation start command has been received in the received command analysis process (S4201), the production control microcomputer 121 performs variation based on the special figure variation pattern indicated by the command as a process when receiving the variation start command. A production pattern (sub-variation pattern) of the production is selected, information on the sub-variation pattern is set, and a variation production start command including information on the sub-variation pattern is set in the output buffer. For example, if the special figure variation pattern indicated by the variation start command is SP variation (variation pattern associated with SP reach), select a sub variation pattern that performs SP reach, and use the variation production start command corresponding to that sub variation pattern. set in 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 fluctuation pattern. A fluctuating performance is realized. The processing flow for realizing such performances is basically the same for other performances such as performances associated with special games, customer waiting performances, look-ahead performances, so-called preview performances accompanying such fluctuations, and control of performance modes. It's the same.
[0338] [Received command analysis process] In the received command analysis process (S4201) of this embodiment, as shown in FIG. It is determined (S4301), and if it is received, the start winning process (S4302) described later is performed.
[0339] Next, the production control microcomputer 121 determines whether or not a fluctuation start command (special figure 1 fluctuation start command or special figure 2 fluctuation start command) has been received from the main control board 100 (S4303), and determines whether or not it has been received. For example, a variable effect start process to be described later is performed (S4304).
[0340] Subsequently, the production control microcomputer 121 determines whether or not a special symbol variation stop command has been received from the main control board 100 (S4305), and if it has received it, performs a variation production end process (S4306). In the variable performance end process (S4306), the performance control microcomputer 121 ends the special symbol fluctuation performance (stops the variable display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3, and performs a stop display).
[0341] In the variation production end process (S4306), the performance control microcomputer 121 analyzes the special symbol fluctuation stop command, and based on the analysis result, appropriately ends the special symbol fluctuation production (production symbols EZ1 to EZ3 and small symbols). A special figure fluctuation performance end command for stopping the fluctuation display of KZ1 to KZ3 is set in the output buffer of the performance RAM 124. When the image control board 140 receives the special symbol variation production end command, it ends the special symbol variation production that is being executed (stops the variation production symbols EZ1 to EZ3 and small symbols KZ1 to KZ3).
[0342] Subsequently, the production control microcomputer 121 determines whether or not an opening command has been received from the main control board 100 (S4307), and if so, performs opening production selection processing (S4308). In the opening performance selection process (S4308), the opening command is analyzed and, based on the analysis result, the pattern (content) of the opening performance to be executed during the opening of the jackpot game is selected. Then, an opening performance start command for starting an opening performance using the selected opening performance pattern is set in the output buffer of the performance RAM 124.
[0343] Subsequently, the performance control microcomputer 121 determines whether or not a round game command has been received from the main control board 100 (S4309), and if it has been received, performs a round performance selection process (S4310). In the round performance selection process (S4310), the round game command is analyzed, and based on the analysis result, the pattern (content) of the round performance to be executed during the round game of the jackpot game is selected. Then, a round performance start command for starting a round performance using the selected round performance pattern is set in the output buffer of the performance RAM 124.
[0344] Subsequently, the production control microcomputer 121 determines whether or not an ending command has been received from the main control board 100 (S4311), and if so, performs an ending production selection process (S4312). In the ending effect selection process (S4312), the effect control microcomputer 121 analyzes the ending command, and based on the analysis result, selects the pattern (content) of the jackpot ending effect to be executed during the ending of the jackpot game. Then, a jackpot ending performance start command for starting the ending performance with the selected jackpot ending performance pattern is set in the output buffer of the performance RAM 124.
[0345] Subsequently, the production control microcomputer 121 determines whether or not a game stop notification command has been received from the main control board 100 (S4313), and if it has received it, performs a game stop notification display process (S4314). In the game stop notification display process (S4314), the performance control microcomputer 121 analyzes the game stop notification command, and sets the game stop notification display start command to the output buffer of the performance RAM 124 based on the analysis result. As a result, based on the game stop notification display start command sent to the image control board 140, the game stop notification image YT (see FIG. 59(A)) is displayed for a predetermined period (for example, 2 seconds) on the display screen 50a. Then, the game stop notification image YT (see Figure 33 (A)), the game result image YZ (the difference number of balls reached image KN, the total number of shots SH, the total number of acquisitions image SK, see Figure 33 (A)) After a predetermined period of time (for example, 10 seconds), the red background image RE and the error cancellation method image ERX are displayed (see FIG. 27(A)). Additionally, a game stop sound is output from the speaker 52. Further, all the frame lamps 53 are turned on in white, and all the board lamps 54 are turned off.
