Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-03-09
- Publication Date
- 2026-03-10
AI Technical Summary
Pachinko gaming machines face issues with malfunctions due to improper combinations of control means and electrical components, despite existing countermeasures, which are not fully effective.
A gaming machine with a suitability determining means that uses version information and comparison information to ensure compatibility between the control means on the game board and the frame's electrical components, preventing inappropriate combinations.
This configuration effectively reduces the likelihood of control-related problems by ensuring appropriate combinations of components, enhancing operational reliability.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As an example of a gaming machine, a pachinko gaming machine in which a game is played using a gaming ball is known. In this pachinko gaming machine, a gaming area is formed on the front side of a gaming board arranged inside the machine, and the gaming area can be seen through a window on the front side of the machine. The gaming area is provided with a plurality of ball entrances. Therefore, a gaming ball shot out by a player's handle operation or the like may enter one of the ball entrances while flowing down the gaming area, or may not enter the ball and flow down to the bottom end of the gaming area and be discharged from an outlet. When the gaming ball enters the ball entrance, a privilege such as a prize ball corresponding to the ball entrance is given to the player. In this way, when playing a pachinko gaming machine, a player can obtain a profit according to the ball entering the ball entrance (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-45247 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, in the case of pachinko machines, attempts are being made to obtain various data related to players' play and realize multifaceted verification and information management, and changes to the control content are occurring accordingly. However, such changes to the control content have raised concerns about malfunctions, and although measures have been taken, they are still not perfect and there is room for improvement.
[0005] The present invention has been made to solve the problems in the conventional art, and an object of the present invention is to provide a gaming machine that can reduce the risk of control-related malfunctions. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the gaming machine of the present invention is a gaming machine comprising a gaming board forming a gaming area at the front side through which gaming balls flow down, and a frame body that holds the gaming board, and is characterized in that it comprises a control means provided on the gaming board, predetermined electrical components provided on the frame body that communicate with the control means, a version information storage means provided on the frame body that stores version information relating to versions of the predetermined electrical components, and a comparison information storage means provided on the gaming board that stores comparison information, as well as a suitability judgment means that judges the suitability of a combination of the control means and the predetermined electrical components based on the version information and the comparison information.
[0007] According to this, if an old version of a specific electrical component is mistakenly installed in the frame of a gaming machine, the specific electrical component does not correspond to the control means on the gaming board side, and the combination of the gaming board (control means) and the frame (specific electrical component) is inappropriate. In response to this, by making a judgment based on the version information and comparison information, it is possible to specify whether it is appropriate or inappropriate to use the control means of the gaming board installed in the frame and the specific electrical component installed in the frame in combination, thereby preventing a situation in which the gaming machine is operated in a state in which the control means on the gaming board and the specific electrical component of the frame are inappropriately combined. Effect of the Invention
[0008] According to the gaming machine of the present invention having the above-mentioned configuration, the risk of malfunctions relating to control can be reduced. [Brief description of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment. [Diagram 2] FIG. [Diagram 3] This is a schematic diagram of the ball circulation mechanism with the ball feeding section removed. [Figure 4] FIG. 4 is a schematic diagram of the ball sending section. [Figure 5A] 2 is a block diagram showing the electrical configuration of a main control board and peripheral devices. FIG. [Figure 5B] 2 is a block diagram showing the electrical configuration of a sub-control board and peripheral devices. FIG. [Figure 6] 13(a) is an explanatory diagram of the ball number information storage section of the RAM of the frame control microcomputer, and FIG. 13(b) is a curve graph showing an example of the relationship between the passage of game time and the change in the difference in the number of balls. [Figure 7] 1 is a table showing the types and contents of displays by the performance display monitor. [Figure 8] FIG. 13 is an explanatory diagram of a win / lose determination table. [Figure 9] 1A is an explanatory diagram of a jackpot type determination table for a first special symbol, and FIG. 1B is an explanatory diagram of a jackpot type determination table for a second special symbol. [Figure 10] An explanatory diagram of a small win type determination table. [Figure 11] 1A is an explanatory diagram of a normal pattern hit / miss determination table, and FIG. 1B is an explanatory diagram of a normal pattern hit type determination table. [Figure 12] 4 is a flowchart of a main-side main control process. [Figure 13] 13 is a flowchart of a main-side timer interrupt process. [Figure 14] 13 is a flowchart of a pattern sensor detection process. [Figure 15] 13 is a flowchart of a normal operation process. [Figure 16] 13 is a flowchart of a special symbol waiting process. [Figure 17] This is a flowchart of the special chart jackpot determination process. [Figure 18] 13 is a flowchart of a special chart variation pattern selection process. [Figure 19]This is a continuation of the flowchart in Figure 18. [Figure 20] 13 is a flowchart of special symbol-related processing. [Figure 21] 13 is a flowchart of a game status management process. [Figure 22] This is a flowchart of special electric role processing (Type 1 jackpot, V jackpot). [Figure 23] This is a flowchart for processing special electric gimmicks (small wins). [Figure 24] 13 is a flowchart of a game state transition process. [Diagram 25] 13 is a flowchart of a sub-side main control process. [Figure 26] 13A is a flowchart of a 1 ms timer interrupt process, and FIG. 13B is a flowchart of a 10 ms timer interrupt process. [Figure 27] 13 is a flowchart of a received command analysis process. [Figure 28] 13 is a flowchart of the variable performance start processing. [Figure 29] 13 is an explanatory diagram of stored information regarding the version of the frame control microcomputer. [Diagram 30] An explanatory diagram showing the relationship between the reasons for preventing launch, the related control board, the notification unit that is turned off, and the launch prevention state. [Diagram 31] FIG. 4 is a diagram showing the configuration of an electric circuit that turns on and off the first to third notification parts that make up the launch monitor. [Diagram 32] 1A is a time chart showing the operation of the ball feeding solenoid and the firing motor when the firing is prevented and the gun is in a completely stopped state, and FIG. 1B is a time chart showing the operation of the ball feeding solenoid and the firing motor when the firing is prevented and the gun is in a blank firing state. [Diagram 33] 13 is a flowchart of a frame control process. [Diagram 34] 13 is a flowchart of a frame control side interrupt process. [Diagram 35] 13 is a flowchart of a primary main frame determination process. [Diagram 36] 13 is a flowchart of a game ball count management process. [Figure 37] 13 is a flowchart of a ball circulation drive process. [Figure 38] 13 is a flowchart of an external output process. [Figure 39] 13 is a flowchart of a launch permission determination process. [Diagram 40] An explanatory diagram of stored information regarding the version of the frame control microcomputer in a pachinko gaming machine of the second embodiment. [Diagram 41] Regarding the pachinko gaming machine of the third embodiment, (a) shows the relationship between the main control status and whether or not a launch can be performed and the priority order, and (b) shows the relationship between the frame control status and whether or not a launch can be performed and the priority order. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, a pachinko gaming machine in which a game is played using a gaming ball will be taken as an example of the gaming machine. When describing the directions and positional relationships of each part of the pachinko gaming machine, the "left", "right", "up" and "down" are based on the view of a player playing opposite the pachinko gaming machine. In addition, the side closer to the player (the near side) is referred to as the "front", and the side further away (the far side) is referred to as the "rear".
[0011] [First embodiment] [Major components of pachinko machine 1] As shown in FIG. 1, the pachinko game machine 1 according to the first embodiment includes a game machine frame. The game machine frame is configured to include at least an inner frame (frame body) 16 that holds a game board 2 (see FIG. 2) described later, and a door-shaped front frame 18 that covers the front of the inner frame 16, and is installed on an installation island (not shown) in a game parlor via a rectangular outer frame W. The front frame 18 includes a left side lamp 23a, a right side lamp 23b, and a top lamp 23c, and a window 18a is formed inside the frame surrounded by these. The window 18a is an opening that allows the game area 3 formed by the board surface (front) of the game board 2 to be viewed, and a transparent window plate 18b is provided to cover the window 18a. In addition, speakers 8 are provided at the left and right upper ends of the front frame 18 (both left and right sides sandwiching the top lamp 23c) as sound output means that output various sounds (music, sound effects, notification sounds, etc.) according to the content of the performance.
[0012] The front frame 18 (left side lamp 23a, right side lamp 23b, top lamp 23c, etc.) is translucent, and multiple LEDs (not shown) are arranged inside. Each LED can emit multiple colors, and changes the emitted color by turning on or blinking depending on the content of the performance. As a configuration of the top lamp 23c, for example, a rotating light (not shown) having a rotating reflector in addition to the LED can be adopted. The rotating reflector rotates around the LED in response to the driving of the movable body motor 23d (see FIG. 5B) and changes the reflection direction of the light.
[0013] The pachinko game machine 1 of this embodiment has a configuration for circulating and using the game balls enclosed inside the machine (a ball circulation mechanism 30 described later, see FIG. 3). The "number of balls owned" by the player is electromagnetically stored and managed, and the game balls are not physically paid out. Such a game machine is generally called a "managed game machine" (also called a "smart pachinko"). That is, when a ball lending operation is performed by a player, the pachinko game machine 1 adds the number of game balls to be lent to the player to the number of balls owned in the data and stores it. When a game ball is used (fired) in a game, the number of game balls is subtracted from the number of balls owned and stored. In addition, when a prize ball is awarded in association with a game by a player, the number of game balls equivalent to the prize ball is added to the number of balls owned in the data and stored. When the ball count is 0, the player does not own any balls to use in the game, and the player cannot play (the player transitions to a "launch prevention state" described below). In this way, since the player does not need to directly handle the game balls, the pachinko game machine 1 does not have a ball tray for storing game balls so that they can be inserted and removed. Instead, the operation console 25 (Fig. 1) is arranged to be located below the front frame 18.
[0014] A key insertion section 262 is provided on the right side of the front frame 18 for operating a locking device (not shown) that locks the inner frame 16 and the front frame 18. When a specific key 263 is inserted into this key insertion section 262 and turned in a specific direction, for example, to the right, the locking device is unlocked and only the front frame 18 opens. On the other hand, when a key 263 is inserted into the key insertion section 262 and turned in the opposite direction to the specific direction, for example, to the left, the locking device is unlocked and the inner frame 16 and the front frame 18 open together.
[0015] The operation console 25 is provided at the bottom of the front frame 18 so as to protrude forward, i.e., to approach the player. The operation console 25 is provided with a handle 4, a performance button 5, a performance lever 6, a game ball number display 26, and a count button 18d.
[0016] The handle 4 (game operation means) is provided on the right side of the operation console 25 (the lower right of the front frame 18), that is, in a position where a player facing the pachinko game machine 1 can hold it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 5A), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located in a position where the right hand of the player holding the handle 4 can touch it. The firing lever 4a is for adjusting the strength of the firing of the game balls by the firing hammer 90a (firing motor 91), which will be described later, and is provided rotatably on the handle 4. The firing stop button 4b is for stopping the firing of the game balls while operating the handle 4, and is provided in a position where it can be operated by the thumb of the right hand holding the handle 4.
[0017] The effect button 5 (effect operation means) is provided on the upper surface of the operation console 25. The effect button 5 can be, for example, a push-on type button switch. The effect button 5 has an effect button vibration motor 5b (FIG. 5B) and an effect button lamp 5c (FIG. 5B) built in. The effect button vibration motor 5b vibrates the effect button 5, and vibrates at a predetermined timing during the period when the effect button 5 is pressed. In this embodiment, the effect button lamp 5c is an LED. The effect button lamp 5c lights up or flashes when the effect button 5 is pressed during the period when the effect button 5 is pressed. The surface of the effect button 5 is formed of a translucent material, and is designed so that the light emitted by the effect button lamp 5c can be visually recognized by the player. The effect button 5 has an elastic member (not shown) such as a spring built in for returning the pressed effect button 5 to the position before the pressing operation, and when the pressing operation state is released, the effect button 5 returns to the state before the pressing operation by the restoring force of the elastic member. In addition, there may be an effect (button effect) that utilizes the pressing operation of the effect button 5. In the button effect, a period during which the operation of the effect button 5 is valid is set, and when the player presses the effect button 5 during that period, a specific effect (operation effect) is performed.
[0018] The performance lever 6 (performance operation means) is provided at the lower left of the operation console 25, that is, near the lower left end of the front frame 18. The performance lever 6 is shaped so that it can be held in the left hand, and can be rotated clockwise or counterclockwise, as well as tilted in four directions: up, down, left and right. Furthermore, a push button (lever button) is provided on the top surface of the performance lever 6. The performance lever 6 is also provided with a performance lever vibration motor 6c (Figure 5B). The performance lever vibration motor 6c vibrates the performance lever 6, and vibrates at a predetermined timing during the period when the operation of the performance lever 6 is valid. In addition, there may be effects (lever effects) that utilize the rotation or tilt operation of the effect lever 6. In the lever effects, a period during which the rotation or tilt operation of the effect lever 6 is valid is set, and when the player rotates or tilts the effect lever 6 during that period, a specific effect (operation effect) is performed.
