Game machine
Patent Information
- Application Number
- JP2022134029
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-08-25
- Publication Date
- 2025-08-29
AI Technical Summary
Existing pachinko gaming machines have input means that are not utilized for operations on the setting screen, leading to inefficiencies and room for improvement in user interaction.
The gaming machine incorporates direction means, internal information setting means, production control means, notification means, and notification mode setting means to enhance the functionality of the setting screen, allowing multiple input methods and error notification modes based on user settings.
This configuration improves the convenience and usability of the setting screen by enabling various input operations and tailored error notifications, enhancing the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As a technology related to pachinko gaming machines, a configuration is known in which a screen for accepting changes to function settings, such as customizing the effects, is displayed, and the changed function settings are stored by inputting a button or the like. For example, Patent Document 1 discloses a configuration in which, when a setting screen calling operation is performed to display a setting screen, a password is accepted, and, on condition that the entered password is authenticated, a setting screen for accepting settings for various functions is displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-040854 A Summary of the Invention [Problem to be solved by the invention]
[0004] When the setting screen is displayed, the setting contents are switched by, for example, a cross button provided on the gaming machine frame, and the setting contents are determined by a presentation button also provided on the gaming machine frame. However, since various input means are provided on the gaming machine frame, and some of the input means are not used to operate the setting screen, there is room for improvement. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises: The means of production, A plurality of input means; an internal information setting means for displaying an internal information setting screen and setting the internal information received on the setting screen; a performance control means for controlling a performance by the performance means in accordance with the internal information set by the internal information setting means; A notification means for notifying an error; There are a plurality of types of error notification modes by the notification means, and a notification mode setting means is configured to receive a setting for which notification mode to be used; Equipped with The internal information setting means includes: receiving, with the setting screen displayed, the same input operation that can be received on the setting screen via any of the plurality of input devices; The notification means includes: When a predetermined error is detected, the predetermined error is notified in the notification mode set by the notification mode setting means. It is configured as follows. Effect of the Invention
[0006] According to the present invention, in a gaming machine capable of displaying a setting screen for accepting changes to function settings, a technique for improving the convenience of operating the setting screen is realized. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. 13 is a diagram showing the button unit in an unattached state. [Diagram 3] FIG. [Figure 4] A front view showing the second large prize device and other details. [Diagram 5] FIG. [Figure 6] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 8] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 9] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 10] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 11] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 12] This is an example of a Special Chart 1 fluctuation pattern determination table. [Figure 13] This is a table for determining the fluctuation pattern of special chart 2. [Figure 14] This is a look-ahead determination table. [Figure 15] This is a jackpot game control table. [Figure 16] FIG. [Figure 17] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 18] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 19] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 20] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 21] An explanatory diagram showing a specific example of a hold effect. [Figure 22] An explanatory diagram showing a specific example of a movable object performance. [Diagram 23] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 24] 13A is a diagram of a function setting menu screen, and FIG. 13B is a diagram of an error output condition setting screen. [Diagram 25] (A) is a diagram showing the display of the antibacterial coating on the demo screen, and (B) is a diagram showing the display of the antibacterial coating while the special chart is being changed. [Figure 26] 4 is a flowchart of a main control process. [Figure 27] 4 is a flowchart of a power-on process. [Figure 28] 13 is a flowchart of a main-side timer interrupt process. [Figure 29] 13 is a flowchart of a power interruption monitoring process. [Diagram 30] 13 is a flowchart of a sub-control main process. [Diagram 31] 13 is a flowchart of a board check process. [Diagram 32] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 33] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 34] 13 is a flowchart of a received command analysis process. [Diagram 35] 13 is a flowchart of a function setting process (before a setting screen is displayed). [Diagram 36] 13 is a flowchart of a function setting process (while a setting screen is displayed). [Figure 37] 13 is a flowchart of a volume setting process. [Figure 38] 13 is a flowchart of a notification cancellation process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.
[0009] 1. Structure of the gaming machine A pachinko game machine PY1, which is an embodiment of the game machine of the present invention, will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 6. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2 and an outer frame 22 that supports the game machine frame 2. The game machine frame 2 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported on the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 (see FIG. 3) 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 arcade, a player in front of the pachinko game machine PY1 can view the game area 6 (see FIG. 3) formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be a transparent glass plate, a transparent synthetic resin plate, or the like. It is sufficient that the game area 6 is visible from the front of the pachinko game machine PY1.
[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] A first input device (hereinafter referred to as "normal button") 40 that can be pressed downward is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. Also, on the upper surface of the lower decorative body 36, forward of the upper tray 34 and to the left of the normal button 40, are provided a select button 42 consisting of a cross key and a volume button 43 used to adjust the volume. In addition, for example, the lower decorative body 36 is provided with a ball lending button for borrowing game balls and a return button for instructing the return of the IC card. Also, a light intensity adjustment button for adjusting the amount of light may be provided.
[0013] In addition, a part of the lower decorative body 36, including the normal button 40, is unitized as a button unit BU. That is, as shown in FIG. 2, in the pachinko game machine PY1, the button unit BU including the normal button 40 can be removed from the lower decorative body 36. When the button unit BU is removed from the lower decorative body 36, the pachinko game machine PY1 cannot detect the operation of the normal button 40. On the other hand, as shown in FIG. 1, when the button unit BU is attached to the lower decorative body 36, the pachinko game machine PY1 can detect the operation of the normal button 40. Since the normal button 40 is unitized in this way, the pachinko game machine PY1 can replace the normal button 40, and for example, it becomes possible to use a normal button 40 that matches the motif of the pachinko game machine PY1 for each model.
[0014] Of the various input devices provided in the lower decorative body 36, the normal button 40 is included in the button unit BU, but the select button 42 and the volume button 43 are not included in the button unit BU. In other words, the select button 42 and the volume button 43 cannot be removed from the lower decorative body 36. Therefore, even when the button unit BU is removed from the lower decorative body 36, the pachinko game machine PY1 can detect the operation of the select button 42 and the volume button 43, and can accept the operation of the select button 42 and the volume button 43 regardless of the attachment state of the button unit BU.
[0015] In addition, speakers 52 capable of outputting sound are provided on the left and right side surfaces of the upper decorative body 31 formed to protrude forward from the upper part of the surface of the front frame 23m. Also, frame lamps 53 capable of emitting light are provided on the left and right edges of the front frame 23m. Furthermore, a movable frame movable device 58 is attached to the upper part of the front frame 23m as a presentation device for the purpose of increasing interest in the game.
[0016] The positions and numbers of the members and devices provided in the gaming machine frame 2 can be changed as appropriate as long as they do not interfere with the game. The members included in the button unit BU are not limited to the normal buttons 40, and may include a ball loan button, a return button, an upper tray 34, and a lower tray 35.
[0017] Next, the game board unit YU will be described mainly with reference to Figs. 3 to 6. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0018] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0019] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.
[0020] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.
[0021] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of a game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when a game ball enters the first start hole 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0022] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where the game ball cannot enter the second starting hole 12. Then, when the special state is reached, it moves to an open position where the game ball can enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and the game ball can enter the second starting hole 12 only when it is in the open state. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0023] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2 described below: hereinafter referred to as "special symbol 2 drawing") and the variable display of special symbol 2. In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, four balls) are paid out as prize balls.
[0024] Further, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0025] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0026] In addition, the game area 6 is provided with a first special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.
[0027] The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed 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 blocks the first large prize winning opening 14, and it is impossible for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, it becomes possible for a game ball to enter the first large prize winning opening 14. In this way, the game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.
[0028] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second start opening 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second start opening 12, but basically cannot enter the second start opening 12.
[0029] In addition, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Only when the VAT opening / closing member 15k is in an open state, a game ball can enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state." In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.
[0030] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 4. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.
[0031] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. 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 sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0032] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 4(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is unable to pass through the specific area 16, and passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0033] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 4(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball that flows down from the second large prize opening 15 to the specific area 16 is called the second route.
[0034] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (e.g., 16R), the distribution solenoid 16s is energized and can be changed to the second state.
[0035] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0036] It is possible to provide only one of the first special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.
[0037] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with a board lamp 54 that can emit light.
[0038] Incidentally, the game area 6 through which the game balls can flow 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 operation mode of the handle 72k that launches the game ball so that it flows down the left game area is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.
[0039] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[0040] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0041] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 5, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number display device 83a that displays the special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) described later, and a special chart 2 reserved number display device 83b that displays the special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) described later.
[0042] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed in response to the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0043] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[0044] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". The lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.
[0045] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.
[0046] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (an example of numerical information or judgment information) for performing a special drawing lottery or the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers," and the various random numbers acquired by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers." Here, the special drawing 1 related random numbers are stored as special drawing 1 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for the number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of special drawings". In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings".
[0047] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.
[0048] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.
[0049] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0050] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.
[0051] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).
[0052] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."
[0053] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 6. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0054] The image display device 50 is configured, for example, with a 20-inch 3D liquid crystal display, and includes a display unit 50a capable of displaying 3D images.
[0055] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.
[0056] 6(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.
[0057] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.
[0058] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 7 to Fig. 8. As shown in Fig. 7 to Fig. 8, the pachinko game machine PY1 includes a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (progress of game), a performance control board (hereinafter referred to as "sub-control board") 120 that controls performances such as game performances (special chart variable performance, reserve performance, big win game performance) according to the progress of the game by the main control board 100, customer waiting performance, and operation promotion performances that encourage operation during the period when the operation of the normal button 40 is valid (operation valid period), and a payout control board 170 that controls payout of game balls, etc., on the rear side further than the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit only needs to have at least the sub-control board 120 and be capable of controlling the game performance, customer waiting performance, and operation promotion performance using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0059] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. In addition, a power switch 191 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0060] 7, a one-chip microcomputer for game control (hereinafter, "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0061] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0062] The main control board 100 is also equipped with a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the gaming CPU 102 to clear information stored in the gaming RAM 104. The RAM clear switch 119 is provided in a position that cannot be operated from the outside when the gaming machine frame 2 is in a closed state. Therefore, the RAM clear switch 119 can be operated when the gaming machine frame 2 is in an open state. In other words, the RAM clear switch 119 can be operated by a setter such as an employee of the gaming facility, and is not usually operated by a player.