[0346] Subsequently, the production control microcomputer 121 performs processing based on received commands other than the above-mentioned commands (for example, processing for performing production accompanying the fluctuating display of normal symbols, etc.) as other processing (S4315). Then, the received command analysis process (S4201) ends.
[0347] [Start-up winning process] First, in the starting-winning process (S4302) of this embodiment, as shown in FIG. 2 Start port sensor command) is analyzed (S4401). The command for the first starting port sensor includes information representing the number of special figure 1 related random numbers (number of special figure 1 reservations) stored in the special figure 1 reservation storage unit 105a, information on the result of the first look-ahead determination, and If the result of the first look-ahead determination is a jackpot, information such as the type of jackpot symbol is included. In addition, the command for the second starting port sensor includes information representing the number of special figure 2 related random numbers (number of special figure 2 reservations) stored in the special figure 2 reservation storage unit 105b, and information about the result of the second look-ahead determination. , and if the result of the first look-ahead determination is a jackpot, information on the type of jackpot symbol, etc. is included.
[0348] After step S4401, the performance control microcomputer 121 determines whether or not the result of the pre-read determination indicated by the result analyzed in step S4401 is a jackpot (S4402). If the result of the look-ahead determination is a jackpot (YES in S4402), the process advances to step 4403. On the other hand, if the result of the look-ahead determination is a loss (NO in S4402), the process advances to step S4406.
[0349] If the result of the look-ahead determination indicated by the analysis result in step S4401 is a jackpot (YES in S4402), the production control microcomputer 121 determines that the result of the analysis in step S4401 indicates that it is possible to win in the scheduled jackpot game. Based on the information on the number of prize balls and the information on the current number of difference balls stored in the performance difference ball number storage unit 124c, the number of prize balls that can be obtained in the jackpot game scheduled to be executed is determined by the current difference number of balls. It is determined whether the value added to is equal to or greater than 80000 (S4403).
[0350] In step S4403 (specific determination means), the performance control microcomputer 121 determines that if the sum of the current number of difference balls and the number of prize balls that can be obtained in the jackpot game scheduled to be executed is 80,000 or more, (in step S4403) YES), selects a performance symbol in the special symbol mode (S4404), sets a game stop advance suggestion start command to the output buffer of the performance RAM 124 (S4405), and proceeds to step S4406. As a result, depending on the pre-read performance content indicated by the game stop advance suggestion start command sent to the image control board 140, any one of the left performance symbol EZ1, middle performance symbol EZ2, or right performance symbol EZ3 is selected. will be displayed in a special pattern. Therefore, by displaying any one of the left presentation symbol EZ1, middle presentation symbol EZ2, or right presentation symbol EZ3 in a special pattern mode, the over-prize ball prevention function is activated and the game is stopped. It is possible to suggest to the player the possibility that the game will be lost (see FIGS. 31(B) and 31(D)).
[0351] In addition, if the result of the look-ahead determination indicated by the analysis result in step S4401 is a loss (NO in S4402), or the performance control microcomputer 121 currently calculates the number of prize balls that can be acquired in the jackpot game scheduled to be executed. If the value added to the difference in the number of balls is not 80000 or more (NO in S4403), the process directly advances to step S4406.
[0352] Subsequently, in step S4406, the performance control microcomputer 121 determines whether to execute another pre-read performance. When the production control microcomputer 121 determines to execute another pre-read production (YES in S4406), it sets a pre-read start command to the output buffer of the production RAM 124 (S4407). Further, if it is determined that other prefetch effects are not to be executed (NO in S4406), this process is ended as is. In addition, other pre-read performances include a pending icon change performance that changes the display mode of the pending icon HA, a continuous preview performance that is performed over a plurality of consecutive variable displays of special symbols, and the like.