[0019] In this manner, the pachinko gaming machine 1 is provided with the effect button 5 and the effect lever 6 as effect operation means that are the subject of operation (effect operation) by the player.
[0020] The game ball number display 26 is provided on the upper surface of the operation console 25 (to the right of the performance button 5) so that the display surface is horizontal or at a slight forward-downward angle. In other words, the display surface of the game ball number display 26 faces the side where the player's face is located (upper front), making it easy to see when the player lowers his / her gaze. This game ball number display 26 displays the aforementioned "number of balls in possession" which corresponds to the number of game balls owned by the player, and the number of game balls obtained by subtracting the number of balls consumed from the number of balls acquired through play on the pachinko game machine 1 ("number of balls difference"). The number of balls held is calculated by adding the number of game balls (lend balls) lent in response to a ball lending operation to the lending unit 76 (dedicated unit) described later in response to a ball lending operation, subtracting the number of game balls (fired balls) shot by the operation of the handle 4 each time they are generated, and adding the number of game balls (prize balls) awarded in response to a game each time they are generated. As described later, the number of balls held is transferred to the storage medium of the lending unit 76 in response to the player operating the counting button 18d. On the other hand, the difference in the number of balls is calculated by the formula "number of balls acquired - number of balls consumed" in relation to the total number of balls acquired (safe) and the total number of balls consumed (out) in the game performed from the start of operation to the end of operation in the pachinko game machine 1.
[0021] The lending unit 76, which communicates with the pachinko game machine 1 regarding the number of balls held, is disposed adjacent to the left side of the pachinko game machine 1 in the game parlor as shown in Fig. 1, and is equipped with an insertion slot 231 for inserting bills and an insertion / removal slot 232 for inserting and removing storage media such as IC cards, as well as a ball lending button 251, a return button 252, and a replay button 253 that can be operated by the player, and a unit display 254 that displays the remaining amount and the number of balls that have been counted. Inside the lending unit 76, a lending board (SC board, lending control board) 77 (see Fig. 5A) is disposed. The lending board 77 is electrically connected to a frame control board 150 of the pachinko game machine 1, which will be described later. The lending board 77 is equipped with a CPU as a control means for executing control to communicate ball information related to the number of balls held, game information related to the results of the game, security information related to a state where fraudulent activity may have been performed or other abnormal state, etc. with the pachinko game machine 1 (frame control board 150) and output to the management device (hall computer) of the gaming facility. The lending board 77 also has a ROM, etc. for storing programs, etc. executed by this control means. Furthermore, the lending board 77 has a RAM for storing the above-mentioned ball information, game information, security information, etc. This lending board 77 identifies the bills inserted into the insertion slot 231, stores the corresponding amount information in the RAM, and displays it on the unit display 254. In addition, the lending board 77 subtracts the amount information stored in the RAM in response to the operation of the ball lending button 251, and changes the amount displayed on the unit display 254 according to the subtraction of the amount. In addition, it outputs a ball lending signal indicating the number of game balls to be lent corresponding to the subtraction amount to the pachinko game machine 1 (frame control board 150). In the pachinko game machine 1 (frame control board 150) that receives this ball lending signal, the balls to be lent corresponding to the ball lending signal are added to the balls held by the player. The lending board 77 also manages the number of balls counted by the player. Specifically, the number of game balls (counted number of balls) corresponding to the counting operation of the count button 18d by the player, which will be described later, among the balls stored in the pachinko game machine 1 (frame control board 150) is transmitted from the pachinko game machine 1 (frame control board 150) to the lending board 77. The counted number of balls is managed by the lending board 77 and displayed on the unit display 254. The lending board 77 stores the counted number of balls in a storage medium (such as an IC card) held inside the lending unit 76, or stores the counted number of balls in a predetermined external server on the Internet in association with the storage medium. When the replay button 253 is operated, the lending board 77 outputs a signal indicating the number of balls in possession corresponding to the operation to the pachinko game machine 1 (frame control board 150), and changes the number of balls to be usable in the pachinko game machine 1. In this case, the number of balls managed by the lending board 77 is subtracted, and a signal indicating the subtracted number of balls is output. The pachinko game machine 1 (frame control board 150) that receives this signal adds the number of game balls corresponding to the signal to the number of balls held. In addition, when the return button 252 is operated, the lending board 77 exposes a part of the storage medium held inside the lending unit 76 from the insertion / removal port 232 so that it can be taken out. If the player ends the game without using up the entire amount inserted, the remaining amount is returned by inserting this storage medium into an exchange machine in the game parlor. In addition, the balls counted by the player through the counting operation on the pachinko game machine 1 can be moved together with this storage medium.
[0022] The counting button 18d is provided on the side of the upper surface of the operation console 25 that is away from the handle 4 (specifically, the left side, adjacent to the lending unit 76). This counting button 18d is operated by the player when counting (counting and moving the amount outside the machine) some or all of the balls (data) of the player stored in the pachinko game machine 1 (frame control board 150 described later). When this counting button 18d is operated, the pachinko game machine 1 (frame control board 150) subtracts an amount according to the operation mode from the balls stored at that time. In this case, the amount of the balls that have been subtracted is notified to the lending board 77 of the lending unit 76. In this way, by operating the counting button 18d, the balls of the player are moved from the pachinko game machine 1 (frame control board 150) to the lending board 77. In addition, the pachinko game machine 1 (frame control board 150) moves one ball to the lending board 77 side in response to the detection of a short press operation (e.g., a press operation for less than 1000 ms) of the counting button 18d by the counting sensor 18e (see FIG. 5A). On the other hand, when the counting sensor 18e detects a long press operation (e.g., a press operation for 1000 ms) of the counting button 18d, the pachinko game machine 1 (frame control board 150) moves 125 balls to the lending board 77 side.
[0023] (Game board 2) As shown in FIG. 2, the game board 2 is held on the upper part of the inner frame 16 so that its board surface (front surface) is positioned substantially directly opposite the face of the player. The game board 2 is covered by the transparent window plate 18b of the front frame 18 so that it can be seen through from the front. On the outer periphery of the board surface of the game board 2, a ring-shaped game area forming means (rail member 17, etc.) is arranged to define the game area 3, which is the area where the game balls flow down (roll), on the inner periphery side. In addition, on the left side of the board surface of the game board 2, the rail members 17 are arranged in two rows on the left and right, and the launched ball moves upward along the launched ball guide passage 17a formed on the inside thereof to reach the game area 3. In this case, the launched ball is guided by the left (outer) rail member 17 to reach the upper area of the game area 3.
[0024] Although not shown, a number of game pegs are driven into the surface of the game board 2 within the game area 3. As a result, the game ball flowing down the game area 3 comes into contact with the game pegs and changes its behavior. As the game ball flows down the game area 3, it either enters a ball entry port (winning port) described below, or it does not enter and flows down the game area 3 to the bottom end and is discharged from the exit port 19 to the outside of the game area 3 (towards the inner frame 16). A number of exit ports 19 are provided in the game area 3, and one of them is located at the bottom end of the game area 3.
[0025] Here, a large center decorative body 20 is arranged at the center of the game board 2 and is spaced inward from the game area forming means such as the rail member 17. This center decorative body 20 is annular or frame-shaped and is attached along the edge of a large opening (not shown) formed in the approximate center of the game board 2. Then, substantially the entire screen (front surface, for example, a liquid crystal panel) of the performance display device 7 (performance display means) located behind the game board 2 is exposed to the front side of the board through the inner opening of the center decorative body 20, and when the pachinko game machine 1 is viewed from the front, the center decorative body 20 is positioned so as to decorate the periphery of the screen of the performance display device 7. The center decorative body 20 is translucent, and when a plurality of LEDs provided behind it light up or flash according to the performance content, the light is transmitted forward. The game board 2 is provided with light-emitting means (LEDs) in multiple locations, including within the above-mentioned center decorative body 20, and is configured to decorate the game board 2 with its light emission. The decorative light-emitting means provided on the game board 2 in this manner will be referred to as "board lamps 2a" below (see FIG. 5B). Each LED constituting the board lamp 2a can emit multiple colors, light up or blink depending on the performance content, and also change the light emission color.
[0026] The center decorative body 20 protrudes annularly (frame-shaped) forward from the surface of the game board 2, so that the game balls flowing down the game area 3 are prevented from moving to the inner circumference of the center decorative body 20 (the space in front of the screen). The center decorative body 20 divides the game area 3 so that it branches into left and right at its upper part. That is, the game area 3 is an area including a left game area (first ball flow area) 3L, which is the path of the game balls flowing down the left side of the center decorative body 20, and a right game area (second ball flow area) 3R, which is the path of the game balls flowing down the right side of the center decorative body 20. Here, when the handle 4 is operated to launch a game ball with a relatively strong launch strength, the game ball flies along the upper edge of the game area 3 and comes into contact (collides) with the buffer part 21 provided at the upper part of the right game area 3R. Since the buffer section 21 is formed from an elastic material such as rubber, the buffer section 21 functions to absorb the impact of the game ball without being damaged by contact (collision) with the game ball, and causes the game ball to quickly flow downstream to the right game area 3R. In addition, a transparent cover is provided on the right side of the game board 2 to cover the front side of the right game area 3R, and a flow path for the game balls is formed between this cover and the game board, but this is omitted in Figure 2.
[0027] As shown in Fig. 2, the game board 2 is provided with a first start winning device 10, a general winning member 11, a second start winning device 12, a gate 13, a first large winning device 14, and a second large winning device 15. These components have ball entry ports (described later) through which game balls flowing down the game area 3 can enter. In addition, the second start winning device 12, the first large winning device 14, and the second large winning device 15 function as variable ball entry means capable of changing the ease with which game balls can enter the ball entry ports (the second start winning port 12a, the first large winning port 14a, and the second large winning port 15a). In the following description, among the multiple ball entry ports in the game area 3, the one that is determined as the ball entry port that can award prize balls in response to a game ball entry may be referred to as a "winning port." The entry of a game ball into a winning port may also be expressed as a "winning." Also, a "starting port," which is one type of ball entry port (winning port), is a winning port in which the entry of a game ball triggers the variable display of a special pattern described later (it may also be called a trigger port). The entry of a ball into this starting port may be expressed as a "starting ball entry (starting winning)."
[0028] The first start winning device 10 is provided in the center of the lower area of the center decorative body 20 so as to protrude from the board surface of the game board 2 to the front side (transparent window panel 18b side). This first start winning device 10 is a winning device (winning section) having a first start hole 10a and a first start hole sensor 10b. The first start hole 10a opens upward in the game area 3. The first start hole sensor 10b (see FIG. 5A) is a sensor (detection means) that detects a game ball that has entered the first start hole 10a (start ball entry), and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the first start hole 10a to the rear side of the game board 2. The first start winning device 10 is configured to always maintain the first start hole 10a in a state where a ball can be entered, and is not provided with a member that changes the ease of entering the first start hole 10a or the opening dimensions.
[0029] The general winning member 11 is provided at a left position in the lower area of the center decorative body 20 so as to protrude from the face of the game board 2 to the front side (the transparent window panel 18b side). This general winning member 11 is a winning device (winning section) having a general winning opening 11a and a general winning opening sensor 11b. The general winning opening 11a opens upward in the game area 3. The general winning opening sensor 11b (see FIG. 5A) is a sensor (detection means) that detects a game ball that has entered the general winning opening 11a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the general winning opening 11a to the rear side of the game board 2. The general winning member 11 is configured to always keep the general winning opening 11a in a state where a ball can be entered, and is not provided with any member that changes the ease of entering the general winning opening 11a or the opening dimensions.
[0030] The gate 13 (operating port) is provided in the right area of the center decorative body 20 so as to protrude from the surface of the game board 2 toward the front (transparent window panel 18b side). This gate 13 is provided with a gate sensor 13a (see FIG. 5A) that detects game balls passing through. The gate 13 is configured so that game balls can pass (enter) in the vertical direction (from top to bottom) within the game area 3.