[0063] The main control board 100 is connected to various sensors Ms and various actuators Ma via a predetermined relay board (not shown). Therefore, signals output by the various sensors Ms are input to the main control board 100. The main control board 100 also outputs signals to the various actuators Ma.
[0064] The various sensors Ms connected to the main control board 100 include a first start port sensor that detects a game ball that has entered the first start port 11, a second start port sensor that detects a game ball that has entered the second start port 12, a general prize port sensor that detects a game ball that has entered the general prize port 10, a gate sensor that detects a game ball that has passed through the gate 13, a first large prize port sensor that detects a game ball that has entered the first large prize port 14, a second large prize port sensor 15a that detects a game ball that has entered the second large prize port 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0065] The various actuators Ma connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with play.
[0066] Furthermore, displays 8 (special display 81, ordinary display 82, and special display hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0067] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0068] The payout control board 170 drives the prize ball motor of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor for counting, and a detection signal from the prize ball sensor is output to the payout control board 170.
[0069] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0070] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.
[0071] 8, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the sub-control board 120. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, a CPU for performance 122 that executes the programs stored in the ROM for performance 123, and a non-volatile RAM for performance 128 that stores various internal information used by the programs stored in the ROM for performance 123.
[0072] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0073] In addition, the sub-control board 120 is equipped with a performance I / O port unit 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 supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. 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. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.
[0074] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.
[0075] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).
[0076] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a 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 performance images are displayed on the display unit 50a.
[0077] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0078] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.
[0079] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0080] The sub-control board 120 is also connected to various switches serving as input units, various actuators Sa serving as drive sources, and various lamps Sl via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators Sa. The sub-control board 120 also controls the lighting of the various lamps Sl via a lamp control circuit 151 based on commands received from the main control board 100.
[0081] The sub-control board 120 is also connected to a relay board (not shown) of the gaming machine frame 2, and an identification number (hereinafter, "frame ID") that identifies the type of gaming machine frame 2 is input from the relay board. The sub-control board 120 is also connected to a relay board (not shown) of the gaming board 1, and an identification number (hereinafter, "board ID") that identifies the type of gaming board 1 is input from the relay board. In addition, a signal indicating whether or not a button unit BU is attached to the lower decorative body 36 is input to the sub-control board 120 from the relay board (not shown) of the gaming machine frame 2.
[0082] The various switches connected to the sub-control board 120 include a normal button detection switch 40a, a select button detection switch 42a, and a volume button detection switch 43a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The select button detection switch 42a detects that the select button 42 has been pressed. The volume button detection switch 43a detects that the volume button 43 has been pressed. Each of the detection switches 40a, 42a, 43a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0083] The various actuators Sa connected to the sub-control board 120 include motors that drive the above-board movable device 55, the below-board movable device 56, the frame movable device 58, etc., and can drive the motors to cause each movable device to perform a specified operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within the range that does not interfere with the game.
[0084] The various lamps Sl connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0085] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.
[0086] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0087] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after performing a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed, and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed, and the game related to the passage of the gate 13 is ended. In addition, hereinafter, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".
[0088] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is satisfied. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 9(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.
[0089] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) using a hit determination table as shown in FIG. 10(A). The hit determination table can be associated with a game state described later. That is, the hit determination table includes a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is allocated to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to determine whether the result is a hit or a miss. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed for performing a variable display of the normal pattern. If the result of the hit determination is a hit, a winning pattern is basically displayed in a variable display of the normal pattern. On the other hand, if the result of the hit determination is a miss, a miss normal pattern is basically displayed in a variable display of the normal pattern. The probability of winning can also be changed as needed.
[0090] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using a general map fluctuation pattern determination table as shown in Figure 10 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0091] The normal map fluctuation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state.
[0092] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.
[0093] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.
[0094] The auxiliary game control table includes various elements that constitute the auxiliary game (auxiliary game components), that is, the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-shortened state / time-shortened state). The pachinko game machine PY1 controls the auxiliary game using an auxiliary game control table as shown in FIG. 10(C) based on the game state (non-time-shortened state / time-shortened state). The auxiliary game control table is associated with the game state (non-time-shortened state / time-shortened state). Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0095] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".
[0096] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.
[0097] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.
[0098] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.
[0099] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 9(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.
[0100] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) using a jackpot determination table as shown in Fig. 11(A). The jackpot determination table is associated with the game state, specifically, whether it is a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0101] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 11(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. Also, the probability of winning a jackpot can be changed as appropriate.
[0102] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using a jackpot symbol type determination table as shown in Fig. 11(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot that are composed of the game benefits given to the player.
[0103] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) was made. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0104] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.
[0105] For example, as shown in Fig. 11(B), the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern A and 50% for jackpot pattern B, and the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern C. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12.
[0106] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later when the result of the jackpot judgment is a miss, using a reach judgment table such as that shown in Figure 11 (C).
[0107] The reach judgment table can be associated with the game state (non-time-saving state / time-saving state). That is, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table).
[0108] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 11(C), it is possible to make the number of reach random numbers judged as "reach is reached (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach is reached (reach occurs)" which is performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss" and "no reach (reach does not occur)" is also referred to as "no reach miss".
[0109] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using a change pattern judgment table (special pattern change pattern judgment table) of the special pattern as shown in Figures 12 to 13, and is performed whether the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, it is possible for the special pattern change pattern to include identification information related to the result of the jackpot judgment and the result of the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each having different identification information, and the number of them can be changed appropriately.
[0110] The special pattern variation pattern judgment table can be associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning caused by the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 12) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 13) used when performing the variable display of special pattern 2.
[0111] Each special chart fluctuation pattern determination table can also be associated with a game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state.
[0112] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) can also be associated with the jackpot determination result and the reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach with miss, and a reach without miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach with miss, and a reach without miss.
[0113] Furthermore, each special chart 1 variation pattern determination table for a miss without a reach can also be associated with the reserved number of special charts. For example, there is a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2, and a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. In addition, each special chart 2 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. Specifically, there is a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2, and a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.
[0114] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.
[0115] In addition, each special chart change pattern can be associated with a special chart change presentation flow as shown in the second column from the right in the table of Figures 12 to 13.
[0116] As shown in the rightmost column of the table in Fig. 12 to Fig. 13, the special chart variation pattern may be named in association with the special chart (the result of the jackpot determination) and the content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, which is a type of reach, occurs among a reach and miss is called an "SP miss variation," a special chart variation pattern in which an L reach, which is a type of reach, occurs among a reach and miss is called an "L miss variation," a special chart variation pattern in which a special chart variation performance ends with an N reach, which is a type of reach, among a reach and miss is called an "N miss variation," and a special chart variation pattern related to a miss without a reach is called a "normal miss variation."
[0117] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using a look-ahead judgment table as shown in FIG. 14 based on the acquired special symbol-related random number. The look-ahead judgment includes, for example, a judgment as to whether or not the special symbol random number is judged as a jackpot in the jackpot judgment, a judgment as to which jackpot symbol type the jackpot symbol type random number is determined to be in the jackpot symbol type judgment, and a judgment as to which special symbol change pattern random number is determined to be in the special symbol change pattern judgment. The look-ahead judgment table can be associated with the type of start hole (first start hole 11 / second start hole 12) related to the start winning. That is, the look-ahead judgment table includes a look-ahead judgment table (first look-ahead judgment table) when the first start hole 11 is won, and a look-ahead judgment table (second look-ahead judgment table) when the second start hole 12 is won.
[0118] The look-ahead judgment table can also be associated with the game state (non-time-saving state / time-saving state). That is, the look-ahead judgment table includes a look-ahead judgment table used in the non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in the time-saving state (time-saving look-ahead judgment table).
[0119] That is, the look-ahead judgment table includes a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0120] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to 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. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."
[0121] The elements that make up such a jackpot game (jackpot game components) include the number of rounds, the number of times the jackpot opening port (first jackpot opening 14 or second jackpot opening 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening that is opened, the time to close until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using a jackpot game control table as shown in FIG. 15. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.
[0122] For example, as shown in Fig. 15, from the 1st round to the 10th round, a round game is played in which the first large prize opening 14 is opened for a maximum of 29.5 seconds, or a round game is played in which the first large prize opening 14 is opened for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second large prize opening 15 is opened for a maximum of 29.5 seconds, or a round game is played in which the second large prize opening 15 is opened for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) enter the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0123] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.
[0124] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".
[0125] For 15 seconds after the second large prize opening starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 4(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0126] 3-4. Game status Next, the game state will be explained. As shown in FIG. 16, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 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.
[0127] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as 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 power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0128] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.0 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 12 to 13). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0129] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.
[0130] In addition, the time-saving state can be more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state is judged as a hit more times per unit time.
[0131] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, 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.
[0132] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0133] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.
[0134] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In addition, in the "jackpot game state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state.
[0135] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0136] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0137] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 17 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 17 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed. 17(A-3), a greeting demo video G1001 that performs a greeting performance including the name of the game arcade is displayed on the display unit 50a. The game arcade name displayed in the greeting demo video G1001 is information associated with a hall code set in the sub-control board 120, and the sub-control board 120 can obtain the game arcade name that corresponds to the set hall code by communicating with a server of the manufacturer of the pachinko game machine PY1.