[0353] When the prefetch effect start command set in the output buffer of the effect RAM 124 is sent to the image control board 140 by the command transmission process (S4406), the image CPU 141 of the image control board 140 starts the predetermined effect from the image ROM 142. The image is read out and a pre-read effect using the image is performed on the display screen 50a of the image display device 50. Furthermore, while the image control board 140 is performing a prefetch effect using images, the effect control microcomputer 121 controls audio according to the prefetch effect content indicated by the prefetch effect start command sent to the image control board 140. Sound is output from the speaker 52 via the circuit 161 (executing a pre-reading effect using audio), and the frame lamp 53 is made to emit light via the lamp control circuit 151 (performing a pre-reading effect using light emission). It is possible to operate the body 55k and the under-board movable body 56k (execute a pre-reading effect by movement).
[0354] [Variation production start processing] As shown in FIG. 57, in the variation production start processing (S4304) of this embodiment, the production control microcomputer 121 first analyzes the variation start command (S4501). The fluctuation start command includes information on the fluctuation pattern (Figure 11, Figure 12, Figure 16), information on the special pattern stop symbol data based on the jackpot determination, etc., and if the result of the jackpot determination is a jackpot, the execution schedule. It includes information such as the number of prize balls expected to be won in the jackpot game.
[0355] Subsequently, the performance control microcomputer 121 determines whether or not the result of the jackpot determination is a jackpot from the analysis result of the fluctuation start command (S4502). If the result of the jackpot determination in step S4502 is a jackpot (YES in S4502), the process advances to step S4503. On the other hand, if the result of the jackpot determination is a loss, the process directly advances to step S4505.
[0356] Next, the performance control microcomputer 121 determines the number of prize balls that can be obtained in the jackpot game scheduled to be executed based on the analysis result of the fluctuation start command, and the current difference ball number stored in the performance difference ball number storage unit 124c. It is determined whether the value added to the number is 80000 or more (S4503). In step S4503, if the value obtained by adding the number of prize balls that can be obtained in the jackpot game scheduled to be executed to the current number of difference balls is 80,000 or more (YES in S4503), the final result will be As the performance pattern EZ to be stopped and displayed, the performance pattern EZ in a special pattern mode (a pattern mode in which a part indicating a number (number part) and a part indicating an angel character are combined) is selected (S4504). This makes it possible to suggest to the player that the excessive prize ball abnormality prevention function is activated and the game is controlled to be impossible (see FIG. 31(F)).
[0357] On the other hand, the performance control microcomputer 121 adds the number of prize balls that can be obtained in the jackpot game scheduled to be executed when the result of jackpot judgment is a loss or from the analysis result of the fluctuation start command to the current number of difference balls. If the value is less than 80000 (NO in S4503), the performance pattern EZ to be finally stopped and displayed in the special symbol variation performance is selected (S4505). Specifically, in addition to obtaining a random number for determining the production design, one table is selected based on the analysis result of the fluctuation start command from among multiple tables classified according to the presence or absence of reach, and the selection is performed. Using the created table, a performance symbol is selected by determining the acquired random number for determining a performance symbol. As a result, the combination of effect patterns EZ1, EZ2, and EZ3 (for example, "7·7·7", etc.) to be finally stopped and displayed is determined. In addition, the production control microcomputer 121 also selects the small symbol KZ to be finally stopped and displayed in the special symbol variation production in the variation production start process (S4304). Specifically, the production control microcomputer 121 acquires a random number for determining a small symbol, selects one table based on the analysis result of the variation start command, and uses the selected table to display the obtained small symbol. A small symbol is selected by determining a random number for symbol determination. As a result, the combination of small symbols KZ1, KZ2, and KZ3 (for example, "7·7·7", etc.) to be finally stopped and displayed is determined.