[0031] The second start winning device 12 is located to the right of the center decorative body 20 and slightly below the gate 13. This second start winning device 12 is a winning device (winning section) having a second start opening 12a, a normal operating member (operating member) 12b, a second start opening sensor 12c (see FIG. 5A), and a normal solenoid 12d (see FIG. 5A), and is provided so as to protrude forward (toward the transparent window plate 18b) from the surface of the game board 2. The second start opening 12a opens toward the upper left within the game area 3. The second start opening sensor 12c is a sensor (detection means) that detects a game ball that has entered the second start opening 12a (start ball), and is located in the second start opening 12a. The normal operating member 12b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a normal position (first position, ball entry prevention position) on the rear side and an auxiliary position (second position, ball entry permission position) on the front side. The normal solenoid 12d is connected to the normal operating member 12b, and maintains the normal operating member 12b in the normal position in the demagnetized state (non-operated state), and maintains the normal operating member 12b in the auxiliary state in the excited state (operated state). The normal operating member 12b in the normal position is located behind the surface of the game board 2 and allows the game ball to pass downward without receiving it from above (the gate 13 side). On the other hand, the normal operating member 12b in the auxiliary position is located in front of the surface of the game board 2 and receives the game ball from above (the gate 13 side), and assists the ball to enter the second starting hole 12a (starting ball entry) by rolling the upper surface along the inclination. In other words, the second start opening 12a provided in the second start winning device 12 is a ball opening (variable ball opening, variable start opening) in which the ease of entry of the game ball changes depending on the attitude of the normal operating member 12b. Although the opening dimensions of the second starting hole 12a do not actually change, for convenience, the state in which the normal operating member 12b is in the normal position and a game ball cannot enter the hole may be expressed as a "closed state", and the change to the closed state may be expressed as "closing". Also, the state in which the normal operating member 12b is in the auxiliary position and a game ball can enter the hole may be expressed as an "open state", and the change to the open state may be expressed as "opening".
[0032] The first large prize winning device 14 is provided at the bottom of the right game area 3R (below the second start winning device 12) so as to protrude from the game board 2 to the front side (transparent window plate 18b side). The first large prize winning device 14 is a winning device (winning section) having a first large prize winning opening 14a (special prize winning opening, special ball winning opening), a first special operating member 14b, a first large prize winning opening sensor 14c (see FIG. 5A), and a first special electric solenoid 14d (see FIG. 5A). The first large prize winning opening 14a opens upward in the game area 3. The first large prize winning opening sensor 14c is a sensor (detection means) that detects a game ball that has entered the first large prize winning opening 14a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the first large prize winning opening 14a to the rear side of the game board 2. The first special operating member 14b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a ball entry blocking position (first position) at the front and a ball entry allowing position (second position) at the rear. The first special electric solenoid 14d is connected to the first special operating member 14b, and maintains the first special operating member 14b in the ball entry blocking position in the demagnetized state (non-operated state), and maintains the first special operating member 14b in the ball entry allowing position in the excited state (operated state). The first special operating member 14b in the ball entry blocking position is located forward of the surface of the game board 2 and closes the first large winning hole 14a, thereby preventing the game ball from entering the first large winning hole 14a, and causes the game ball to flow downstream (downward left) by the inclined upper surface. On the other hand, the first special operating member 14b in the ball entry permitting position is located behind the surface of the game board 2 to open the first large prize opening 14a and permit the game ball to enter the first large prize opening 14a. In other words, the first large prize opening 14a provided in the first large prize device 14 is a prize opening (variable ball entry opening) whose opening dimensions change (the ease of entry of the game ball changes depending on the position). In the following description, the first special operating member 14b is in a ball entry blocking position and the state in which the game ball cannot enter the first large winning hole 14a is referred to as a "closed state", and the change to the closed state is referred to as "closing". Also, the first special operating member 14b is in a ball entry permitting position and the state in which the game ball can enter is referred to as an "open state", and the change to the open state is referred to as "opening".
[0033] The second large prize winning device 15 is provided at the top of the right game area 3R (above the second start winning device 12) so as to protrude from the game board 2 to the front side (transparent window panel 18b side). This second large prize winning device 15 is a winning device (winning section) having a second large prize winning port 15a (special prize winning port, special ball winning port), a second special operating member 15b, a second large prize winning port sensor 15c (see FIG. 5A), and a second special electric solenoid 15d (see FIG. 5A). The second large prize winning port 15a opens upward in the game area 3. The second large prize winning port sensor 15c is a sensor (detection means) that detects a game ball that has entered the second large prize winning port 15a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the second large prize winning port 15a to the rear side of the game board 2. The second special operating member 15b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a ball entry blocking position (first position) at the front and a ball entry allowing position (second position) at the rear. The second special electric solenoid 15d is connected to the second special operating member 15b, and maintains the second special operating member 15b in the ball entry blocking position in the demagnetized state (non-operated state), and maintains the second special operating member 15b in the ball entry allowing state in the excited state (operated state). The second special operating member 15b in the ball entry blocking position is located forward of the surface of the game board 2 and closes the second large winning hole 15a, thereby preventing the game ball from entering the second large winning hole 15a, and causes the game ball to flow downstream (downward left) by the inclined upper surface. On the other hand, the second special operating member 15b in the ball entry permitting position is located behind the surface of the game board 2 to open the second large prize opening 15a and permit the game ball to enter the second large prize opening 15a. In other words, the second large prize opening 15a provided in the second large prize device 15 is a prize opening (variable ball entry opening) whose opening dimensions change (the ease of entry of the game ball changes depending on the position). In the following description, the second large winning hole 15a will be referred to as a "closed state" when the second special operating member 15b is in a ball entry prevention position and the game ball cannot enter, and the change to the closed state will be referred to as "closing." Also, the second special operating member 15b will be referred to as an "open state" when the second special operating member 15b is in a ball entry permission position and the game ball can enter, and the change to the open state will be referred to as "opening."
[0034] In addition, a specific area is formed in the winning path inside the second large winning device 15, through which the game ball that entered the second large winning opening 15a can pass (enter), and the game ball that entered the second large winning opening 15a is discharged to the rear side of the game board 2 through the specific area. In addition to the second large winning opening sensor 15c described above, the winning path is provided with a specific area sensor 55a (FIG. 5A) that detects the game ball that passes through (enters) the specific area. In this embodiment, the passage of the game ball into the specific area during the small winning state described below is a trigger for transition to the V winning state described below (development to the two-type big winning state described below).
[0035] Incidentally, the pachinko game machine 1 can adjust the launch strength of the game balls according to the operation of the handle 4 described above, so that the game balls can be shot into the left game area 3L and the right game area 3R by adjusting the launch strength. In this embodiment, due to the board configuration described above, a game ball shot toward the left game area 3L (hereinafter referred to as "left shot") may enter the ball entry openings (first start opening 10a, general winning opening 11a) provided in the left game area 3L. On the other hand, a game ball shot toward the right game area 3R (hereinafter referred to as "right shot") may enter the ball entry openings (gate 13, second start opening 12a, first big winning opening 14a, second big winning opening 15a) provided in the right game area 3R.
[0036] In addition, as shown in FIG. 2, a display device 50 (described later) that is a game information display means for displaying various game information is provided at the lower end of the game board 2 (below the game area 3).
[0037] (Ball circulation mechanism 30) Next, the ball circulation mechanism 30 provided in the inner frame 16 in a range below the range that holds the game board 2 will be described with reference to Figures 3 and 4. The ball circulation mechanism 30 is a mechanism for circulating a predetermined number of game balls (circulating balls) (e.g., 45 balls) inside the machine, and as shown in Figure 3, includes a collection section 31, a collection section 32, a ball lifting section 34, a shot waiting section 35, a ball sending section 36, a return section 38, an actual shot sensor 37 (subtraction sensor, subtraction detection means), and a circulating ball receiving tray 39. A collection sensor 33 is disposed in the collection section 32, and a foul ball sensor 38a is disposed in the return section 38.
[0038] The collecting section 31 is formed in a groove shape that opens upward so as to receive game balls that fall from above (the rear surface of the game board 2). The bottom surface of the collecting section 31 is inclined downward from both ends in the left and right direction toward the center, and the center side, which is the downstream end, opens downward. The collecting section 31 collects game balls that enter any of the multiple winning holes (mentioned above) provided in the game area 3 and are discharged outside the game area 3 (the rear surface side of the game board 2) and game balls that are discharged outside the game area 3 (the rear surface side of the game board 2) through the outlet 19 on the bottom surface, and guides them to the collecting section 32 by dropping them from the opening on the bottom surface.
[0039] The recovery section 32 has a recovery passage R1 formed therein through which the game balls can flow down in a line, and the upstream end of this recovery passage R1 is connected to the opening on the bottom of the collection section 31 described above. A recovery sensor 33 is arranged in the middle of the recovery passage R1, and the game balls passing through the recovery passage R1 are detected one by one by the recovery sensor 33. That is, regardless of whether the game balls flow down the game area 3 enter the winning hole (described above) or are discharged from the out hole 19, they are collected in the collection section 31, flow into the recovery passage R1 of the recovery section 32, form a line, and are detected one by one by the recovery sensor 33. When the game balls are normally circulated by the ball circulation mechanism 30, the number of game balls shot in response to the operation of the handle 4 by the player (the number of actual shots, the number detected by the actual shot sensor 37 described later) will match the number of game balls detected by the recovery sensor 33 thereafter. The downstream end of this recovery section 32 is connected to the bottom of the ball lifting section 34, which is in the shape of a vertically long box. As a result, the game balls that have passed through the recovery passage R1 flow into the lower part of the ball lifting section .
[0040] The ball lifting section 34 has a vertically extending lifting passage R2 formed therein, and the lower end of this lifting passage R2 is connected to the recovery passage R1 of the recovery section 32 described above. In addition, the ball lifting section 34 rotatably accommodates a cylindrical lifting shaft 34a extending vertically along the lifting passage R2. The lifting shaft 34a has a spiral ball holding piece 34b formed on its outer circumferential surface, and rotates forward and backward in response to the forward and reverse rotation of the lifting motor 34c (see FIG. 5A). Here, with the forward rotation of the lifting motor 34c, the game balls held by the ball holding piece 34b at the lower end side of the lifting shaft 34a are configured to move upward through the lifting passage R2. The upper end of this ball lifting section 34 is connected to the launch waiting section 35, and the upper end of the lifting passage R2 is connected to the inside of the launch waiting section 35. That is, the game balls that have been moved upward in the lifting passage R2 by the forward rotation of the lifting shaft 34a are guided into the launch waiting section 35. On the other hand, when removing balls from the ball circulation mechanism 30, a game store staff member or the like performs a predetermined operation described later to rotate the lifting motor 34c in the reverse direction, so that the game balls in the lifting passage R2 move downward and are discharged from the ball outlet 34d into the circulating ball tray 39 described later.
[0041] The circulating ball tray 39 is configured to be able to store all the game balls (circulating balls) discharged from the ball outlet 34d of the ball circulation mechanism 30 by the ball removal operation. This circulating ball tray 39 is easily detachable from the ball circulation mechanism 30, so it is convenient to carry all the removed game balls at once. When returning game balls to the ball circulation mechanism 30, the tapered end (supply port) of the circulating ball tray 39 that contains the required number of game balls is brought close to the out port 19 at the lower end of the play area 3 to allow the game balls to flow in.
[0042] The launch waiting section 35 has a launch waiting passage R3 formed inside, which slopes downward from the right end to the left end, and the upstream side of the launch waiting passage R3 opens to the right, to which the above-mentioned lifting passage R2 is connected. The downstream side of the launch waiting passage R3 opens to the front, to which the upstream end of the internal passage R4 of the ball sending section 36 described later is connected.
[0043] The ball sending section 36 is a box-shaped member (see FIG. 4) arranged to cover the left part of the launch waiting section 35 from the front side as shown in FIG. 3, and an internal passage R4 is formed inside the box-shaped member (see FIG. 4), and a ball sending member 36c and a ball sending solenoid 36b are attached. The internal passage R4 is formed with a passage width through which the game balls pass in a line, and its upstream end (right end) is connected to the above-mentioned launch waiting passage R3, and the ball sending member 36c is arranged opposite to the downstream end (left end). In addition, an outlet 36a (for game balls from the ball sending section 36) that penetrates in the front-rear direction is formed below the downstream end of this internal passage R4. As shown in FIG. 4, the ball sending member 36c is configured so that the right end side (C-shaped part) capable of holding one game ball can swing up and down with the left end as an axis when viewed from the front. When this ball feeding member 36c is in the upper end position of its swing, it is capable of receiving a game ball from the downstream end of the internal passage R4, and by moving to the lower end position of its swing, it is capable of sending the received game ball out to the outlet 36a of the ball feeding section 36.
[0044] In addition, the ball circulation mechanism 30 is provided with a launching hammer 90a and a launching rail 29 in the area covered by the ball sending section 36. The launching hammer 90a is configured to launch the game balls supplied one by one to the hitting position 29a by the ball sending member 36c of the ball sending section 36 toward the game area 3 by a launching operation accompanied by the driving of the launching motor 91. The hitting position 29a is a stopping position of the game ball to be hit by the launching hammer 90a, and is provided at the lower right end (downstream end) on the launching rail 29 (see FIG. 3) provided on the left side. The game ball at the hitting position 29a slides on the launching rail 29 after being hit by the launching hammer 90a, flies in the extension direction (upper left), enters the launching ball guide passage 17a (see FIG. 3) of the game board 2, and flows into the game area 3 from there. With this configuration, the game balls that flow through the launch waiting passage R3 of the launch waiting section 35 flow in a single line into the internal passage R4 of the ball feeding section 36, and are supplied one by one to the hitting position 29a from the outlet 36a of the ball feeding section 36 by the operation of the ball feeding member 36c in conjunction with the drive of the ball feeding solenoid 36b (see Figures 4 and 5A), and are moved from the launch rail 29 to the game area 3 via the launch ball guide passage 17a by the operation of the launch hammer 90a in conjunction with the drive of the launch motor 91.