[0138] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 17(B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 17(B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 17(B-3), and can be switched under the condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, 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 unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0139] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 17 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0140] The time-saving presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 17 (B-5), a background image showing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.
[0141] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is also a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 17(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 17(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 17(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.
[0142] The types of presentation modes can be changed or added as appropriate.
[0143] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the changeable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the changeable display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the display unit 50a performs a changeable display of the performance pattern superimposed on a predetermined background image. In the changeable display of the performance pattern, the performance pattern changes with the start of the changeable display of the special chart, and the performance pattern stops with the end of the changeable display of the special chart. That is, after the changeable display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is stopped. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.
[0144] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, and the normal button 40. In this case, it is possible to continue other performances even after the stop display of the performance pattern.
[0145] 4-2-1.Performance pattern display area As shown in Fig. 18(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left, center, and right sides of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.
[0146] Also, as shown in Fig. 18(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed.
[0147] In addition, in Figure 18 (A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0148] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0149] When the variable display of the special chart is started, for example, as shown in Figure 18 (A), on the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 18 (B), with the start of the variable display, the variable display of the performance patterns EZ1, EZ2 and EZ3 is started, and the variable display of the small patterns KZ1, KZ2 and KZ3 is started. And, when the special pattern change pattern of the variable display of the special pattern is, for example, "normal miss change", as shown in Fig. 18 (C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stop patterns, and then, as shown in Fig. 18 (D), the performance patterns EZ1, EZ2, and EZ3 stop in a stop pattern suggesting a miss (so-called barake eyes). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stop pattern suggesting a miss. On the other hand, when the special pattern change pattern of the variable display of the special pattern is, for example, a special pattern change pattern with a reach such as "N miss change", as shown in Fig. 18 (C-2), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stop pattern (so-called reach eyes), and a reach is established. At this time, the small symbols KZ1, KZ2, and KZ3 continue to be displayed, and a reach effect is performed according to the special pattern change pattern. The stopping order and stopping mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0150] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.
[0151] In the N reach, as shown in FIG. 19(A), the reach is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 19(B), the speed of change of the middle performance pattern EZ2 gradually slows down. Then, when the special pattern change pattern of the variable display of the special pattern is, for example, "N miss change", the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 19(C-1). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the special pattern change pattern of the variable display of the special pattern is, for example, "N big win change", as shown in FIG. 19(C-2), the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, and can be changed or added as appropriate.
[0152] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the Oari judgment is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.
[0153] In the SP reach, after the N reach, for example, as shown in FIG. 20(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 20(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the special chart variation pattern of the variable display of the special chart reaches the final stage, for example, in the case of "SP big win variation", a performance suggesting a big win (for example, a display in which the main character wins the battle and stands with his legs crossed) is performed on the display unit 50a as shown in FIG. 20(C-1), and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode suggesting a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode suggesting a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in Fig. 20 (C-2), a performance suggesting a miss (for example, a display in which the enemy character wins the battle and stands with his legs crossed) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping mode suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0154] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0155] 4-3. Hold icon display area As shown in FIG. 21(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. 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, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0156] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 21 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0157] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0158] 4-3-1.Hold performance The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.
[0159] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 21 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 21 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation begins, as shown in FIG. 21(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0160] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the input device 40, etc., and can suggest the result of the jackpot determination or the result of the special chart change pattern determination.
[0161] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.
[0162] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 22(A), the movable device on the board 55 and the movable device below the board 56 are operated, and the movable body on the board 55k and the movable body below the board 56k move so as to overlap on the display unit 50a, suggesting the development into the SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the movable body on the board 55k and the movable body below the board 56k. After that, as shown in FIG. 22(B), the movable body on the board 55k and the movable body below the board 56k return to the normal standby state (initial position) and develop into the SP reach. Note that the movable body performance is not limited to the suggestion of development into the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate.
[0163] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation effect using the normal button 40 as a preview effect. The operation effect is an effect in which the player operates the normal button 40, and functions as an effect that makes the player expect a big win.
[0164] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the normal button 40 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 23(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the normal button 40. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display unit 50a. The button operation promotion image G3 includes an image (button image G31) imitating the normal button 40, an image (press operation image G32) showing the operation mode of the normal button 40 (i.e., pressing operation), and an image (operation valid period remaining time image G33) showing the remaining time of the button operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes with the passage of time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period, the on-board movable device 55 is actuated, and the on-board movable body 55k moves to overlap the display unit 50a, suggesting the likelihood of a big win, as shown in Fig. 23(B). Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate.
[0165] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0166] In the pre-reading performance, for example, if the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 21(A). Also, if the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. Note that the pre-reading performance can be performed for both or either of the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, but can be changed or added as appropriate.
[0167] 4-5. Function settings Next, the function settings will be described. The function settings are basic settings related to the functions of the pachinko gaming machine PY1. When accepting a change in the function settings, the pachinko gaming machine PY1 displays a "Function Setting Menu" screen shown in FIG. 24(A) on the display unit 50a.
[0168] The function settings include, as setting items, settings related to hall codes, settings related to RTC performance, settings related to antibacterial coat announcements, settings related to defaults, settings related to role-play operation, and settings related to error output conditions. When the "Function Setting Menu" screen is displayed, the "Setting Screen" button for each setting item is selected to switch to the setting menu screen for the selected setting item, and settings for the selected setting item can be made. In addition, when the "Function Setting Menu" screen is displayed, the "Initialize" button for each setting item is selected to initialize the settings for the selected setting item. The settings of these function settings are stored as internal information in the non-volatile performance RAM 128 of the performance control microcomputer 121.
[0169] The pachinko game machine PY1 displays a plurality of buttons (a "setting screen" button, an "initialization" button, and an "end setting" button for each setting item) on the "function setting menu" screen, and displays the currently selected button in a thick frame. Furthermore, while the "function setting menu" screen is displayed, the operation of the normal button 40, the select button 42, and the volume button 43 is accepted, the selection of the button is switched by the operation of the select button 42, and the input of the selected button is determined by the operation of the normal button 40 and the volume button 43. The "function setting menu" screen also includes an explanatory image G50S that explains the operation of the "function setting menu" screen. Note that the explanatory image G50S includes an explanation of the operation of the normal button 40 and the select button 42, but does not include an explanation of the volume button 43. That is, while the pachinko game machine PY1 displays the "function setting menu" screen, both the normal button 40 and the volume button 43 accept the same input operation of determining the input of the selected button, but the explanatory image G50S explains only one of the buttons and does not explain the other button.
[0170] For example, the pachinko game machine PY1 can be set to display an image corresponding to the game hall (hall) where the pachinko game machine PY1 is installed, as shown in FIG. 17(A-3), by setting the hall code. Also, by setting the RTC effect to ON, it is possible to set the content of the effect according to the calendar or time. Also, by selecting the default setting, it is possible to set the volume, brightness, display language, and date and time. The pachinko game machine PY1 supports multiple languages, such as Japanese, English, and Chinese, and expresses the effect in the set language. Also, by setting the role operation to OFF, the role operation can be restricted. Roles are provided on both the game board 1 and the game machine frame 2, and their respective operations can be restricted. All role operation settings are shipped with ON (no operation restriction) as the initial value.
[0171] Moreover, the pachinko game machine PY1 can set an error output condition, which is a condition related to the output of a predetermined error. When the pachinko game machine PY1 detects a predetermined error, it notifies an error indicating that the predetermined error has been detected. If the error output condition is not set (if all error output conditions described later are OFF), the error continues to be notified at a certain volume and light intensity while the power is on unless the error is resolved. When the error output condition is not set, the notification mode is a loud volume and the warning lamp continues to be lit, so the notification intensity is high. This makes it easy to recognize that an error has occurred. On the other hand, even if an error has occurred, there are cases where play is possible and play is permitted. For example, in the development stage of the pachinko game machine PY1, there are cases where testing is performed even if an appropriate game machine frame 2 is not installed or a button unit BU is not installed, and it is annoying if an error continues to be notified at that time. Therefore, the pachinko game machine PY1 can set error output conditions, and by satisfying the set error output conditions, the intensity of the error notification can be reduced, such as by stopping the notification, even if the error has not been resolved.
[0172] Specifically, when the "Setting screen" button for error output condition setting is selected and confirmed while the "Function setting menu" screen is displayed, the pachinko game machine PY1 displays the "Error output condition setting menu" screen shown in FIG. 24(B) on the display unit 50a. When the "Error output condition setting menu" screen is displayed, the pachinko game machine PY1 accepts the operation of the normal button 40, the select button 42, and the volume button 43, as in the "Function setting menu" screen, switches the selection of the button by operating the select button 42, and determines the input of the selected button by operating the normal button 40 and the volume button 43. The "Error output condition setting menu" screen includes an explanatory image G50SS that explains the operation of the "Error output condition setting menu". Note that the explanatory image G50SS also includes an explanation of the operation of the normal button 40 and the select button 42, but does not include an explanation of the volume button 43, as in the "Function setting menu" screen.
[0173] The error output conditions that can be set include "Stop after 30 seconds" which stops the output of an error after 30 seconds, "Button stop" which stops the output of an error by operating the normal button 40, and "Low volume after 10 seconds" which lowers the volume of the error notification after 10 seconds. The "Error Output Condition Setting Menu" screen displays an "ON / OFF" button corresponding to each condition, and the "ON / OFF" button displays either "ON" or "OFF", and when an operation indicating a decision is performed in the selected state (operation of the normal button 40 or the volume button 43), the display is switched. In other words, when an operation indicating a decision is performed while "ON" is displayed, it switches to "OFF", and when an operation indicating a decision is performed while "OFF" is displayed, it switches to "ON". In the case of "Low volume after 10 seconds", instead of lowering the volume, the volume may be turned off (stopping the output of the warning sound and continuing the output of the warning lamp, etc.).