[0358] Subsequently, in the sub-variation pattern selection process (S4506), the production control microcomputer 121 associates the production contents of the special figure variation production based on the set production mode and the special figure variation pattern indicated by the variation start command. A sub-fluctuation pattern determination table is selected for performing sub-fluctuation pattern determination for determining the sub-fluctuation pattern that has been determined. A plurality of sub variation pattern determination tables are provided in association with production modes and special symbol variation patterns. Therefore, the production control microcomputer 121 selects one sub-variation pattern determination table associated with the special figure variation pattern. In each sub-fluctuation pattern determination table, the value of the random number for sub-fluctuation pattern determination (sub-fluctuation pattern determination value) is distributed to one or more sub-fluctuation patterns so as to have a predetermined distribution rate (%). . Subsequently, the production control microcomputer 121 obtains the value indicated by the sub-variation pattern determination random number counter as a sub-variation pattern determination random number, and performs sub-variation pattern determination based on the obtained sub-variation pattern determination random number. Note that the random number for determining the sub-variation pattern takes a value in the range of "0" to "99".
[0359] In the sub-variation pattern determination, the production control microcomputer 121 collates the obtained sub-variation pattern determination random number with the selected sub-variation pattern table, determines the sub-variation pattern, and inputs data representing the determined sub-variation pattern. Set it in RAM124 for production. Once the special symbol variation production pattern is decided, the time of the variation production, the variation display mode of the production symbol, the presence or absence of the reach production, the content of the reach production, the presence or absence of the operation production, the content of the operation production, production development configuration, and the background of the production pattern. The details of the special figure variation production, including the type of etc., will be determined.
[0360] Subsequently, the performance control microcomputer 121 selects a preview performance (S4506). Specifically, in addition to obtaining a random number for determining the preview performance, one table is selected based on the analysis result of the fluctuation start command from among multiple tables that are classified according to the presence or absence of reach. The preview performance is selected by determining the obtained random number for determining the preview performance using the table obtained. As a result, the contents of the preview performances, such as so-called step-up preview performances and chance-up preview performances, are determined.
[0361] Following S4506, the performance control microcomputer 121 sets a variable performance start command to start a variable performance in the output buffer of the performance RAM 124 based on the selected performance symbol, sub-variation pattern, and preview performance. (S4507), this process ends. When the fluctuation performance start command set in S4507 is transmitted to the image control board 140 by the command transmission process (S4006), the special symbol fluctuation performance is started in synchronization with the fluctuation display of the special symbol on the display screen 50a.
[0362] In addition, the special figure variation effect start command includes, in addition to the special figure variation effect using images performed on the image display device 50, the special figure variation effect using audio outputted from the speaker 52, and the special figure variation effect using light emitted from the frame lamp 53. It includes the performance content of the figure variation performance and the performance content of the special figure variation performance based on the actions performed by the upper board movable body 55k and the lower board movable body 56k.
[0363] In addition, the production control microcomputer 121 controls the special symbol variation production content indicated by the special symbol variation production start command sent to the image control board 140 while the special symbol variation production using images is being performed by the image control board 140. In response to this, the speaker 52 outputs audio via the audio control circuit 161 (executes a special figure variation effect using audio), and causes the frame lamp 53 to emit light via the lamp control circuit 151 (executes a special figure variation effect by emitting light). 55k and the lower movable body 56k (execute the special figure variation effect by movement).
[0364] 10. Effects of this form When the number of difference balls reaches 80,000 (standard number), or if the number of difference balls exceeds the standard number during a jackpot game, the over-prize ball abnormality prevention function will be activated at the timing when the execution of the jackpot game ends. is activated and the game is stopped, making it possible to avoid awarding excessive prize balls to the player. However, it is difficult for the player to not be able to know in advance that there is a possibility that the excessive prize ball abnormality prevention function will be activated and the game will be stopped. Therefore, according to the pachinko gaming machine PY1 of this embodiment, based on the result of the pre-reading determination, the over-prized ball advance suggestion performance that suggests that the over-prized ball abnormality prevention function may be activated, It is possible to know in advance that the abnormality prevention function will be activated and the game will be stopped. As a result, it is possible to prevent the player from being in a bad situation because the player cannot know in advance that the excessive prize ball abnormality prevention function may be activated and the game will be stopped. becomes.