[0045] An actual shot sensor 37 is disposed on the destination side of the game ball from the launch rail 29 (in this embodiment, near the entrance of the launched ball guide passage 17a). This actual shot sensor 37 is provided to detect the game ball moving from the hit position toward the game area 3 (i.e., the game ball actually launched). Here, the pachinko game machine 1 performs control so that one detection by the actual shot sensor 37 is judged to be equivalent to the occurrence of one consumed ball. In other words, when one detection by the actual shot sensor 37 occurs, the count value of the number of balls held stored in the pachinko game machine 1 (frame control board 150 described later) is decremented by one.
[0046] As shown in FIG. 3, the launch rail 29 and the game board 2 (launched ball guide passage 17a) are spaced apart, and the return section 38 is provided below the space. This return section 38 forms a foul ball passage R5 for guiding the game ball that was launched by the launch hammer 90a and flew but did not reach the game area 3 to the ball lifting section 34. The foul ball passage R5 extends downward from between the launch rail 29 and the game board 2 (launched ball guide passage 17a), extends slightly backward from there, and further extends downward to the right, where it connects to the lifting passage R2. A foul ball sensor 38a is provided in the middle of this foul ball passage R5 to detect a game ball (foul ball) passing through the foul ball passage R5. When a foul ball (detected by the foul ball sensor 38a) occurs, the count value of the number of balls held stored in the pachinko game machine 1 (frame control board 150 described later) is increased by one (one ball is returned).
[0047] [Major electrical configuration of pachinko machine 1] Next, the main electrical configuration of the pachinko game machine 1 will be described with reference to Figures 5A and 5B. The pachinko game machine 1 is provided with a plurality of control boards and devices. The control boards include a main control board 60 (first control means, game control board), a power supply board 70, a frame control board 150 (frame side control means, external output means, ball count control board, predetermined control board), a firing control circuit 75, a sound control board 78, a lamp control board 79, a sub-control board 100 (second control means, performance control means), an image control board 200, and the like. Here, there are the main control board 60 (first control board) and the sub-control board 100 (second control board) attached to the game board 2, and the frame control board 150 (frame side control board) attached to the inner frame 16, and the main control board 60 is configured to be electrically connected to the sub-control board 100 and the frame control board 150. Each of these control boards is placed on the rear side of the pachinko gaming machine 1 while being housed in a board case made of transparent synthetic resin. However, there is a difference in that the main control board 60, the sound control board 78, the lamp control board 79, the sub control board 100, and the image control board 200 are installed on the rear side of the game board 2, while the power supply board 70, the frame control board 150, and the launch control circuit 75 are installed on the rear side of the inner frame 16. With this configuration, the power supply board 70, the frame control board 150, and the launch control circuit 75 installed on the rear side of the inner frame 16 can be reused in combination with a new game board 2 even when the game board 2 of the pachinko gaming machine 1 is replaced.
[0048] (Main control board 60) The main control board 60 is installed on the rear side of the game board 2, with its board case sealed with a sealing sticker (not shown). An IC chip that stores a unique identification number (hereinafter referred to as a "chip number") such as the management number of the main control board 60 and its antenna circuit are embedded in the sealing sheet. Therefore, an inspection worker such as a store clerk at a game arcade can use a reader device to read the identification information from the IC chip in the sealing sticker and perform an inspection.
[0049] As shown in FIG. 5A, a one-chip microcomputer for game control (hereinafter, referred to as a game control microcomputer) 61 is mounted on the main control board 60. The game control microcomputer 61 includes a CPU 62, a ROM 63, a RAM (RWM) 64, and an input / output circuit 65. The game control microcomputer 61 generates random numbers used in various judgments (lottery), such as big win random numbers, big win type random numbers, small win type random numbers, reach random numbers, variable pattern random numbers, normal win random numbers, and normal win type random numbers. The CPU 62 executes ball entry detection, special win judgment, normal win judgment, and update of various random numbers. The ROM 63 stores computer programs executed by the CPU 62. For example, various tables such as a winning / losing determination table T1, big win type determination tables T2, T3, small win type determination table T4, reach determination tables T5, T6, special chart variation pattern selection tables T7, T8, and normal chart winning type determination table T10, which will be described later, are stored in this ROM 63. The RAM 64 is used as a work memory or the like when the CPU 62 executes a computer program.
[0050] The ROM 63 stores "comparison information (main comparison information)" used in each judgment (main frame judgment described later) regarding the combination of the frame control board 150 (frame control microcomputer 151) of the inner frame 16 (game machine frame) and the main control board 60 on the game board 2 side. Hereinafter, the storage area for the comparison information in the ROM 63 is referred to as the "main comparison information storage unit 63a" (see FIG. 5A). This comparison information is notified to the frame control board 150 described later at an appropriate timing. In addition, the ROM 63 stores "game machine installation information" which is identification information unique to the pachinko game machine 1. The game machine installation information includes, for example, information such as a management number for the main control board 60, the game board 2, or the pachinko game machine 1 (identification information included in the stored data of the IC chip described above). The game control microcomputer 61 reads the game machine installation information from the ROM 63 at the timing when the initial setting at the time of power-on is completed, and outputs it to the frame control board 150 (frame control microcomputer 151) and the like. Therefore, the frame control board 150 (frame control microcomputer 151) can specify the completion of the power-on process of the game control microcomputer 61 by inputting the game machine installation information, and can also check the unique information.
[0051] Further, the RAM 64 is provided with a first special chart reservation storage section 64a, a second special chart reservation storage section 64b, and a base value storage section 64c.
[0052] The first special symbol reservation memory section 64a has first to fourth memory areas. That is, the maximum number of first special symbols that can be reserved is four. In each memory area, values (start winning information) such as a big win random number, a big win type random number, a small win type random number, a reach random number, and a change pattern random number acquired by the game control microcomputer 61 due to a game ball entering the first start hole 10a are stored. For example, when a game ball enters the first start hole 10a while the first special symbol display device 51 is displaying the first special symbol, the execution of the display of the first special symbol based on the ball is in a standby state at that time. In this case, the start winning information acquired as a result of the ball entering is stored in the first special symbol reservation memory section 64a, and when it becomes possible to start the change after that, the display of the first special symbol based on the start winning information is started. In other words, if the special chart change display cannot be started at the timing when the start winning information is obtained as a result of the ball entering the first starting hole 10a, the execution of the first special chart change display based on that start winning information is put on hold (activation put on hold) until the change start condition (start condition) is met.
[0053] The second special symbol reservation memory section 64b includes first and second memory areas. That is, the maximum number of second special symbols that can be reserved is two. In each memory area, values (start winning information) such as a big win random number, a big win type random number, a small win type random number, a reach random number, and a change pattern random number acquired by the game control microcomputer 61 due to the game ball entering the second start hole 12a are stored. For example, when a game ball enters the second start hole 12a while the second special symbol display device 52 is displaying the second special symbol, the execution of the display of the second special symbol based on the ball is in a standby state at that time. In this case, the start winning information acquired due to the ball entering is stored in the second special symbol reservation memory section 64b, and when the start of the change becomes possible thereafter, the display of the second special symbol based on the start winning information is started. In other words, if the special chart change display cannot be started at the time when the start winning information is obtained as a result of the ball entering the second starting hole 12a, the execution of the second special chart change display based on that start winning information is put on hold (activation put on hold) until the change start condition (start condition) is met. Thus, in this embodiment, the number of reserved second special charts is a maximum of two, which is less than the number of reserved first special charts (maximum of four). That is, the number of start winning information that can be stored by the second special chart reservation storage unit 64b (maximum number of reserved second special charts, number of storage areas) is set to be less than the number of start winning information that can be stored by the first special chart reservation storage unit 64a (maximum number of reserved first special charts, number of storage areas). The number of reserved second special charts may be a maximum of four (the same number as the maximum number of reserved first special charts), or may be a maximum of one. Also, the reservation function of the second special chart by the second special chart reservation storage unit 64b may be eliminated, and the start winning information of the second special chart may be acquired and the special chart winning judgment may be performed only when a ball enters the second start hole 12a during a period other than during the special chart variable display or during the jackpot game state.
[0054] The start winning information such as the jackpot random number is stored in the order of occurrence of the operation reservation, that is, in the order of acquisition by the game control microcomputer 61, from each of the first storage areas of the first special symbol reservation storage unit 64a and the second special symbol reservation storage unit 64b. For this reason, for example, when the start winning information is stored in the first to fourth storage areas in the first special symbol reservation storage unit 64a, the start winning information stored in the fourth storage area is the most recent information in terms of time, and the start winning information stored in the first storage area is the oldest information in terms of time. Also, for example, when the start winning information is stored in the first to second storage areas in the second special symbol reservation storage unit 64b, the start winning information stored in the second storage area is the most recent information in terms of time, and the start winning information stored in the first storage area is the oldest information in terms of time. The start winning information stored in each storage area is shifted one by one to the storage area with the oldest storage order every time the variable display of the special symbol is completed once. For example, the jackpot random number stored in the second memory area is shifted to the first memory area. Also, the judgment (lottery) of the special winning judgment based on the start winning information stored in the first memory area is executed when the variable display of the special pattern by the special pattern display device ends and the start timing of the next variable display arrives (when the start condition of the variable display is established).
[0055] In the pachinko game machine 1, as described above, the consumption of the second special chart reserved number is executed in priority to the consumption of the first special chart reserved number. In other words, when there are multiple first special chart reserved numbers and multiple second special chart reserved numbers, the second special chart reserved numbers are consumed in order first, and then the first special chart reserved numbers are consumed in order. For example, in a state where the start winning information is stored in the first storage area of the first special chart reserved storage unit 64a and the first storage area of the second special chart reserved storage unit 64b, when the start timing of the variable display of the special chart arrives, the start winning information stored in the first storage area of the second special chart reserved storage unit 64b is shifted to the execution area (execution target area), and a judgment such as a special chart hit judgment based on this start winning information is executed. On the other hand, at this time, the start winning information in the first memory area of the first special chart reserved memory unit 64a is not shifted, and then when the timing to start the variable display of the special chart arrives while the number of reserved second special charts is 0, it is shifted to the execution area (execution target area), and a judgment such as a special chart hit judgment based on this start winning information is executed.
[0056] In addition, the pachinko game machine 1 of this embodiment does not have a memory unit (memory area) for retaining and storing information (operational ball entry information) acquired by the game control microcomputer 61 due to the game ball passing through the gate 13 while the normal symbol display 53 is displaying a normal symbol. In other words, only when the normal symbol display 53 is not displaying a normal symbol and the auxiliary game is not being played (the normal operation member 12b is not being operated) (when the gate ball entry flag described later is OFF), values such as a normal symbol winning random number (a random number for determining (by lottery) whether the normal symbol is a winning symbol) and a normal symbol winning type random number (a random number for determining the type of normal symbol winning symbol) (operational ball entry information) are acquired, and a normal symbol winning judgment is executed based on the acquired random number value (operational ball entry information), and a normal symbol variable display based on the result of the normal symbol winning judgment is executed on the normal symbol display 53.
[0057] The base value storage unit 64c is a storage area for storing a base value calculated by the game control microcomputer 61. The base value is the ball payout rate during a non-time-saving game state (normal game state), and is calculated by the formula: number of balls acquired during a non-time-saving game state ÷ number of balls consumed during a non-time-saving game state × 100. Here, the game control microcomputer 61 calculates the number of balls acquired by the total number of prize balls awarded for winning into each winning hole provided in the game area 3. In addition, the number of consumed balls is calculated based on the number of winning balls into each winning hole provided in the game area 3 and the number of balls discharged from the multiple outlets 19. In contrast, the number of consumed balls may be counted according to detection by a recovery sensor 33 or an actual shot sensor 37 described later. In this embodiment, the recovery sensor 33 and the actual shot sensor 37 are connected to the frame control board 150, so when counting the number of consumed balls based on the detection of any of these sensors, the sensor is either connected to the game control microcomputer 61 or the detection of the sensor is notified to the frame control board 150. Here, in this embodiment, by sending a base value command including the base value stored in the base value memory unit 64c of the main control board 60 to the frame control board 150, the base value calculated by the game control microcomputer 61 can be displayed on the performance display monitor 183 provided on the frame control board 150.