[0174] The "Error Output Condition Setting Menu" also includes a "Decision" button and a "Cancel" button. When an operation indicating a decision is performed (such as operation of the normal button 40 or the volume button 43) while the "Decision" button is selected, the enable / disable of the condition corresponding to each "ON / OFF" button is determined according to the current display of the "ON / OFF" button corresponding to each condition, the "Error Output Condition Setting Menu" is terminated, and the menu returns to the "Function Setting Menu". In other words, the condition for which "ON" is displayed is determined to be enabled, and the condition for which "OFF" is displayed is determined to be disabled. When the "Cancel" button is operated, the enable / disable of each condition is not updated, and the "Error Output Condition Setting Menu" is terminated and the menu returns to the "Function Setting Menu". Note that all error output condition settings are shipped with OFF (disabled) as the initial value.
[0175] The error output conditions are not limited to the above-mentioned "stop after 30 seconds", "stop with button", and "low volume after 10 seconds". For example, a condition to reduce the light intensity of the error notification after a predetermined time has elapsed may be included. In this case, the "low volume after 10 seconds" may also serve to reduce the light intensity. Also, the time until the notification is stopped or the volume is reduced may be set.
[0176] In addition, by setting the display of the antibacterial coating to ON, the pachinko game machine PY1 displays a message image G50K indicating that the antibacterial coating has been applied as one of the demo screens, as shown in FIG. 25(A), if the special symbol is not displayed variably and a demo screen is displayed. In addition, if the special symbol is displayed variably, an antibacterial icon image KI indicating that the antibacterial coating has been applied as shown in FIG. 25(B) is displayed. The pachinko game machine PY1 is shipped with an antibacterial coating that has the effect of suppressing the growth of bacteria. Therefore, by making it possible to display an image indicating that the antibacterial coating has been applied, the player can be made aware that the antibacterial coating has been applied, and the player can enjoy playing the game with peace of mind. On the other hand, the antibacterial coating gradually becomes less effective due to deterioration over time. In addition, the display of the antibacterial coating may be bothersome to the player. Therefore, by setting the display of the antibacterial coating to OFF in the settings, the display of the antibacterial coating can be prevented from being output. In this way, the freedom of display is increased by being able to set the display of the antibacterial coating to ON / OFF. In addition, for the pachinko gaming machine PY1 that is shipped with an antibacterial coating, the initial value of the display setting for the antibacterial coating is shipped as ON.
[0177] 5. Game control by the game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to Figures 26 to 29. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0178] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 26 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs a power-on process (S001) described below. The power-on process performs settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc.
[0179] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values of the various random numbers shown in Fig. 9(A) and Fig. 9(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0180] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0181] [2. Power-on processing] As shown in FIG. 27, in the power-on process (S001), first, permission to access the game RAM 104 is set (S011). This allows writing and reading of information to and from the game RAM 104. Next, the game control microcomputer 101 judges whether the RAM clear switch 119 has been operated (whether it is ON or not) (S012). If the RAM clear switch 119 is ON (YES in S012), the process proceeds to step S018. On the other hand, if it is not ON (NO in S012), it is then judged whether the power interruption flag is ON (S013). The power interruption flag is a flag that indicates the occurrence of a power interruption, and is a flag that is turned ON in the power interruption monitoring process (see FIG. 29) described later.
[0182] If the power-off flag is not ON (NO in S013), the power may not have been shut off properly, so the process proceeds to step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated at the time of power-off (see step S2902 in FIG. 29) (S015). If the checksum values do not match (NO in S015), the contents stored in the game RAM 104 are not normal, so the process proceeds to step S018. On the other hand, if the checksum values match (YES in S015), it is determined that the contents stored in the game RAM 104 are normal, so the process proceeds to step S016.
[0183] In step S016, a process for setting the working area of the game RAM 104 at the time of power recovery is performed. In this process, power recovery information is read from the game ROM 103, and the power recovery information is set in the working area of the game RAM 104. After that, the game control microcomputer 101 turns off the power interruption flag (S017) and proceeds to step S021.
[0184] Also, in step S018, all game information stored in the game RAM 104 is cleared (S018). After that, the game control microcomputer 101 performs initial settings of the working area of the game RAM 104 (S019). In this initial setting process, the initial setting information read from the game ROM 103 is set in the working area of the game RAM 104. Next, the game control microcomputer 101 outputs a RAM clear notification command to the sub-control board 120 to notify that the RAM has been cleared (S020). Then, the process proceeds to step S021. In step S021, other initial settings are performed, such as the setting of the game CPU 102, the setting of SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0185] [3. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 28, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, and the like.
[0186] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0187] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 26. That is, the update process of the counter values of various random numbers shown in Fig. 9(A) and Fig. 9(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0188] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.
[0189] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).
[0190] Next, the gaming control microcomputer 101 performs a power interruption monitoring process (S108) described later, executes other processes (S109), and ends the main timer interrupt process (S005). As the other processes (S109), the timer provided in the gaming RAM 104 is updated. As another process (S109), a payout control process is performed to pay out prize balls to the player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a gaming ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0191] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 26), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).
[0192] [3-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0193] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0194] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0195] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern change pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, when the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and a second look-ahead judgment table (see FIG. 13). In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0196] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and a first look-ahead judgment table (see FIG. 13). In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0197] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.
[0198] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor according to the result of the process is generated.
[0199] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a. Also, depending on the result of this process, a command for the specific area sensor is generated.
[0200] [3-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0201] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0202] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.
[0203] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is 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.
[0204] 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, a command for controlling the auxiliary game is generated according to the result of the process.
[0205] [3-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0206] [3-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.
[0207] In the special chart 2 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss, using the special pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reserved memory unit 105b and a jackpot determination table (see FIG. 11(A)) corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 2 related random numbers and the special chart 2 jackpot pattern type determination table (see FIG. 11(B)). Then, a pattern designation command is generated that indicates the determined jackpot pattern type. Also, if the result of the jackpot determination is a miss, a pattern designation command that indicates a miss is generated.
[0208] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random numbers among the special chart 2 related random numbers stored in the first area of the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern table (see FIG. 13) according to the current game state. The determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display unit 81b is caused to start variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.
[0209] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command that represents the special chart 2 reserved number after the process is generated.
[0210] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reserved memory unit 105a and a jackpot determination table (see FIG. 11(A)) corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table (see FIG. 11(B)). Then, a pattern designation command is generated that indicates the determined jackpot pattern type. Also, if the result of the jackpot determination is a miss, a pattern designation command that indicates a miss is generated.
[0211] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random numbers among the special chart 1 related random numbers stored in the first area of the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern table (see FIG. 12) according to the current game state. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information about being a special chart 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, information about the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display unit 81a is caused to start variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.
[0212] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.
[0213] In addition, when both the special chart 2 reserved number and the special chart 1 reserved number exist, the special chart 2 determination process is performed with priority, and the variable display of special chart 2 and the variable display of special chart 1 are not performed in parallel.
[0214] [3-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.
[0215] [3-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.
[0216] [3-3-4. Jackpot game control processing] The jackpot game control process is a process carried out in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table (see FIG. 15). After transition to the jackpot game state, each round game is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.
[0217] [3-3-5. Game status setting process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special chart can be displayed in a variable manner in which the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot game state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special chart can be displayed in a variable manner in which the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.
[0218] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0219] [3-4. Power failure monitoring process] As shown in FIG. 29, in the power cut monitoring process (S108), first, it is determined whether or not a power cut signal has been input (S2901), and if there is no input (NO in S2901), this process ends. The power cut signal is a signal input to the game control microcomputer 101 when the power supply voltage begins to drop due to a power cut. If a power cut signal has been input in step S2901 (YES in S2901), a checksum is calculated and stored in a predetermined memory area of the game RAM 104 (S2902), and the power cut flag is turned ON (S2903). Then, a setting to prohibit access to the game RAM 104 is performed (S2904). This makes it impossible to write or read information to or from the game RAM 104. After that, the loop process is performed without returning to the main side timer interrupt process (FIG. 28).
[0220] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 30 to Fig. 36. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0221] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided in the sub-control board 120 reads out the program of the sub-control main process shown in FIG. 30 from the performance ROM 123 and executes it. As shown in the figure, in the sub-control main process, first, processing according to power-on is performed. Specifically, 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 the result of this determination is NO, that is, if the sub-side power-off flag is not ON, or if the contents of the performance RAM 124 are not normal even if the sub-side power-off flag is ON, the performance RAM 124 is initialized (S4002), a board check process (S4003) described later is executed, and then the process proceeds to step S4005.
[0222] On the other hand, if the result of the determination is YES (YES in S4001), that is, if the sub-side power cut flag is ON due to a power cut but the contents of the performance RAM 124 are kept normal, it is next determined whether or not a RAM clear notification command has been received (S4021). If the RAM clear notification command has been received (YES in S4021), the game RAM 104 of the main control board 100 has been cleared. Therefore, the RAM clear flag is turned ON (S4022), and the performance RAM 124 of the sub-control board 120 is cleared (S4002), and the board check process (S4003) is executed, and then the process proceeds to step S4005. On the other hand, if the RAM clear notification command has not been received (NO in S4021), steps S4022 and S4002 are not executed, and the board check process (S4003) is executed, and then the process proceeds to step S4005. Note that the performance non-volatile RAM 128 is not initialized at the time of S4002. Therefore, the internal information is not initialized and the information is maintained as it is. For example, even if a RAM clear detection command is received, the internal information is not initialized.