[0365] In addition, according to the pachinko game machine PY1 of the present embodiment, based on the result of the pre-read determination, in step S4403 of the starting opening winning process (S4302), it is possible to win in the jackpot game scheduled to be executed based on the result of the pre-read judgment. If it is not determined that the value obtained by adding the number of prize balls to the current number of differential balls is 80000 or more, the over-prize ball advance suggestion performance is not executed. On the other hand, based on the result of the look-ahead determination, in step S4403 of the starting opening winning process (S4302), the number of prize balls that can be won in the jackpot game scheduled to be executed is set to the current number of difference balls based on the result of the look-ahead determination. If it is determined that the added value is 80000 or more, an over-prize ball advance suggestion performance is executed. Thereby, it becomes possible to appropriately execute the over-prize ball advance suggestion performance according to the determination result in step S4403 in the start winning process (S4302).
[0366] Further, according to the pachinko game machine PY1 of the present embodiment, when the over-prize ball advance suggestion performance is executed, the pattern mode of the performance pattern EZ that is definitely stopped and displayed on the display screen 50a becomes the special pattern mode. As a result, by drawing attention to the special symbol mode of the performance symbol EZ that is definitely stopped and displayed on the display screen 50a, it is possible to warn in advance that the excessive prize ball abnormality prevention function may be activated and the game will be stopped. This makes it possible to make it easier for people to understand. Therefore, depending on the pattern of the effect pattern EZ that is definitely stopped and displayed on the display screen 50a, which is easy for players to pay attention to, it is possible that the excessive prize ball abnormality prevention function will be activated and the game will be stopped. Since the player cannot know this in advance, it is possible to further prevent a situation where the player is in a bad situation.
[0367] Further, according to the pachinko gaming machine PY1 of this embodiment, after the over-prize ball advance suggestion performance is executed, the special figure 1-related random number resulting from the execution of the over-prize ball advance suggestion performance is stored in the special figure 1 reservation storage unit 105a. is cleared, execution of the special figure fluctuation effect is started based on the result of the judgment of whether or not it will be a jackpot in the special figure judgment process, and the over-prize ball prevention function is activated after the jackpot game scheduled to be executed ends. A preview of a super-prized ball will be performed that suggests that. In the over-prize ball preview performance, the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 are definitely stopped and displayed in the special pattern mode used in the over-prize ball advance suggestion performance. As a result, the special symbol mode of the left effect pattern EZ1, middle effect pattern EZ2, and right effect pattern EZ3, which are definitely stopped and displayed on the display screen 50a, has an impact, and the jackpot game to be executed ends. It becomes possible to know that the excessive prize ball abnormality prevention function is activated at the right timing and that the game will be stopped. Therefore, it is possible to further prevent a situation in which it is impossible to know in advance that the excessive prize ball abnormality prevention function will be activated and the game will be stopped after the end of the jackpot game.
[0368] Further, according to the pachinko gaming machine PY1 of the present embodiment, when the over-prize ball abnormality prevention function is activated and the game is stopped, the display screen 50a shows the pachinko game machine until the over-prize ball abnormality prevention function is activated. A game result image YZ notifying the game result of PY1 is displayed. This not only provides players with a pachinko gaming machine that does not award players with excessive prize balls, but also provides a system that prevents excessive prize balls from being activated until the excessive prize ball abnormality prevention function is activated by the ga...
Claims
[Claim 1] A main board capable of executing control related to games; A performance board capable of executing a predetermined performance; A power supply operation unit is provided on the rear side of the gaming machine and is capable of turning on the power; A display unit capable of displaying the predetermined performance, The main board is A determination as to whether or not to control to a jackpot gaming state is made based on the establishment of a predetermined condition; A specific measurement number based on the number of prize balls given to a player can be measured, When the big win gaming state is controlled, if the specific measurement number is equal to or greater than a predetermined reference number and the big win gaming state ends, the game can be controlled to be disabled; When information related to the game is not erased in accordance with an operation on the power supply operation unit after controlling the game to be unplayable, the control to make the game unplayable is maintained, whereas when information related to the game is erased in accordance with an operation on the power supply operation unit after controlling the game to be unplayable, the control to make the game unplayable is released; The performance board includes: The control suggestion effect that suggests the possibility that the game may be controlled in an unplayable manner by the main board can be executed, When the specific measurement number is added, an addition notification effect indicating that the specific measurement number has been added can be executed; A gaming machine characterized in that the display unit is capable of executing a prize ball number presentation showing the number of prize balls won by the player and the control suggestion presentation.