[0058] Furthermore, the main control board 60 is electrically connected to the displays 50 . As shown in Fig. 5A, the display device 50 includes a first special pattern display device 51 that variably displays a first special pattern (also called a first special pattern or special pattern 1), a second special pattern display device 52 that variably displays a second special pattern (also called a second special pattern or special pattern 2), and a normal pattern display device 53 that variably displays a normal pattern (also called a normal pattern). Furthermore, the display device 50 includes a first special pattern reserved display device 51a that displays the number of reserved activations of the first special pattern in the first special pattern display device 51, and a second special pattern reserved display device 52a that displays the number of reserved activations of the second special pattern in the second special pattern display device 52. In this embodiment, since there is no memory unit for storing the pending operation of the normal symbol in the normal symbol display 53 (only when the normal symbol change display is not being performed, the passing of the game ball through the gate 13 is used as a trigger to obtain the operation entry information and store it for the normal symbol hit determination), there is no display unit for displaying the number of pending operation of the normal symbol. In contrast, there may be a memory unit (normal symbol pending memory unit) for storing the pending operation of the normal symbol and a display unit (normal symbol pending display unit) for displaying the number of such pending operations. Hereinafter, when explaining matters common to the first special pattern and the second special pattern, it may be simply called a special pattern or a special pattern. Also, when explaining matters common to the first special pattern display device 51 and the second special pattern display device 52, it may be simply called a special pattern display device.
[0059] The normal symbol display 53 is composed of, for example, two LEDs. The lit LED and the unlit LED represent normal symbols, and the alternating lighting of the LEDs represents the variable display of the normal symbols. When the game ball passes through the gate 13 (gate sensor 13a), a judgment is made as to whether or not to open a predetermined ball entrance (in this embodiment, the second start entrance 12a) (normal symbol winning judgment), and the normal symbol display 53 displays the normal symbol variable. Then, after a predetermined time has elapsed since the normal symbol variable display started, the normal symbol display 53 displays the normal symbol corresponding to the result of the normal symbol winning judgment. If the normal symbol displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal operation member 12b of the second start winning device 12 is in a ball entry permitting position, and the second start entrance 12a is opened, and a normal symbol winning state (an auxiliary game to be described later) occurs.
[0060] Each of the special symbol displays 51, 52 is composed of a plurality of LEDs. Each of the LEDs constituting each of the special symbol displays 51, 52 lights up in a predetermined lighting pattern, and the combination of the lit LEDs and the off LEDs represents the special symbol, and the state in which the combination of the lit LEDs and the off LEDs changes represents the variable display of the special symbol. Hereinafter, the variable pattern of the special symbol from when the variable display of the special symbol starts to the time when the special symbol is finally displayed is referred to as the special symbol variable pattern.
[0061] When a game ball enters the first starting hole 10a, a special symbol hit judgment (sometimes called an internal judgment, a big hit judgment, a small hit judgment, etc.) is executed to judge whether or not it is a hit (big hit), and the first special symbol display 51 displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the special symbol hit judgment after a predetermined change time has elapsed since the first special symbol display 51 started to display the first special symbol. When the first special symbol display 51 is prohibited from starting a new display of the first special symbol (when the first special symbol display 51 is displaying the first special symbol or when a big hit game state has occurred), if a game ball enters the first starting hole 10a, the display of the first special symbol on the first special symbol display 51 triggered by the ball entering is reserved (activation reserved), and the number of reserved activations is displayed by the first special symbol reserved display 51a. Hereinafter, the number of reserved activations of the first special pattern display 51 will be referred to as the first special pattern reserved number.
[0062] In addition, when the game ball enters the second starting hole 12a, a special symbol hit judgment (also called an internal judgment, a big hit judgment, a small hit judgment, etc.) is executed to judge whether or not it is a hit (big hit), and the second special symbol display 52 displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the special symbol hit judgment after a predetermined change time has elapsed since the second special symbol display 52 started to display the second special symbol. When the start of a new display of the second special symbol is prohibited on the second special symbol display 52 (when the second special symbol display 52 is displaying the second special symbol or when a big hit game state occurs), if the game ball enters the second starting hole 12a, the display of the second special symbol on the second special symbol display 52 triggered by the ball entering is reserved (activation reserved), and the number of reserved activations is displayed by the second special symbol reserved display 52a. Hereinafter, the number of reserved operations of the second special symbol display 52 will be referred to as the second special symbol reserved number. In addition, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it will simply be referred to as the special symbol reserved number.
[0063] Hereinafter, the period from when the special symbol display starts to display the special symbol variation to when the special symbol is finally displayed is referred to as one special symbol variation (or one special symbol variation). Also, the reduction of the number of reserved special symbols by one due to the execution of a special symbol variation is referred to as the consumption of reserved special symbols. In the pachinko game machine 1, the reserved operation of the special symbol display is used to display the variation of special symbols in the chronological order of their occurrence timing, and the reserved special symbols are consumed. However, the consumption of the second reserved special symbol number is executed with priority over the consumption of the first reserved special symbol number (the display of the variation of the second special symbol is executed with priority over the display of the variation of the first special symbol). Note that a predetermined variation interval (stop time of the special symbol) is provided between the end of the display of the variation of the special symbol on the special symbol display and the start of the display of the variation of the next special symbol due to the consumption of the reserved special symbol number.
[0064] In addition, sensors for detecting game balls, such as the first start hole sensor 10b, the general prize hole sensor 11b, the second start hole sensor 12c, the first large prize hole sensor 14c, the second large prize hole sensor 15c, the gate sensor 13a, the specific area sensor 55a, and multiple outlet sensors 19a, are electrically connected to the main control board 60 via the relay board 74.
[0065] The first start opening sensor 10b detects a game ball that has entered the first start opening 10a and outputs a detection signal to the main control board 60. The general winning opening sensor 11b detects a game ball that has entered the general winning opening 11a and outputs a detection signal to the main control board 60. The second start opening sensor 12c detects a game ball that has entered the second start opening 12a and outputs a detection signal to the main control board 60. The first large winning opening sensor 14c detects a game ball that has entered the first large winning opening 14a and outputs a detection signal to the main control board 60. The second large winning opening sensor 15c detects a game ball that has entered the second large winning opening 15a and outputs a detection signal to the main control board 60. The gate sensor 13a detects a game ball that has entered (passed through) the gate 13 and outputs a detection signal to the main control board 60. The outlet sensor 19a detects game balls discharged from the outlet 19 and outputs a detection signal to the main control board 60. When a game ball is detected by one of these sensors corresponding to a winning port, a condition for awarding a number of prize balls predetermined for each sensor is met.
[0066] Here, in this embodiment, the number of prize balls for one detection by the first starting hole sensor 10b (one ball entering the first starting hole 10a) is defined as "2", the number of prize balls for one detection by the second starting hole sensor 12c (one ball entering the second starting hole 12a) is defined as "1", the number of prize balls for one detection by the first large prize hole sensor 14c (one ball entering the first large prize hole 14a) is defined as "15", the number of prize balls for one detection by the second large prize hole sensor 15c (one ball entering the second large prize hole 15a) is defined as "15", and the number of prize balls for one detection by the general prize hole sensor 11b (one ball entering the general prize hole 11a) is defined as "15".
[0067] In addition, the specific area sensor 55 a detects a gaming ball passing through a specific area inside the second special prize device 15 and outputs a detection signal to the main control board 60 .
[0068] The main control board 60 is also electrically connected to the normal solenoid 12d, the first special electric solenoid 14d, and the second special electric solenoid 15d via the relay board 74. The normal solenoid 12d is excited based on the control of the main control board 60, and changes the normal operating member 12b from the ball entry blocking position to the ball entry allowing position. The first special electric solenoid 14d is excited based on the control of the main control board 60, and changes the first special operating member 14b from the ball entry blocking position to the ball entry allowing position. The second special electric solenoid 15d is excited based on the control of the main control board 60, and changes the second special operating member 15b from the ball entry blocking position to the ball entry allowing position.
[0069] (Frame control board 150) As shown in FIG. 5A, a one-chip microcomputer for frame control (hereinafter, referred to as a microcomputer for frame control) 151 is mounted on the frame control board 150 (frame side control means, ball number control means). The microcomputer for frame control 151 includes a CPU 152, a ROM 160 (storage means), a RAM (RWM) 170, and an input / output circuit 153. The CPU 152 of the microcomputer for frame control 151 manages the number of balls held by the player and other game balls, manages information on the game situation (for example, the number of start winnings, the number of times the special chart variation display is executed, the current game state, etc.), calculates and displays performance values related to the performance of the pachinko game machine 1, drives the launch motor 91, the ball feed solenoid 36b, and the lifting motor 34c, and transmits and receives information (signal input / output) between the lending unit 76 (lending board 77), etc. In addition, detection signals from the door open sensor 18c, the shot sensor 37, the foul ball sensor 38a, the recovery sensor 33, etc. are input via the input / output circuit 153. In addition, the frame control microcomputer 151 is configured to receive time information from an RTC (real-time clock) 124 (described later) mounted on the sub-control board 100.
[0070] The frame control board 150 is electrically connected to the firing mechanism 90 via the firing control circuit 75. When there is no event (a firing prevention event) for limiting or stopping the drive control of the firing mechanism 90 (when the firing is possible), the frame control board 150 outputs a firing permission signal to the firing control circuit 75. When a firing prevention event occurs, the frame control board 150 stops the firing permission signal and outputs a blank firing signal, or stops both the firing permission signal and the blank firing signal, depending on the firing prevention event (described later). The launch mechanism 90, which is electrically connected to the launch control circuit 75, includes a ball feed solenoid 36b that drives a ball feed member 36c for sending the game balls in the ball feed section 36 (internal passage R4) one by one to the hitting position, a launch motor 91 that drives a launch hammer 90a that strikes and launches the game balls at the hitting position 29a, a touch switch 92 that outputs a signal indicating that the player has touched the handle 4, and a launch volume 93 that adjusts the strength with which the launch hammer 90a strikes the game ball according to the displacement amount associated with the rotation of the launch lever 4a. The launch control circuit 75 controls the launch motor 91 to drive the launch hammer 90a with a striking strength according to the displacement amount of the launch volume 93 in a state in which it inputs a launch permission signal and a signal from the touch switch 92 indicating the player's contact with the handle 4, and also drives the ball feed solenoid 36b to supply game balls one by one to the hitting position, thereby periodically (for example, at 600 ms intervals) launching the game balls. On the other hand, when the launch permission signal is not input (a non-playable state described later), the launch control circuit 75 stops driving the launch motor 91 and the ball feed solenoid 36b.
[0071] In addition, the frame control board 150 is electrically connected to a door open sensor 18c that detects the open state of the front frame 18, a counting sensor 18e that detects the operation of the counting button 18d, a game ball number display 26 that displays the number of balls held and the difference in number of balls (specific difference in number of balls) mentioned above, and electrical components that make up the ball circulation mechanism 30 (lifting motor 34c, recovery sensor 33, actual shot sensor 37, foul ball sensor 38a), etc., and is also electrically connected to the lending board 77 of the lending unit 76 via the connection terminal board 80.
[0072] The ROM 160 of the frame control microcomputer 151 stores computer programs executed by the CPU 152, various decision tables for determining specific performance contents, etc. The RAM 170 is used as a work memory etc. when the CPU 152 executes the computer programs.
[0073] The ROM 160 also stores "version information" to be used together with the above-mentioned "comparison information" in each judgment (main frame judgment, described later) regarding whether the combination of the frame control microcomputer 151 and the main control board 60 provided for the same pachinko game machine 1 is appropriate or inappropriate. Hereinafter, the storage area for version information in the ROM 160 is referred to as the "version information storage unit 161" (see FIG. 5A). The frame control microcomputer 151 judges the information of the command received from the game control microcomputer 61 at an appropriate timing (main comparison information) by comparing it with the version information (basic information) (primary main frame judgment, described later).