[0223] In step S4005, other initial settings are performed. For example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed. Also, if the sub-side power off flag is ON, it is turned OFF. Also, internal information stored in the performance non-volatile RAM 128 is read out, and for example, default settings are referenced to set initial values for volume, light intensity, and language.
[0224] Next, interrupts are prohibited (S4006), and a random number update process is executed (S4007). In the random number update process (S4007), the values of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 100 described above.
[0225] When the random number update process is completed, a command transmission process is executed (S4008). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display unit 50a in accordance with the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the sub-control board 120 also outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances using sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light-emitting performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movements).
[0226] The performance control microcomputer 121 then enables interrupts (S4009). Thereafter, steps S4006 to S4009 are looped. While the interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0227] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0228] [1-1. Circuit board check process] As shown in Fig. 31, in the board check process (S4003), the performance control microcomputer 121 acquires the frame ID input from the relay board (not shown) of the gaming machine frame 2 (S4031), and acquires the board ID input from the relay board (not shown) of the gaming board 1 (S4032). Also, in S4032, a signal indicating whether or not the button unit BU is attached to the lower decoration 36 is acquired via the relay board of the gaming board 1.
[0229] Next, the performance control microcomputer 121 judges whether the gaming machine frame 2 and the gaming board 1 match for the performance executed by the sub-control board 120 based on the acquired frame ID and board ID (S4033). That is, based on the frame ID and board ID stored in the performance control microcomputer 121, it judges whether the appropriate gaming machine frame 2 and the gaming board 1 are installed. Specifically, the performance control microcomputer 121 stores compatible frame IDs and board IDs that differ for each model, and judges that there is a match when both the acquired frame ID and board ID match the stored frame ID and board ID, and judges that there is no match when at least one does not match.
[0230] If the game machine frame 2 and the game board 1 are consistent (YES in S4033), it is determined whether or not the button unit BU is attached to the lower decorative body 36 based on the acquired signal (S4041). If the button unit BU is attached (YES in S4041), the performance control microcomputer 121 ends the board check process without notifying any error regarding the game machine frame 2 or the game board 1.
[0231] If at least one of the game machine frame 2 and the game board 1 does not match (NO in S4033), or if the button unit BU is not attached (NO in S4041), the performance control microcomputer 121 starts an error notification regarding the game machine frame 2 and the game board 1 (S4034), and ends the board check process. In the error notification regarding the game machine frame 2 and the game board 1, the performance control microcomputer 121 sets a display command for controlling the display unit 50a to an error notification screen in the output buffer, and causes the image control board 140 to display the error notification screen on the display unit 50a of the image display device 50. Furthermore, it outputs an alarm sound from the speaker 52 and lights up an alarm lamp. When the pachinko game machine PY1 starts an error notification, it continues to output the error notification until the error is eliminated or the above-mentioned error output condition is satisfied.
[0232] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed every time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 32, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in that order.
[0233] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a, is detected, and switch data (edge data and level data) is created based on the detection signal. In the light emission data output process, light emission data is output to the lamp control circuit 151 to light lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the image-based performance, etc., based on the performance data created in the performance data creation process described later. In other words, the performance control microcomputer 121 causes the frame lamp 53, the board lamp 54, etc. to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, drive data is output to perform a movable body performance that operates the movable devices 55, 56, 58, etc. at a predetermined timing based on the performance data created in the performance data creation process. In other words, the performance control microcomputer 121 performs a movable body performance that operates the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset.
[0234] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 33, the 10 ms timer interrupt process (S4012) first performs a received command analysis process (S4301) described later. Next, a switch state acquisition process (S4302) is performed to store the switch data created in the 1 ms timer interrupt process in the performance RAM 124 as switch data for the 10 ms timer interrupt process. Next, a function setting process (S4303) described later and a switch process (S4304) are performed to set the display contents of the display unit 50a based on the switch data stored in the switch state acquisition process.
[0235] In addition, the performance control microcomputer 121 performs a button input process (S4305) that performs processing based on various button operations, and a notification cancellation process (S4306) for canceling a notification when the notification is being made.
[0236] Thereafter, the performance control microcomputer 121 performs other processing such as creating lamp data (data that controls the lighting of the board lamp 54 and the frame lamp 53), creating and outputting audio data (data that controls the audio output from the speaker 52), and updating various random numbers for determining performances (S4399).
[0237] [3-1. Received command analysis process] As shown in FIG. 34, in the received command analysis process (S4301), the performance control microcomputer 121 first judges whether or not a change start command has been received from the main control board 100 (S4401), and if so, performs a change performance start process (S4402). In the change performance start process (S4402), the change start command is analyzed, and a change performance pattern is selected based on the analysis result. Also, a performance pattern as a stop pattern and a preview performance are selected. Then, a change performance start command for starting a change performance with the selected performance content is set in the output buffer of the performance RAM 124.
[0238] Next, the performance control microcomputer 121 judges whether or not a fluctuation stop command has been received from the main control board 100 (S4403), and if so, performs a fluctuation performance end process (S4404). In the fluctuation performance end process (S4404), the fluctuation stop command is analyzed, and a fluctuation performance end command for ending the fluctuation performance is set in the output buffer of the performance RAM 124 based on the analysis result.
[0239] Next, the performance control microcomputer 121 determines whether an opening command has been received from the main control board 100 (S4405), and if so, performs an opening performance selection process (S4406). In the opening performance selection process (S4406), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the performance RAM 124.
[0240] Next, the performance control microcomputer 121 judges whether or not a round designation command has been received from the main control board 100 (S4407), and if so, performs a round performance selection process (S4408). In the round performance selection process (S4408), the round designation command is analyzed, and a pattern (content) of the round performance to be executed during the round play of the big win game is selected based on the analysis result. Then, a round performance start command for starting the round performance with the selected round performance pattern is set in the output buffer of the performance RAM 124.
[0241] Next, the performance control microcomputer 121 judges whether an ending command has been received from the main control board 100 (S4409), and if so, performs an ending performance selection process (S4410). In the ending performance selection process (S4410), the ending command is analyzed, and a pattern (content) of the ending performance to be executed during the ending of the big win game is selected based on the analysis result. Then, an ending performance start command for starting the ending performance with the selected ending performance pattern is set in the output buffer of the performance RAM 124.
[0242] Next, the performance control microcomputer 121 judges whether or not the RAM clear flag (a flag indicating that the RAM was cleared when the power was turned on) is ON (S4412). If the RAM clear flag is not ON, the process proceeds to step S4415. On the other hand, if the RAM clear flag is ON, the process starts measuring the setting period of the function setting (S4413) and turns off the RAM clear flag (S4414). The setting period of the function setting is a period during which the "function setting menu" screen shown in FIG. 24(A) can be called up. In other words, the setting period of the function setting is a period during which the performance control microcomputer 121 accepts an instruction to call up the "function setting menu" screen. In this embodiment, this setting period is set to 30 seconds. That is, in this embodiment, the setting period of the function setting is within a predetermined period after the power is turned on. The length of the setting period of the function setting can be changed as appropriate.
[0243] In step S4499, other processing is performed based on a received command other than the above commands (for example, a process of performing a V passage notification based on a V passage command indicating a V passage, etc.), and the received command analysis process ends.
[0244] [3-2. Function setting process] As shown in Fig. 35, in the function setting process (S4303), first, the performance control microcomputer 121 determines whether the setting screen display flag is ON or not (S5001). The setting screen display flag is a flag that indicates whether the "Function setting menu" screen or the setting menu screen of various setting items is being displayed or not. For example, the setting screen display flag being ON indicates that a setting screen such as the "Function setting menu" screen (Fig. 24(A)) or the "Error output condition setting menu" screen (Fig. 24(B)) is being displayed. The setting screen display flag is turned ON in step S5005 described later.
[0245] If the setting screen display flag is not ON (NO in S5001), it is then determined whether or not it is within a predetermined period (function setting period) after the RAM is cleared (S5002). As described above, in this embodiment, this period is set to 30 seconds. If it is not within the predetermined period after the RAM is cleared (NO in S5002), this process is immediately terminated. On the other hand, if it is within the predetermined period after the RAM is cleared (YES in S5002), it is then determined whether or not a predetermined setting screen call operation (also called a display operation) has been performed (S5003). In this embodiment, the setting screen call operation is pressing the select button 42 five times in succession. Of course, the type of operation that constitutes the setting screen call operation can be changed as appropriate.
[0246] If a setting screen call operation has not been performed in step S5003, this process is immediately terminated. On the other hand, if a setting screen call operation has been performed (YES in S5003), a setting screen display process (S5004) is performed. In the setting screen display process (S5004), a display command for controlling the display unit 50a to the "Function setting menu" screen is set in the output buffer. Thereafter, the performance control microcomputer 121 turns on the setting screen display flag (S5005) and terminates this process. Note that, in order to display the "Function setting menu" screen, after a setting screen call operation has been performed, input of a password may be requested, and the "Function setting menu" screen may be displayed on the condition that authentication of the entered password has been successful.
[0247] The image control board 140, which has received the display command set in step S5004, displays the "Function Setting Menu" screen on the display unit 50a. When the "Function Setting Menu" screen is displayed on the display unit 50a, a developer of the manufacturer, an employee of the game center, or other setting person can select any setting item from various setting items of internal information. As described above, the setting items include settings related to the hall code, settings related to the RTC performance, settings related to the antibacterial coat display, settings related to defaults, settings related to the operation of the role, and settings related to error output conditions.
[0248] In step S5001 of the function setting process (FIG. 35), if the setting screen display flag is ON, the pachinko game machine PY1 is in a state where it accepts input operations by the input devices of the normal button 40, the select button 42, and the volume button 43 while the "function setting menu" screen or the setting menu screen of each setting item is displayed. Specifically, the input operations that can be accepted on the "function setting menu" screen or the setting menu screen of each setting item include selection and decision, and the input operation of the select button 42 accepts selection, and the input operation of the normal button 40 and the volume button 43 accepts decision. Therefore, as shown in FIG. 36, the performance control microcomputer 121 first determines whether the select button 42 has been operated (S5006).
[0249] When the select button 42 is operated (YES in S5006), the selection state of the button displayed in the "Function Setting Menu" is switched (S5007). The select button 42 is composed of four directional buttons indicating up, down, left, and right, respectively, and in step 5006, the operated button among the four buttons is also specified, and the switching destination is determined according to the operated button. For example, when the directional button indicating right among the select buttons 42 is operated, the selection is switched to the button to the right of the currently selected button. More specifically, when the directional button indicating right is operated while the "Setting Screen" button for Hall Code Setting is selected, the "Initialize" button for Hall Code Setting, which is to the right of the "Setting Screen" button for Hall Code Setting, is switched to a selected state, and the "Setting Screen" button for Hall Code Setting is switched to an unselected state. Note that if there is no button in the direction indicated by the operated button, the option is not switched. Also, when the setting menu screen for each setting item is displayed from the "Function Setting Menu" screen, the selection state of the button is switched in the displayed setting menu. For example, when the "Error output condition setting menu" screen is displayed and the "Stop after 30 seconds" button is selected, if the directional button indicating down is operated, the "Button stop" button located immediately below the "Stop after 30 seconds" button will be switched to a selected state, and the "Stop after 30 seconds" button will be switched to a non-selected state.
[0250] After switching the button selection state in step 5007, or if the select button 42 has not been operated (NO in S5006), the performance control microcomputer 121 determines whether or not the normal button 40 has been operated (S5008).
[0251] When the normal button 40 is operated (YES in S5008), a process corresponding to the currently selected button is executed (S5009). For example, when the normal button 40 is operated while the "Setting screen" button for hall code setting is selected on the "Function setting menu" screen, the "Hall code setting menu" screen is displayed. When the normal button 40 is operated while the "Initialize" button for hall code setting is selected on the "Function setting menu" screen, the setting value of the hall code is returned to the initial value. When the normal button 40 is operated while the "End setting" button is selected on the "Function setting menu" screen, it is determined that an operation to end the function setting has been performed, and a process to end the "Function setting menu" screen is performed. The process when an operation to end the function setting has been performed will be described later as the process after S5025. When the normal button 40 is operated while the "Error output condition setting menu" screen is displayed and the "ON / OFF" button corresponding to the condition for stopping after 30 seconds is selected and "OFF" is displayed, the display of the "ON / OFF" button is switched to "ON".
[0252] After executing the processing corresponding to the button selected in step 5009, or if the normal button 40 has not been operated (NO in S5008), the performance control microcomputer 121 determines whether the volume button 43 has been operated (S5010).
[0253] When the volume button 43 is operated (YES in S5010), a process corresponding to the currently selected button is executed (S5011) in the same manner as when the normal button 40 is operated. That is, in the pachinko game machine PY1, the operation of the normal button 40 is clearly indicated (explanatory image G50S, explanatory image G50SS) on the "function setting menu" screen and the screen of the setting menu of each function, but the operation of the volume button 43 is not clearly indicated. However, even with the volume button 43, the same input operation as with the normal button 40 is performed.
[0254] In step S5025, it is determined whether or not an end operation has been performed to end the display of the "Function Setting Menu" screen. In this embodiment, this end operation is an input operation performed on the normal buttons 40 or the volume buttons 43 with the "End Settings" button on the "Function Setting Menu" screen selected.
[0255] If the function setting menu has not been closed in step S5025, this process is immediately terminated. On the other hand, if the function setting menu has been closed, a setting screen closing process (S5026) is performed, the setting screen display flag is turned OFF (S5027), and this process is terminated. In the setting screen closing process (S5026), a display command for closing the display of the "Function Setting Menu" screen shown in Fig. 24(A) is set in the output buffer.
[0256] The image control board 140 that has received the display command set in step S5026 ends the display of the "Function Setting Menu" screen and displays an image of a normal game presentation on the display unit 50a. In this embodiment, the normal game presentation is restricted during the period when the setting screen display flag is ON. Specifically, for example, if a game ball enters the first starting hole 11 during the period when the setting screen display flag is ON, the display unit 50a does not execute the variable display of the presentation symbols EZ1, EZ2, EZ3, etc. That is, during the period when the setting screen display flag is ON, the "Function Setting Menu" screen and the setting menu screen of each function are displayed on the display unit 50a with priority over images related to normal game presentation. This makes it possible to appropriately set the functions.
[0257] [3-3. Button input processing] As shown in Fig. 37, in the button input process (S4305), first, the performance control microcomputer 121 determines whether or not the "Function Setting Menu" screen is being displayed, i.e., whether or not the setting screen display flag is ON (S5201). When the "Function Setting Menu" screen is being displayed, this includes when the setting menu screen for each setting item, which is displayed from the "Setting Screen" button on the "Function Setting Menu" screen, is being displayed. If the function setting menu is being displayed (YES in S5201), this process is immediately terminated in order to execute the process for when the "Function Setting Menu" screen is being displayed (when the setting screen display flag is ON) (see Fig. 36).
[0258] If the function setting menu is not being displayed (NO in S5201), it is then determined whether or not the volume button 43 has been operated (S5211). If the volume button 43 has been operated (YES in S5211), the volume is changed (S5212). The volume button 43 is composed of two buttons, an up button for increasing the volume and a down button for decreasing the volume. In step 5203, the operated button of the two buttons is identified and the volume is changed according to the operated button. That is, when the "Function Setting Menu" screen is displayed, the volume button 43 functions as an input means for inputting a decision like the normal button 40, and when the "Function Setting Menu" screen is not displayed, it functions as an input means for inputting a change in the volume. Note that when the "Function Setting Menu" screen is displayed, the up button and the down button are not distinguished, and the performance control microcomputer 121 determines that the volume button 43 has been operated regardless of which button has been operated.
[0259] After the volume has been changed, or if the volume button 43 has not been operated (NO in S5211), it is then determined whether or not the normal button 40 has been operated (S5221). If the normal button 40 has been operated (YES in S5221), it is further determined whether or not a period for accepting input from the normal button 40 has been set (S5222). Since the normal button 40 accepts input at a predetermined timing during the performance, the period is set when the input is accepted. If a period for accepting input from the normal button 40 has been set (YES in S5222), a performance corresponding to that period is executed (S5223). Note that changes in volume using the volume button 43 are always accepted regardless of the performance unless the "Function Setting Menu" screen is being displayed.
[0260] After the performance is executed, or if the normal button 40 is not operated (NO in S5221), or if the period for accepting input from the normal button 40 is not set (NO in S5222), it is then determined whether or not any other button has been operated (S5231). If any other button has been operated (YES in S5231), processing according to the operation of that button is executed (S5232). For example, if the select button 42 is operated, the performance mode is switched. After the processing according to the button operation is executed, or if no other button has been operated (NO in S5231), this processing ends.
[0261] In this embodiment of the pachinko game machine PY1, the setting screen calling operation for displaying the "Function Setting Menu" screen is the operation of the select button 42, so if the "Function Setting Menu" screen is not displayed even during the specified period after the RAM is cleared, the volume can be changed. However, if the setting screen calling operation includes the operation of the volume button 43, the volume may not be changed even if the volume button 43 is operated during the specified period after the RAM is cleared.
[0262] [3-4. Notification Cancellation Processing] As shown in Fig. 38, in the notification stop process (S4306), first, the performance control microcomputer 121 determines (S5301) whether or not an error is being notified in the board check process (S4003, see Fig. 31). If no error is being notified (NO in S5301), this process immediately ends.
[0263] On the other hand, if an error is being notified (YES in S5301), it is determined whether any one of the valid error output conditions is satisfied (S5302). As described above, there are three error output conditions: "stop after 30 seconds", "button stop", and "low volume after 10 seconds", and each condition can be set to be valid or invalid. The performance control microcomputer 121 then determines whether each of the error output conditions that are set to be valid is satisfied, and if any of the error output conditions is satisfied, it determines that the error output condition is satisfied, and if none of the error output conditions are satisfied, it determines that the error output condition is not satisfied. If it is determined that the error output condition is not satisfied (NO in S5302), this process is immediately terminated.
[0264] If it is determined that the error output conditions are met (YES in S5302), it is determined whether or not it is necessary to end the error notification (S5303). Specifically, in this embodiment, if either "stop after 30 seconds" or "button stop" is met, it is determined that it is necessary to end the notification (YES in S5303), the error notification is ended (S5304), and this process ends. Since "stop after 30 seconds" and "button stop" forcefully end the error notification, the intensity of the notification is lower compared to when these error output conditions are turned OFF, i.e., when the error notification is not forcefully ended.
[0265] On the other hand, if neither "stop after 30 seconds" nor "button stop" is met, but "low volume after 10 seconds" is met, it is not determined that it is necessary to end the error notification (NO in S5303), the notification mode is changed according to the output condition (S5305), and this process ends. Specifically, in this embodiment, since "low volume after 10 seconds" is met, the warning lamp etc. is left on, the volume of the error notification is lowered, and this process ends. Since "low volume after 10 seconds" forcibly lowers the volume of the error notification, the intensity of the notification is lower than when this error output condition is turned OFF, i.e., the volume of the error notification is not lowered.
[0266] 7. Effects of the embodiment As described above in detail, the pachinko game machine PY1 according to the above embodiment allows one input operation (a decision operation in the embodiment) to be input using multiple input means (the normal button 40 and the volume button 43 in the embodiment) while the "Function Setting Menu" screen or the setting menu screen for each setting item is displayed, so that many input means can be used even during the display period of the screen. As a result, the input operation can be performed using an input means that is easy for the user to use, improving the convenience of the input operation.