[0074] In addition, the RAM 170 stores count values ("extracted values") for each category of game ball counts and various "performance values" calculated from the extracted values. Hereinafter, the storage area for storing the extracted values and performance values is referred to as the "ball count information storage unit 171." As shown in FIG. 6(a), this ball number information memory unit 171 has a number of balls possessed memory area 172 (number of balls possessed memory means), a number of balls acquired memory area 174 (number of balls acquired memory means), a number of balls consumed memory area 173 (number of balls consumed memory means), a difference in number of balls memory area 175 (difference in number of balls memory means), a ball payout rate memory area 176 (ball payout rate memory means), a base value memory area 177 (base value memory means), a main control base value memory area 178 (main control base value memory means), a device ratio memory area 179 (device ratio memory means), a continuous device ratio memory area 180 (continuous device ratio memory means), and a number of balls acquired per minute memory area 181 (number of balls acquired per minute memory means). In addition, the number of balls acquired memory area 174 and the number of balls consumed memory area 173 are referred to as "extracted value memory means," and the various memory areas that store performance values calculated from the extracted values are referred to as "performance value memory means." Here, the number of balls held stored in the number of balls held memory area 172 is a value obtained by adding the number of balls each time a loaned ball is generated in the loan unit 76, subtracting the number of balls each time a shot ball is generated, and adding the number of balls each time a prize ball is awarded, and can be moved to the loan unit 76 side (RAM of the loan board 77) by operating the counting button 18d (in this case the number of balls moved is subtracted). In addition, the number of acquired balls (extracted value) stored in the acquired ball number memory area 174 is the total number of balls (prize balls) acquired in the game played on the pachinko game machine 1 from the start of operation to the end of operation (total acquired balls) or the number of acquired balls for each game state, and the number of balls is added to the stored value according to the occurrence of the awarding of prize balls. In addition, the number of consumed balls (extracted value) stored in the consumed ball number memory area 173 is the total number of balls consumed in the game played on the pachinko game machine 1 from the start of operation to the end of operation (fired balls = the number detected by the actual shot sensor 37, excluding the number of balls that were foul balls) (total number of consumed balls) or the number of consumed balls for each game state, and the number of balls is added to the stored value according to the number of game balls fired. The difference in number of balls (performance value) stored in the difference in number of balls storage area 175 is the number of balls calculated by the formula "number of balls acquired - number of balls consumed" in relation to the total number of balls acquired (safe) and the total number of balls consumed (out) by the game performed from the start of operation to the end of operation in the pachinko game machine 1. In addition to the current difference in number of balls, which is the current difference in number of balls, the maximum difference in number of balls, the minimum difference in number of balls, the specific difference in number of balls, and the maximum difference in number of balls are stored in this difference in number of balls storage area 175.
[0075] The curve graph in FIG. 6(b) shows an example of the change (increase / decrease) in the difference in number of balls (current difference in number of balls) during a game. Here, the difference in number of balls calculated as the maximum fluctuation value in the upward direction (Y1 direction) based on the initial value (i.e., 0 balls) is called the "maximum difference in number of balls," and the difference in number of balls calculated as the maximum fluctuation value in the downward direction (Y2 direction) based on the initial value (i.e., 0 balls) is called the "minimum difference in number of balls." In addition, the difference in number of balls calculated as the difference between the current difference in number of balls and the minimum difference in number of balls is called the "specific difference in number of balls," and the difference in number of balls calculated as the difference between the maximum difference in number of balls and the minimum difference in number of balls (the maximum value of the difference between the high and low of the difference in number of balls) is called the "maximum difference in number of balls." The stored values of these difference in number of balls (current difference in number of balls, highest difference in number of balls, lowest difference in number of balls, specific difference in number of balls, maximum difference in number of balls) are not cleared when the player finishes playing (when the counting button 18d is operated), unlike the number of balls owned as mentioned above, but are reset based on the operation of the ball difference clear button 185 by the game store attendant. The pachinko game machine 1 of this embodiment is configured to transition to an unplayable state (a state in which the game for that day has ended) in which the player cannot play (execute a game stop process) when the specific difference in the number of balls (as the maximum difference in the number of balls) reaches a predetermined "reference number" (95,000 balls) due to an increase in the number of acquired balls (assuming that the number of acquired balls > the number of consumed balls). In this way, since the game for that day played on the pachinko game machine 1 ends according to the specific difference in the number of balls (maximum difference in the number of balls) counted for each business day (each operation) of the game parlor, when a game parlor staff member resets each stored value of the number of game balls related to the difference in the number of balls described above, this operation (state restoration operation) is usually specified to be performed after the end of business hours (operation time of the pachinko game machine 1).
[0076] The payout rate (performance value) stored in the payout rate memory area 176 is a value calculated based on the relationship between the number of balls won and the number of balls consumed described above, using the formula "number of balls won ÷ number of balls consumed × 100". In addition, the base value (performance value) stored in the base value memory area 177 is the ball payout rate during the non-time-saving play state (normal play state), and is a value calculated using the formula "number of balls won during the non-time-saving play state ÷ number of balls consumed during the non-time-saving play state × 100." In addition, the base value (performance value) stored in the main control base value memory area 178 is the base value calculated by the game control microcontroller 61 (a value stored in the aforementioned base value memory unit 64c in the game control microcontroller 61, and a value indicated by the base value command sent by the game control microcontroller 61). In addition, the reel ratio (performance value) stored in the reel ratio memory area 179 is the ratio of the number of balls (prize balls) acquired while the variable ball entry ports (first large prize entry port 14a, second large prize entry port 15a, second starting port 12a) are open (i.e., while the normal operating member 12b, first special operating member 14b, and second special operating member 15b are operating) (hereinafter referred to as "while the reel is operating") among the number of acquired balls mentioned above, and is a value calculated by the formula "number of balls acquired while the reel is operating ÷ number of balls acquired in all states × 100". In addition, the continuous feature ratio (performance value) stored in the continuous feature ratio memory area 180 is the ratio of the number of balls (prize balls) acquired during the opening of the large prize opening (first large prize opening 14a) in the large prize game state (i.e., the operation of the first special operating member 14b) (hereinafter referred to as "during continuous feature operation") among the number of acquired balls described above, and is a value calculated by the formula "number of balls acquired during continuous feature operation ÷ number of balls acquired in all states × 100". The number of balls acquired per minute (number of balls, performance value) stored in the number of balls acquired per minute storage area 181 is the expected number of balls (prize balls) that can be acquired while continuously shooting game balls for one minute (60 balls) when the device is not in operation (non-time-saving game state), and is a value calculated by the formula "base value÷100×60". Note that the base value used to calculate the number of balls acquired per minute is the base value (performance value) stored in the main control base value storage area 178 described above.
[0077] Furthermore, on the frame control board 150 of this embodiment, a RAM clear switch 182, a performance display monitor 183, a counting clear button 184, a ball difference clear button 185, a launch monitor 187, a ball removal button 186, etc. are arranged.
[0078] The RAM clear switch 182 is an operating means for initializing (clearing the RAM) information stored in the RAM 170 of the frame control microcomputer 151 and information stored in the RAM 64 of the game control microcomputer 61. When the pachinko game machine 1 is started (the power switch 72 is turned ON) with the RAM clear switch 182 pressed, it outputs a RAM clear signal to the frame control microcomputer 151 (CPU 152) and the game control microcomputer 61 (CPU 62), and initializes the RAM 170 and the RAM 64.
[0079] The performance display monitor 183 (notification means) is composed of six 7-segment displays arranged horizontally. Although not shown, each of the six 7-segment displays can display numbers from "0" to "9" and alphabets from "A" to "Z". The frame control microcomputer 151 uses this performance display monitor 183 to control the display so that the base value is always displayed. In addition, when any of a plurality of types of abnormal states (errors) related to the frame control board 150 occurs in the pachinko game machine 1, the frame control microcomputer 151 displays the type of the abnormal state. Specifically, when any of the abnormal states shown in FIG. 7 (RAM clear, door open, count clear, main frame mismatch, lifting abnormality, lending unit not connected) occurs, a display is executed to indicate the type of the abnormal state that has occurred. "RAM clear" is a state in which a process for clearing the stored information (excluding performance values, number of balls held, etc.) in the RAM 170 of the frame control microcomputer 151 is being executed. "Door open" is a state from the time when the door open sensor 18c that detects the opening of the front frame 18 is turned ON (open detection state) and 300 ms has elapsed until the time when it is turned OFF again and 100 ms has elapsed. "Count clear" is a state in which the count button 18d is operated to move the held balls from the pachinko game machine 1 to the lending unit 76 side (RAM of the lending board 77). "Main frame mismatch" is a state in which it is determined that it is inappropriate to use the main control board 60 provided in the pachinko game machine 1 and the frame control microcomputer 151 on the frame control board 150 in combination in the same pachinko game machine 1. "Lifting abnormality" is a state in which a rotation failure of the lifting shaft 34a (lifting motor 34c) of the ball circulation mechanism 30 is detected. "Rental unit not connected" is a state in which the connection signal (signal indicating the connection status) output from the rental board 77 of the rental unit 76 to the frame control board 150 (frame control microcontroller 151) remains OFF for a period of 100 ms or more.
[0080] In addition, the base value is displayed using the four seven-segment indicators on the right side, while the type of abnormal condition is displayed using the two seven-segment indicators on the left side, so it is possible to simultaneously display the base value and the type of abnormal condition. However, in a situation where multiple abnormal conditions occur, the abnormal condition with the highest priority according to a predetermined priority order is displayed. In this embodiment, the base value displayed on the performance display monitor 183 is a value calculated under the control of the game control microcomputer 61 (notified to the frame control microcomputer 151 as a base value command). In contrast, the base value calculated by the frame control microcomputer 151 may be displayed.
[0081] The count clear button 184 is operably provided on the frame control board 150. When the pachinko game machine 1 is started (the power switch 72 is turned ON) with the count clear button 184 pressed, it outputs a count clear signal to the frame control microcomputer 151 (CPU 152) to clear the number of possessed balls stored in the possessed ball number storage area 172 of the RAM 170 and return it to the initial value "0". It may also be possible to clear the stored values stored in any of the memory areas other than the ball count memory area 172 in the ball count information memory unit 171 in response to the operation of this count clear button 184 or another operating means.
[0082] The difference ball clear button 185 is provided operable on the frame control board 150. When the pachinko game machine 1 is started (the power switch 72 is turned ON) with the difference ball clear button 185 pressed, it outputs a difference ball clear signal to the frame control microcomputer 151 (CPU 152), clears various difference ball numbers stored in the difference ball number storage area 175 of the RAM 170, and returns them to the initial value "0". It may be the same operating means as the count clear button 184 described above.
[0083] The ball removal button 186 is operably provided on the frame control board 150. When the ball removal button 186 is operated during the corresponding operation effective period, the frame control microcomputer 151 shifts the drive control mode of the ball circulation mechanism 30 from the normal mode to the ball removal mode. In this ball removal mode, the lifting motor 34c of the ball circulation mechanism 30 rotates in the reverse direction, and the lifting shaft 34a moves the circulating ball to the ball outlet 34d and discharges it into the circulating ball tray 39 (ball removal).
[0084] Launch monitor 187 is provided on frame control board 150, and has multiple (specifically, three) LEDs (first notification section 188, second notification section 189, third notification section 190). This launch monitor 187 is configured so that all LEDs are turned on when drive control of the above-mentioned launch mechanism 90 is permitted (launch possible state), and when a reason for restricting or stopping drive control of the launch mechanism 90 (launch prevention reason) occurs, the LED corresponding to the launch prevention reason is turned off.
[0085] The frame control board 150 is configured to be able to output information to the sub-control board 100 via the main control board 60. For example, the frame control board 150 can output information about the number of game balls (number of balls held and number of balls difference) and information about an abnormal state of the ball circulation mechanism 30 to the sub-control board 100. In addition, the frame control board 150 and the sub-control board 100 may be directly wired and information may be output directly from the frame control board 150 to the sub-control board 100.
[0086] (Power supply board 70) The pachinko game machine 1 also includes a power supply board 70. The power supply board 70 supplies power to each control board, such as the main control board 60 and the frame control board 150. The power supply board 70 also supplies power to each device electrically connected to the frame control board 150 via the frame control board 150. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power to the display devices 50 electrically connected to the main control board 60 via the main control board 60.
[0087] The power supply board 70 is provided with a power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70. The power supply board 70 is also provided with a backup power supply circuit 71. When the power supply voltage supplied from the outside drops below a specified voltage in a case where power is not supplied from the outside to the pachinko game machine 1, the backup power supply circuit 71 outputs a power interruption detection signal to the frame control board 150 (frame control microcomputer 151) and the main control board 60 (game control microcomputer 61). Then, the backup power supply circuit 71 supplies power required for holding information to the RAM 170 of the frame control board 150 (frame control microcomputer 151) and the RAM 64 of the main control board 60 (game control microcomputer 61). In addition, the backup power supply circuit 71 also supplies power to the RTC 124 on the sub-control board 100, which will be described later.
[0088] As shown in FIG. 5B, a one-chip microcomputer for performance control (hereinafter referred to as the performance control microcomputer) 101 is mounted on the sub-control board 100. The performance control microcomputer 101 includes a CPU 102, a ROM 110, a RAM (RWM) 120, and an input / output circuit 103. The CPU 102 controls performance in accordance with a game. The ROM 110 stores various tables in addition to a computer program for the CPU 102 to control the performance. The RAM 120 is used as a work memory when the CPU 102 executes the computer program.
[0089] The sub-control board 100 receives various commands transmitted by (via) the main control board 60. Note that the main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is one-way communication in which only transmission from the main control board 60 to the sub-control board 100 is possible.
[0090] The ROM 110 stores "comparison information (sub-comparison information)" used in the main frame determination described later. Hereinafter, the storage area for the sub-comparison information in the ROM 110 is referred to as the "sub-comparison information storage unit 111" (see FIG. 5B). The performance control microcomputer 101 compares the command information (additional information as version information) received from the game control microcomputer 61 (frame control microcomputer 151) at an appropriate timing with the sub-comparison information to determine the information (secondary frame determination described later).