[0267] Also, in the pachinko game machine PY1, the normal buttons 40 are unitized as a button unit BU, and input is not possible unless the button unit BU is attached to the game machine frame 2. On the other hand, the volume button 43 is not unitized, and input is possible even if the button unit BU is not attached to the game machine frame 2. The pachinko game machine PY1 can display the "Function Setting Menu" screen even if the button unit BU is not attached to the game machine frame 2, and even if the "Function Setting Menu" screen is displayed in such a state, input operation for confirmation is possible using the volume button 43, so that the operability of the "Function Setting Menu" screen is not reduced.
[0268] For example, in the development stage, factory shipping stage, or installation stage in a pachinko game machine PY1, even if the button unit BU is not attached, it may be necessary to perform function setting for testing or operation check. In this case, if a specific input operation on the "function setting menu" screen is limited to the normal button 40 on the button unit BU, function setting cannot be performed when the button unit BU is not attached, which is extremely inconvenient. As in the pachinko game machine PY1 according to the embodiment, there are multiple input means for the same input operation on the "function setting menu" screen, and by making one of them inputtable even when the button unit BU is not attached, convenience is improved. In this case, the staff of the game arcade do not need to know about input operations other than the normal button 40, and there is no need to explain in the explanatory image G50S that such input operations are possible.
[0269] In addition, the pachinko game machine PY1 notifies the user with the explanatory image G50S that the normal button 40 can be used to input a decision when the "Function Setting Menu" screen or the setting menu screen for each setting item is displayed, but does not notify the user with the explanatory image G50S that the volume button 43 can also be used to input a decision. If multiple buttons are used to perform the same input operation, including all of the multiple buttons in the explanation can easily make the explanation redundant and give the impression that the operation is complicated. Therefore, the explanation can be simplified by including only one of the multiple input means that can be used (preferably an input means that is easy to operate; in this embodiment, the normal button 40 is easier to operate because it is larger in size and located forward than the volume button 43).
[0270] In addition, in the pachinko game machine PY1, when the "Function Setting Menu" screen or the setting menu screen for each setting item is displayed, a process for determining the selected setting value or item is executed whether an input operation is performed using the normal button 40 or the volume button 43, and when the "Function Setting Menu" screen or the setting menu screen for each setting item is not displayed, a predetermined presentation is executed when an input operation is performed using the normal button 40, and a volume adjustment is executed when an input operation is performed using the volume button 43. When the "Function Setting Menu" screen or the setting menu screen for each setting item is not displayed, each button accepts a different operation, thereby increasing the freedom of input mode.
[0271] In addition, after power is turned on, the pachinko game machine PY1 displays a "Function Setting Menu" screen based on a predetermined setting screen calling operation, and accepts the same input operation that can be accepted on the "Function Setting Menu" screen with both the normal button 40 and the volume button 43 as an input to the "Function Setting Menu" screen displayed based on the setting screen calling operation, and sets the internal information accepted on the "Function Setting Menu" screen displayed based on the setting screen calling operation. By making the "Function Setting Menu" screen, which accepts a decision operation with both the normal button 40 and the volume button 43, a screen that requests a setting screen calling operation, the internal information is distinguished from customization settings such as effects set by general players, and the convenience of the operation for setting the internal information is improved.
[0272] Furthermore, the normal button 40 may receive input operations during a performance when the "Function Setting Menu" screen is not displayed, and the volume button 43 can receive operations for adjusting the volume regardless of the performance when the "Function Setting Menu" screen is not displayed. By making the volume button 43 capable of receiving operations regardless of the performance, the normal button 40 and the volume button 43, which are treated separately during the performance, can receive a common input operation when the "Function Setting Menu" screen is displayed, thereby improving the convenience of operating the "Function Setting Menu" screen.
[0273] The pachinko game machine PY1 according to the above embodiment has a plurality of error output conditions, and a plurality of notification modes with different error notification intensities are prepared by setting each condition on / off. The notification mode can be set by setting the error output condition on / off using the "Error Output Condition Setting Menu" which is accessed from the "Function Setting Menu" screen, and when a predetermined error is detected, the error is notified according to the set notification mode. This allows notification appropriate to the situation. For example, in the design stage, testing may be performed with the knowledge that an error will occur, and if an error is notified strongly, it may be annoying and interfere with the actual testing. Therefore, by setting a notification mode with a low notification intensity, the impact of the notification can be reduced.
[0274] In addition, there are two types of error notification modes: when the error output condition "stop after 30 seconds" is OFF, and when "stop after 30 seconds" is ON. If "stop after 30 seconds" is set to OFF, the pachinko game machine PY1 continues to notify the error until the error is resolved or the power is turned off, and if "stop after 30 seconds" is set to ON, the error notification is stopped 30 seconds after the error notification began. This allows the strength of the notification mode to be set, such that if there is no notification time of 30 seconds, a strong notification is made, and if there is a notification time, a weaker notification is made.
[0275] In addition, there are two types of error notification modes: when the error output condition "low volume after 10 seconds" is OFF, and when "low volume after 10 seconds" is ON. The pachinko game machine PY1 can set the volume of the notification for errors by adjusting the volume of the notification according to the set notification mode. A louder volume results in a stronger notification, and a quieter volume results in a weaker notification, allowing the intensity of the notification mode to be set.
[0276] In addition, there are two types of error notification modes: when the error output condition "button stop" is OFF, and when "button stop" is ON. After starting to notify an error, the pachinko game machine PY1 accepts input via the normal button 40 or the volume button 43 when "button stop" is set ON, and stops the error notification in response to input via these input means. On the other hand, when "button stop" is set OFF, the error notification is not stopped even if there is input via these input means, so that the case where the error notification is not stopped via input operation can be set as a high-intensity notification mode, and the case where the error notification is stopped via input operation can be set as a low-intensity notification mode.
[0277] In addition, after the power is turned on, the pachinko game machine PY1 displays an "Error Output Condition Setting Menu" screen via a "Function Setting Menu" screen based on a predetermined setting screen calling operation, and accepts the setting of the error notification mode. By requesting a setting screen calling operation to set the error notification mode, the setting of the notification mode for notifying an error is distinguished from the game customization settings set by general players, making it difficult to set the notification mode. As a result, cheating by players can be suppressed.
[0278] Furthermore, when the pachinko game machine PY1 is started, it acquires a board ID, a frame ID, a signal indicating whether or not a button unit BU is attached, and judges whether or not the various devices attached (the game machine frame 2, the game board 1, or the button unit BU) are appropriate based on the acquired information. If it is judged to be inappropriate, it notifies an error indicating the incompatibility of the device in a set notification mode. Even when an error is being notified, it is possible to accept the setting of the notification mode. This allows for notification of various device installation errors appropriate to the situation.
[0279] 8.Example of changes Below, we will explain modified examples of the pachinko game machine PY1 described in the embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0280] In the above embodiment, the internal information is stored in the sub-control board 120, and the sub-control board 120 determines the performance according to the internal information, but for example, the internal information may be stored in the image control board 140, and the performance determined by the sub-control board 120 may be restricted by the image control board 140. In this case, the board to be replaced may be the sub-control board 120, rather than the main control board 100. That is, a test board to be replaced with the sub-control board 120 may be provided, and the internal information to be stored in the image control board 140 may be set, for example, when the test board performs a test process or operation.
[0281] In the above embodiment, while the "Function Setting Menu" screen or the setting menu screen for each setting item is displayed, both the normal button 40 and the volume button 43 are capable of accepting input operations related to confirmation, but other input means may also be capable of accepting input operations related to confirmation. For example, the ball lending button, return button, and light intensity adjustment button may be capable of accepting input operations related to confirmation.
[0282] In the above embodiment, while the "Function Setting Menu" screen or the setting menu screen for each setting item is displayed, both the normal button 40 and the volume button 43 are capable of accepting input operations related to confirmation, but input operations other than confirmation may be accepted by a plurality of input means. For example, when the select button 42 is in the button unit BU, the ball lending button, return button, and light intensity adjustment button may be capable of accepting input operations related to selection.
[0283] In addition, in the above embodiment, for the "Function Setting Menu" screen or the setting menu screen for each setting item, which requires a setting screen call-up operation to be displayed, i.e., for screens that are mainly operated by hall staff or gaming machine manufacturer staff, it is possible to accept the same input operation on multiple input devices. However, it is also possible to make it possible to accept the same input operation on multiple input devices for screens that do not require such special operations, such as a performance setting screen that allows players to customize the performance.
[0284] In the above embodiment, the error output condition includes a condition for stopping the error notification when a predetermined notification time has elapsed ("stop after 30 seconds" in the embodiment) and a condition for lowering the volume of the error notification when a predetermined notification time has elapsed ("low volume after 10 seconds" in the embodiment), but it is also possible to provide multiple types of notification modes with different notification times. Even in this case, the longer the notification time, the stronger the notification, and the shorter the notification time, the weaker the notification. The intensity of the notification mode can be set.
[0285] In addition, in the embodiment, the special chart 2 determination process is performed preferentially, but the special chart 1 determination process may be configured to be performed preferentially. In addition, the special chart 1 related random numbers and the special chart 2 related random numbers may be configured to perform the special chart determination process in the order in which they are stored in the reserved storage unit. In addition, in the embodiment, the variable display of the special chart 1 and the variable display of the special chart 2 are not performed in parallel, but the variable display of the special chart 1 and the variable display of the special chart 2 may be configured to be performed in parallel. In addition, in the embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub control board 120 performs basic control related to the progress of the performance according to the progress of the game (control of the game), so that the control of the game and the control of the performance are performed on different boards, but they may be configured to be performed on one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board. Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines, as well as pachislot gaming machines.