[0091] In addition, the RAM 120 is provided with a first special chart reserved effect storage unit 121, a second special chart reserved effect storage unit 122, and a variable effect storage unit 123. The first special chart hold effect memory unit 121 has four memory areas consisting of the first to fourth memory areas, and each memory area stores start winning information (random number value, etc.) indicated by the first start winning command output (transmitted) from the main control board 60. The first start winning command is a command including start winning information (values of jackpot random number, jackpot type random number, variation pattern random number, reach random number, etc.) acquired by the game control microcomputer 61 when the game ball enters the first start hole 10a. On the other hand, the second special chart hold effect memory unit 122 has two memory areas consisting of the first and second memory areas, and each memory area stores start winning information (random number value, etc.) indicated by the second start winning command output (transmitted) from the main control board 60. The second start winning command is a command including start winning information (values of jackpot random number, jackpot type random number, small win type random number, variable pattern random number, reach random number, etc.) acquired by the game control microcomputer 61 when the game ball enters the second start hole 12a. The variable performance memory unit 123 stores start winning information (random number value, etc.) indicated by the first start winning command or the second start winning command used for the variable performance pattern. The input / output circuit 103 transmits or receives data between each board, etc. connected to the sub-control board 100.
[0092] In addition, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current (present) date and time (date and time). For example, when power is supplied from an external power supply device to the pachinko game machine 1, the RTC 124 operates on the power, and when power is not supplied from the external power supply device, the RTC 124 operates on the power supplied from the backup power supply circuit 71 provided in the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power supply of the pachinko game machine 1 is not turned on or when the memory contents of the RAM 120 are cleared. Note that a backup power supply circuit that supplies power to the RTC 124 may be provided on the sub-control board 100. In the pachinko game machine 1, it is possible to execute a special performance based on the result of the time measurement by the RTC 124.
[0093] The image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with a VDP 201 (Video Display Processor), an image control CPU 202, a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the performance display device 7 to display performance images such as a variable performance pattern, a button performance image, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP 201 reads image data from the CGROM 205 according to a display list created by the image control CPU 202, and loads the read image data in a load area in the VRAM 206. The VDP 201 then synthesizes the image data loaded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. The VDP 201 then converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image.
[0094] The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images. The player plays the game while watching these images from the front of the pachinko game machine 1. The performance display device 7 variably displays performance (decorative) symbols as performance images in synchronization with the variable display of special symbols. The performance symbols are symbols representing Arabic numerals (for example, 1 to 10). The performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. The left performance symbol display region, the center performance symbol display region, and the right performance symbol display region are set as regions in which the performance display device 7 (FIG. 2) variably displays the performance symbols. The left performance symbol 7L is displayed in the left performance symbol display region, the center performance symbol 7C is displayed in the center performance symbol display region, and the right performance symbol 7R is displayed in the right performance symbol display region. In the following, when describing matters common to the left performance pattern display area, the middle performance pattern display area, and the right performance pattern display area, they will simply be referred to as the performance pattern display area.
[0095] For example, the variation mode of each performance symbol may be a mode in which the numbers represented by the performance symbols move from the top to the bottom of the screen in ascending order, that is, a mode in which the symbols scroll vertically. Note that other variation modes may be used, such as a horizontal scroll mode in which the performance symbols move from one side of the screen to the other, or a switching mode in which the performance symbols are displayed in ascending order of numbers at the same display position. Also, the performance display device 7 displays a background image as a performance image on the background of each performance symbol. For example, the background image may be a moving image of a television drama or movie, an animated moving image of the moving image, an animation, an original moving image of a pachinko game machine manufacturer, or the like. The performance display device 7 is a liquid crystal display device. Note that the performance display device 7 may also be an organic EL display device, a display device using a dot matrix LED, or the like.
[0096] The performance display device 7 displays each performance pattern in a variable manner in synchronization with the variable display of the special pattern on the special pattern display devices 51 and 52 described above, and displays each performance pattern as soon as the special pattern is displayed as a fixed pattern, and displays the result of the special pattern hit determination in a performance manner. Here, the left performance pattern 7L, the center performance pattern 7C, and the right performance pattern 7R are displayed in a display state (provisional stop display) in which the same performance pattern is present at the stop position while shaking up and down and left and right, and then they are displayed in a completely stopped state (fixed display), and the variable display ends. Note that all performance patterns 7L, 7C, and 7R are displayed as fixed patterns at the same time.
[0097] Hereinafter, the combination of performance symbols that indicates that the result of the special chart hit judgment (big win judgment) is a big win is referred to as a "big win performance symbol", the combination of performance symbols that indicates that the result of the special chart hit judgment (small win judgment) is a small win is referred to as a "small win performance symbol", and the combination of performance symbols that indicates that the result of the special chart hit judgment is a miss (other than a small win) is referred to as a "miss performance symbol". In this embodiment, the big win performance symbol and the small win performance symbol are in a state where each performance symbol is aligned with a performance symbol that represents the same number, that is, a state of a set of numbers. For example, as shown in FIG. 1, the left performance symbol 7L, the middle performance symbol 7C, and the right performance symbol 7R that are confirmed and displayed are aligned with "7". In addition, the miss performance symbol is a combination of performance symbols other than the big win performance symbol and the small win performance symbol. Hereinafter, the change display of the performance symbol that the performance display device 7 performs in synchronization with the change display of the special symbol (special chart change) on the special symbol display device is referred to as a "change performance". During the variable performance, the left performance pattern 7L and the right performance pattern 7R are displayed in a provisional stop state together with the same number, and the remaining middle performance pattern 7C is not yet displayed in a provisional stop state (a state in which the expectation of becoming a big win performance pattern or a small win performance pattern is increased) is called "reach (reach state)". In addition, the image displayed behind the performance pattern in the variable performance is called the "background image". Note that for performances and notifications other than the variable performance, the image displayed behind the main display image displayed on the performance display device 7 is sometimes called the "background image". The background image is a still image or a moving image.
[0098] The performance of the variation of the performance symbols is performed in synchronization with the display of the variation of the special symbols, and when the operation of the special symbol display device is suspended, the operation of the performance display device 7 is also suspended. In other words, the number of operations suspended for the special symbol display device and the number of operations suspended for the performance display device 7 match. The number of operations suspended for the performance display device 7 corresponding to the number of reserved special symbols is displayed in a predetermined display area of the performance display device 7 (hereinafter referred to as "performance pending display area 7Ba, 7Bb") by a reserved image as shown in FIG. 1. Therefore, the player can know the number of operations suspended for the variation display of the special symbols (the number of reserved first special symbols and the number of reserved second special symbols) by counting the number of reserved images displayed on the performance display device 7 (the number of reserved first special symbols and the number of reserved second special symbols). In this embodiment, for each game state, the number of pending activations of one special symbol (first special symbol or second special symbol) corresponding to the starting hole (first starting hole 10a or second starting hole 12a) on the side where a ball is likely to enter is displayed in the main performance pending display area 7Ba on the left side, and the number of pending activations of the other special symbol is displayed in the sub performance pending display area 7Bb on the right side. Also, on the screen of the performance display device 7, to the left of the performance pending display areas 7Ba and 7Bb, a variable display area 7Bc is provided to indicate the presence of a variable performance being executed. Note that the performance pending display areas 7Ba and 7Bb and the variable display area 7Bc do not need to be provided on the screen of the performance display device 7, and may be provided on the screen of another display device, or may be configured with a lamp (light-emitting means) using an LED or the like.
[0099] In addition to this, the pachinko game machine 1 notifies the result of the special winning judgment based on the result of the variable performance (stop display of the performance pattern), and also performs performances that suggest the result of the variable performance and liven up the process leading up to the display of the result. Such performances are performed by using a combination of images displayed on the performance display device 7, sounds output from the speaker 8, and the lighting of the lamps (board lamp 2a, left side lamp 23a, right side lamp 23b, top lamp 23c) on the game board 2 and front frame 18. In other words, the performance display device 7, speaker 8, and lamps 2a, 23a, 23b, and 23c provided in the pachinko game machine 1 function as performance execution means that execute the performance. In addition, the performance display device 7, the speaker 8, and the lamps 2a, 23a, 23b, and 23c also function as abnormality notification means for notifying the user of an abnormal state that occurs in the pachinko gaming machine 1.
[0100] The sub-control board 100 is electrically connected to the board lamp 2a, the performance button lamp 5c, the left side lamp 23a, the right side lamp 23b, the top lamp 23c, and the movable body motor 23d via the lamp control board 79. The performance control microcomputer 101 creates light emission pattern data that determines the light emission mode of each lamp using the data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. Then, the lamp control board 79 controls the light emission of each lamp according to the received light emission pattern data. In addition, the performance control microcomputer 101 creates rotation operation pattern data that determines the operation mode of the rotating reflector in the top lamp 23c using the data stored in the ROM 110, and transmits the rotation operation pattern data to the lamp control board 79. Then, the lamp control board 79 controls the drive of the movable body motor 23d according to the received rotation operation pattern data.
[0101] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on a command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs a sound indicated by the input audio signal.
[0102] In addition, the sub-control board 100 is electrically connected to a performance button detection switch 5a, a performance lever push detection switch 6a, a performance lever rotation detection switch 6b, a performance button vibration motor 5b, and a performance lever vibration motor 6c.
[0103] The effect button detection switch 5a outputs a signal indicating that the effect button 5 has been pressed to the sub-control board 100. The effect lever push detection switch 6a also outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100. Furthermore, the effect lever rotation detection switch 6b also outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100. In response to this, the effect control microcomputer 101, during the period of the button effect, which is one type of effect, changes the effect content of the button effect based on the signal input from the effect button detection switch 5a. Furthermore, during the period of the lever effect (a lever effect that encourages the player to perform a push operation or a rotation operation), which is one type of effect, the effect control microcomputer 101 also changes the effect content of the lever effect based on the signal input from the effect lever push detection switch 6a or the effect lever rotation detection switch 6b.
[0104] The effect button vibration motor 5b is a member that vibrates the effect button 5, and is housed inside the effect button 5. The effect lever vibration motor 6c is a member that vibrates the effect lever 6, and is provided in a portion that contacts the effect lever 6 or inside the effect lever 6. The ROM 110 stores operation pattern data that determines the operation pattern of the effect button vibration motor 5b and operation pattern data that determines the operation pattern of the effect lever vibration motor 6c. The effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect button 5, and drives and controls the effect button vibration motor 5b based on the read operation pattern data. Also, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect lever 6, and drives and controls the effect lever vibration motor 6c based on the read operation pattern data.
[0105] [Game status explanation] Next, the gaming state of the pachinko gaming machine 1 will be described.
[0106] (Big win game state, small win state) The pachinko game machine 1 of this embodiment is a type of machine called a type 1 / type 2 mixed machine. In this pachinko game machine 1, when a jackpot is won in a special winning judgment triggered by a ball entering the starting hole, a jackpot game state (hereinafter sometimes referred to as a "type 1 jackpot state") is generated. In addition, when a small winning judgment results in a winning result (when a small winning is won) in a special winning judgment triggered by a ball entering the starting hole, a small winning state in which the large winning hole is opened is generated, and only when a game ball that entered the large winning hole during this small winning state enters a specific area, the jackpot game state (hereinafter sometimes referred to as a "type 2 jackpot state") is developed. Note that, since the type 2 jackpot state develops from the small winning state as described above, the small winning state is regarded as one round, and the opening (V winning state) that occurs after the ball enters the specific area is counted as a round after the second round. In other words, the type 2 jackpot state is constituted by the small winning state and the subsequent V winning state. On the other hand, it is also possible to consider only the V hit state as the jackpot gaming state.
[0107] However, in this embodiment, as the small win state, a small win state in which the game ball can pass through a specific area (hereinafter referred to as an advantageous small win state) and a small win state in which the game ball cannot pass through a specific area (hereinafter referred to as an unfavorable small win state) are provided. In this embodiment, the game ball that enters the second large winning opening 15a is always set to pass through the specific area. The advantageous small win state is a state in which the second large winning opening 15a is opened, and the unfavorable small win state is a state in which the first large winning opening 14a, which does not have a specific area, is opened. In contrast, a distribution means that distributes the game ball that enters the second large winning opening 15a to the specific area and the non-specific area may be provided, and the advantageous small win state and the unfavorable small win state may be generated depending on the difference in the operation timing of this distribution means. In this case, the second large winning opening 15a is always opened (the first large winning opening 14a is not opened) in the small win state.