[0286] 9. Inventions disclosed in the above embodiments The above embodiments include the following inventions (Inventions A1 to A6, Inventions B1 to B6). In the following description of the inventions, the corresponding component names and expressions in the above embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions.
[0287] The gaming machine according to the invention A1 is A presentation means (image display device 50, speaker 52); A first input means (normal button 40); A second input means (volume button 43); An internal information setting means (sub-control board 120) for displaying a setting screen (a "function setting menu" screen or a setting menu screen for each setting item) for internal information (hole code setting, default setting, RTC setting, role operation setting, antibacterial coating display setting, error output condition setting) and setting the internal information received on the setting screen; A performance control means (sub-control board 120) that controls the performance by the performance means according to the internal information set by the internal information setting means; Equipped with The internal information setting means includes: while displaying the setting screen, the same input operation that can be accepted on the setting screen is accepted by both the first input means and the second input means (S5009, S5011); It is configured as follows.
[0288] Conventionally, in gaming machines, when a setting screen is displayed, the setting contents are switched by, for example, a cross button provided on the gaming machine frame, and the setting contents are determined by a performance button also provided on the gaming machine frame (for example, JP 2022-040854 A). However, various input means are provided on the gaming machine frame, and some input means are not used as operations for the setting screen, so there is room for improvement. And, in the gaming machine of this configuration, when the setting screen is displayed, by making it possible to input one input operation with multiple input means, many input means can be used even during the display period of the setting screen. As a result, the input operation can be performed by an input means that is easy for the user to use, and the convenience of the input operation is improved.
[0289] The gaming machine according to the invention A2 is The gaming machine according to the invention A1, The second input means is provided on a gaming machine frame, The first input means is provided in a unit (button unit BU) that is detachable from the gaming machine frame, the internal information setting means is capable of displaying the setting screen even when the unit is not attached to the gaming machine frame, The first input means is capable of inputting when the unit is attached to the gaming machine frame, The second input means is capable of inputting even when the unit is not mounted in the gaming machine frame. It is configured as follows.
[0290] In this configuration, the setting screen can be displayed even if the unit is not attached to the gaming machine frame, and even if the setting screen is displayed in such a state, input operations can be performed using the second input means, so that the operability of the setting screen is not reduced.
[0291] The gaming machine according to the invention A3 is The gaming machine according to the invention A1 or A2, The internal information setting means includes: while displaying the setting screen, notifying the user that an input operation will be accepted by the first input means, but not notifying the user that an input operation will be accepted by the second input means. It is configured as follows.
[0292] In this configuration, the explanation can be simplified by including only one of the two possible input means in the explanation.
[0293] The gaming machine according to the invention A4 is A gaming machine according to any one of Inventions A1 to A3, When the setting screen is displayed, a first process (a process related to a decision on the "Function Setting Menu" screen or a setting screen for each setting item) is executed regardless of whether an input operation is performed by the first input means or the second input means, In a state where the setting screen is not displayed, if an input operation is performed by the first input means, a second process (a process related to a performance) is executed, and if an input operation is performed by the second input means, a third process (a volume adjustment) is executed. It is configured as follows.
[0294] In this configuration, when the setting screen is not displayed, the first input means and the second input means each accept different operations, thereby increasing the freedom of input mode.
[0295] The gaming machine according to the invention A5 is A gaming machine according to any one of Inventions A1 to A4, The internal information setting means includes: after power-on, displaying the setting screen based on a predetermined special operation (setting screen calling operation), accepting the same input operation that can be accepted on the setting screen by both the first input means and the second input means as an input to the setting screen displayed based on the special operation, and setting the internal information accepted on the setting screen displayed based on the special operation; It is configured as follows.
[0296] In this configuration, by making the setting screen, which accepts the same input operations from both the first input means and the second input means, a screen that requires special operations, the internal information is distinguished from customization settings such as effects that are set by general players, and the convenience of operations for setting the internal information is increased.
[0297] The gaming machine according to the invention A6 is A gaming machine according to any one of Inventions A1 to A5, The first input means may receive an input operation during a period set in the performance by the performance means while the setting screen is not being displayed, The second input means is capable of accepting an operation regardless of the effect produced by the effecting means in a state in which the setting screen is not displayed. It is configured as follows.
[0298] In this configuration, the second input means is capable of accepting operations regardless of the presentation, so that the first input means and the second input means, which are treated separately in the presentation, accept a common input operation when the setting screen is displayed, thereby increasing the convenience of operating the setting screen.
[0299] The gaming machine according to the invention B1 is A notification means (image display device 50, speaker 52) for notifying an error; There are at least two types of error notification modes by the notification means: a first mode (all error output conditions are OFF) and a second mode (any of the error output conditions is ON) with a lower level of notification intensity than the first mode, and a setting means (error output condition setting menu, sub-control board 120) for receiving a setting for which notification mode to use; Equipped with The notification means includes: When a predetermined error is detected, the predetermined error is notified in the notification mode set by the setting means. It is configured as follows.
[0300] As a technology related to pachinko gaming machines, a configuration that notifies an error when an abnormality is detected is known (for example, JP 2019-037336 A). However, the error notification continues until the abnormality that caused it is resolved, so that it is possible to know whether the abnormality has been resolved or not, but continuing the error notification may cause annoyance to those around. Since it is possible to notify those around that an abnormality has occurred without continuing the error notification, there is room for improvement in the manner of error notification. Therefore, the pachinko gaming machine provides multiple notification modes with different notification intensities, and the notification modes can be set, so that when a specific error is detected, the error is notified according to the set notification mode, making it possible to make a notification that suits the situation.
[0301] The gaming machine according to the invention B2 is The gaming machine according to the invention B1, There are at least two types of error notification modes by the notification means: the first mode in which the notification time for notifying an error is not set ("Stop after 30 seconds" is OFF), and the second mode in which the notification time is set ("Stop after 30 seconds" is ON), In the notification means, If the first mode is set, the error notification is continued until the error is resolved or until the power is turned off, and if the second mode is set, the error notification is stopped when the notification time has elapsed since the start of the error notification. It is configured as follows.
[0302] In this configuration, the presence or absence of a warning time can be set, so that if there is no warning time, the warning will be stronger, and if there is a warning time, the warning will be weaker, and the strength of the warning mode can be set.
[0303] The gaming machine according to the invention B3 is The gaming machine according to the invention B1, There are at least two types of error notification modes by the notification means: a first mode in which the volume for notifying the error is set to a first volume ("low volume after 10 seconds" is OFF), and a second mode in which the volume may be set to a second volume lower than the first volume ("low volume after 10 seconds" is ON); In the notification means, adjusting the volume of the notification in accordance with the notification mode set by the setting means; It is configured as follows.
[0304] In this configuration, the volume of the notification can be set, so that a high volume results in a strong notification, and a low volume results in a weaker notification, and the intensity of the notification can be set.
[0305] The gaming machine according to the invention B4 is The gaming machine according to the invention B1, Equipped with input means (normal button 40, volume button 43), There are at least two types of error notification modes by the notification means: the first mode in which there is no stop condition based on the input of the input means ("button stop" is OFF), and the second mode in which the error notification is stopped when there is an input from the input means ("button stop" is ON), The notification means includes: after starting to notify an error, if the second mode is set, an input by the input means is accepted, and in response to the input by the input means, the notification of the error is stopped, and if the first mode is set, the notification of the error is not stopped even if an input is received by the input means. It is configured as follows.
[0306] In this configuration, since the error notification can be stopped by inputting through the input means, a high intensity notification mode can be set when such a stop condition does not exist, and a low intensity notification mode can be set.
[0307] The gaming machine according to the invention B5 is A gaming machine according to any one of Inventions B1 to B4, The setting means is After power is turned on, the setting of the error notification mode is accepted based on a predetermined special operation (setting screen calling operation). It is configured as follows.
[0308] In this configuration, by requiring special operations to set the error notification mode, this can be distinguished from customized game settings set by general players, and cheating by players can be prevented.
[0309] The gaming machine according to the invention B6 is A gaming machine according to any one of Inventions B1 to B5, a compatibility determination means for obtaining information (identification information, information on a state in which a unit is attached) of a device (a gaming machine frame, a gaming board) to be attached to the gaming machine and determining the compatibility of the device based on the obtained information; The notification means includes: when the compatibility determination means determines that the device is incompatible, an error indicating that the device is incompatible is notified in a notification manner set by the setting means; The setting means is Even when an error is being notified by the notifying means, the setting of the notification mode can be accepted. The gaming machine is configured as follows.
[0310] In this configuration, the manner in which an installation error of a unit or the like is notified can be set, so that an installation error of a device can be notified in a manner appropriate to the situation. [Explanation of symbols]
[0311] PY1...Pachinko machine 1...Game board 40...Normal button 42...Select button 43...Volume button 50...Image display device 101...Game control microcomputer 121...Performance control microcomputer
Claims
[Claim 1] The means of production and a plurality of input means including a first input means and a second input means; an internal information setting means for displaying an internal information setting screen and setting the internal information received on the setting screen; a performance control means for controlling the performance by the performance means in accordance with the internal information set by the internal information setting means; Equipped with the first input means is provided in a unit that is detachable from the gaming machine frame, The internal information setting means The setting screen can be displayed even if the unit is not attached to the gaming machine frame, receiving, with the setting screen displayed, the same input operation that can be accepted on the setting screen by both the first input means and the second input means; the first input means is capable of inputting when the unit is attached to the gaming machine frame, the second input means is capable of inputting even when the unit is not mounted in the gaming machine frame; The gaming machine is configured as follows.