[0108] The jackpot game state changes in the order of an opening period, a continuous operation period in which multiple rounds (periods during which game balls can enter the slot) occur, and an ending period. During a round, the second special operation member 15b is operated by driving the second special electric solenoid 15d to open the second large prize opening 15a. Here, each round of the jackpot game state, except for one round (small prize state) of the two-type jackpot state, ends when the round ending condition is met, either when the number of game balls entering the second large prize opening 15a reaches a predetermined upper limit number (e.g., 10 balls) or when a predetermined opening time (e.g., 30,000 ms) has elapsed, whichever comes first. On the other hand, one round in the two-type big win state (advantageous small win state) ends when the second big win opening 15a opens for a shorter opening time (for example, 1800 ms) than the other rounds, or when the number of game balls entering the second big win opening 15a reaches a predetermined upper limit number (a predetermined number of balls or less), whichever comes first (basically the passage of the opening time). Note that an interval time (round interval) is set between rounds, and the first big win opening 14a and the second big win opening 15a are set to maintain a closed state at least during this interval time (the first special electric solenoid 14d and the second special electric solenoid 15d are controlled to be inactive).
[0109] (Time-saving play state, non-time-saving play state) Below, we will explain each function of the general time-saving game state (function to shorten the change time of special patterns, function to shorten the change time of normal patterns, function to extend the opening time of the second starting hole 12a, and function to increase the number of times the second starting hole 12a is opened). Among the functions described below, the pachinko game machine 1 of this embodiment has a function for shortening the change time of special symbols, a function for shortening the change time of normal symbols, and a function for extending the opening time of the second starting hole 12a, and a time-shortened game state is generated by activating these functions.
[0110] A game state in which the probability variation function of the display (normal symbol) on the normal symbol display 53 is activated can be called a time-saving game state, and a game state in which the function is not activated can be called a non-time-saving game state. When this probability variation function of the normal symbol is activated, the probability of winning the normal symbol hit judgment is improved compared to when it is not activated. As a result, when the probability variation function of the normal symbol is activated, it is possible to increase the frequency with which the normal operating member 12b is activated and the second starting hole 12a is opened. However, the pachinko gaming machine 1 (game control microcomputer 61) of this embodiment does not have a probability variation function for normal symbols. However, this function may be included. In addition, the pachinko game machine 1 of this embodiment does not have a probability variation function (a function for improving the hit probability of the special symbol hit judgment) for each display (special symbol) on the first special symbol display device 51 and the second special symbol display device 52, and there is no game state (so-called "probability variation game state") in which the probability of a jackpot is higher than the normal (low probability state). In contrast, a probability variation game state that activates the probability variation function of the special symbol may be generated. In this case, the probability variation game state may be generated simultaneously with the time-saving game state.
[0111] A game state in which the special symbol variation time shortening function is activated can be referred to as a time-shortened game state, and a game state in which the function is not activated can be referred to as a non-time-shortened game state. When the special symbol variation time shortening function is activated, a shorter variation time is more likely to be selected as the special symbol variation time compared to when the function is not activated. As a result, in a state in which the special symbol variation time shortening function is activated, for example, the frequency at which the results of the special symbol variation display are derived can be increased, and it is possible to shorten the game time until a jackpot game state or the like occurs. In addition, since the consumption pace of the special symbol reservation is fast, effective ball entry into the starting hole (special symbol reservation) is more likely to occur, and smooth game progress can be achieved. In addition, the game state in which the normal symbol variation time shortening function is activated can be called a time-shortened game state, and the game state in which the function is not activated can be called a non-time-shortened game state. When the normal symbol variation time shortening function is activated, the normal symbol variation time becomes shorter than when the function is not activated. The pachinko game machine 1 of this embodiment has this function, and the normal symbol variation time is set to 30000 ms when the variation time shortening function is not activated, and 100 ms when the variation time shortening function is activated. In contrast, the normal symbol variation time shortening function may not be provided. Furthermore, a game state in which at least one of the opening time extension function and the opening count increase function for the second start hole 12a is activated can be defined as a time-saving game state, and a game state in which the function is not activated can be defined as a non-time-saving game state. When a normal pattern is displayed as a predetermined normal pattern, an auxiliary game is performed in which the second start hole 12a is opened and closed in an operation pattern corresponding to the current game state. The opening time of the second start hole 12a in this auxiliary game is longer than that in the non-time-saving game state due to the opening time extension function. Also, the opening count of the second start hole 12a in this auxiliary game is greater than that in the non-time-saving game state due to the opening count increase function. Therefore, under a situation in which the opening time extension function or the opening count increase function is activated, the frequency of game balls entering the second start hole 12a is increased. As a result, the ratio of the number of winning balls to the number of shot balls is increased, so that the player can aim for a big win (or a small win) without significantly reducing the number of game balls he has in hand.
[0112] In this way, the variable time shortening function for the special and normal symbols, and the opening time extension function and opening count increase function for the second starting hole 12a are support functions for increasing the frequency of game balls entering the second starting hole 12a. Of these, the control for operating at least one of the opening time extension function and opening count increase function related to the operation of the normal operating member 12b (driving the normal electric solenoid 12d) is sometimes called "electric support control."
[0113] The pachinko game machine 1 of this embodiment can activate the special symbol variation time shortening function, the normal symbol variation time shortening function, and the second start hole 12a opening time extension function among the above functions, and can generate a non-time-saving game state in which none of these three functions are activated, and a time-saving game state in which all of these three functions are activated. However, the time-saving game state only needs to be a state in which at least one function is activated, and for example, it may be a game state in which the normal symbol probability variation function is activated in addition to or instead of at least one of the above three functions.
[0114] In this embodiment, the "time-saving game state" is a state in which electric support control (by the opening time extension function) is performed, and since the ratio of the number of winning balls to the number of shot balls is high, it can be rephrased as a "high base state (advantageous game state)". On the other hand, the "non-time-saving game state" can be rephrased as a "low base state (normal game state)" in comparison with the above-mentioned high base state.
[0115] Here, the conditions for granting the time-saving game state in the pachinko game machine 1 can be set, for example, as the end of a jackpot game state (type 1 jackpot state) based on determining a predetermined jackpot pattern (special pattern), the end of a jackpot game state (type 2 jackpot state) based on the game ball passing through a specific area in a small jackpot state when a predetermined small jackpot pattern (special pattern) is determined, the end of the special pattern variation display based on the result of the special pattern hit determination when a predetermined time-saving pattern (special pattern) is determined, etc. In addition, the conditions for ending the time-saving game state in the pachinko game machine 1 can be set, for example, as follows: a predetermined number of special chart change displays are executed; a predetermined number of regular chart change displays are executed; a jackpot is determined and the corresponding special chart change display ends (a jackpot game state begins) before a predetermined number of special chart change displays (or a predetermined number of regular chart change displays) are executed and a predetermined number of small jackpots are determined and the corresponding special chart change display ends (a small jackpot state begins) before a predetermined number of special chart change displays (or a predetermined number of regular chart change displays) are executed and a predetermined small jackpot pattern (special pattern) is determined and the corresponding special chart change display ends (a small jackpot state begins) before a predetermined number of special chart change displays (regular chart change displays) are executed and a predetermined number of small jackpot patterns (special patterns) are determined and the corresponding special chart change display ends (a small jackpot state begins), etc.
[0116] In this embodiment, two types of time-saving game states are provided, and the start condition (granting condition) and end condition are different from each other. In the following description, the time-saving game state that is more disadvantageous to the player out of the two types of time-saving game states is referred to as "time-saving 1" (first time-saving game state), and the time-saving game state that is more advantageous to the player is referred to as "time-saving 2" (second time-saving game state). The conditions for granting and terminating the time-saving gaming state in this embodiment will be described later (see the determination tables in Figs. 9 and 10).
[0117] [Main decision table] Next, the main decision tables referred to by the game control microcomputer 61 of the pachinko gaming machine 1 will be described.
[0118] (Correct or incorrect judgment table T1) The winning / losing determination table T1 shown in FIG. 8 is a table that the game control microcomputer 61 refers to when executing the special chart winning determination (big win determination, small win determination). The winning / losing determination table T1 is configured by associating the type of special chart winning determination (whether it corresponds to the first special chart or the second special chart) with a big win random number value. The big win random number value is a value generated by a big win random number counter. A computer program for operating the big win random number counter is stored in the ROM 63, and the big win random number counter operates and generates a big win random number value by the CPU 62 executing the computer program. The big win random number counter may be one that uses a random number generating circuit such as a counter IC. The big win random number counter of the pachinko game machine 1 counts a total of 65536 values from 0 to 65535. In other words, a total of 65536 big win random number values from 0 to 65535 can be generated.
[0119] In the win / lose determination table T1, a total of 328 values from 0 to 327 are set as the jackpot random number value for determining whether the first special chart is a win. The game control microcomputer 61 determines a jackpot when the jackpot random number value obtained from the jackpot random number counter is within the range of 0 to 327, and determines a non-jackpot, that is, a miss, when the jackpot random number value is other than 0 to 327 (328 to 65535) among 0 to 65535.
[0120] In addition, in the winning / losing judgment table T1, a total of 328 values from 0 to 327 are set as the winning random number value for the winning judgment of the second special chart. The game control microcomputer 61 judges it as a winning if the acquired winning random number value is within the range of 0 to 327, and judges it as not a winning, that is, a losing, if it is other than 0 to 327 (328 to 65535) among 0 to 65535. However, if the winning random number value judged as a losing (not a winning) is within the range of 328 to 6882, it is judged as a small winning. In other words, the probability of being judged as a winning is the same between the winning judgment of the first special chart and the winning judgment of the second special chart, but if it is judged as not a winning, it may be judged as a small winning in the judgment of the second special chart, and the winning probability is much higher than that of a winning. In addition, in this embodiment, since the hit judgment of the first special chart is never judged as a small hit, the probability that the hit judgment of the second special chart will be judged as a small hit is very high compared to the hit judgment of the first special chart.
[0121] (Big win type determination table T2, T3) The jackpot type determination tables T2 and T3 shown in FIG. 9(a) and FIG. 9(b) are tables that the game control microcomputer 61 refers to when executing the jackpot type determination when a jackpot is determined in the special pattern hit determination. The jackpot type determination table is configured by associating a predetermined number of jackpot type random numbers with each jackpot type (jackpot pattern type). The jackpot type random number is a value generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in the ROM 63, and the jackpot type random number counter operates and generates a jackpot type random number by the CPU 62 executing the computer program. The jackpot type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 100 jackpot type random numbers from 0 to 99. In other words, a total of 100 jackpot type random numbers from 0 to 99 can be generated.
[0122] Here, as the first special pattern among the special patterns, one type of jackpot pattern 1-1 indicating a jackpot (a jackpot game state occurs) and at least one type of miss pattern indicating neither a jackpot nor a small jackpot are set. For the first special pattern, a small jackpot pattern indicating a small jackpot (a small jackpot state occurs) is not set. When the first special pattern is determined to be a jackpot in the special pattern hit determination, a jackpot pattern (jackpot type) is determined based on the jackpot type determination table T2 shown in FIG. 9(a), and the type of the jackpot game state and the type of the game state thereafter are determined by the determination of this jackpot pattern. In each jackpot game state, the upper limit of the opening time of the second large prize winning port 15a in each round is set to 30000 ms.
[0123] When determining the jackpot type of the first special symbol, regardless of the jackpot type random number value between 0 and 99 (100 percent), the jackpot symbol is determined to be "jackpot symbol 1-1," the type of jackpot game state (number of rounds) is determined to be a 3-round jackpot, and the game state after the jackpot game state is determined to be a time-saving game state. In this case, the time-saving game state is determined to be a time-saving 1 (disadvantageous time-saving game state) that starts upon the end of the jackpot game state corresponding to "jackpot symbol 1-1" and ends when the special symbol variation display is executed 50 times, or when the occurrence of the jackpot game state is determined during that, or when the occurrence of the first (first upper limit number) small jackpot state is determined.
[0124] On the other hand, as the second special pattern among the special patterns, two types of jackpot patterns 2-1, 2-2 indicating a jackpot (a jackpot game state occurs), two types of small jackpot patterns a, b indicating a small jackpot (a small jackpot state occurs), and at least one type of miss pattern indicating neither a jackpot nor a small jackpot are set. When the jackpot is determined to be a jackpot in the special pattern hit determination of the second special pattern, the jackpot pattern (jackpot type) is determined based on the jackpot type determination table T2 shown in FIG. 9(b), and the type of the jackpot game state and the type of the game state after that are determined by the determination of this jackpot pattern. In the jackpot game state, the upper limit of the opening time of the second large prize winning port 15a in each round is set to 30000 ms.
[0125] In this embodiment, when the special symbol hit judgment of the second special symbol is a jackpot judgment result, if the jackpot type random number value is within the range of 0 to 19 (20 percent), the "jackpot symbol 2-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and a time-saving game state is determined as the game state after the jackpot game state. In this case, the time-saving game state is determined to be a time-saving 1 (disadvantageous time-saving game state) that starts upon the end of the jackpot game state corresponding to the "jackpot symbol 2-1" and ends when the special symbol variation display is executed 50 times, or when the occurrence of the jackpot game state is determined during that, or when the occurrence of the first small win state is determined. In addition, if the special pattern hit judgment of the second special pattern is a jackpot judgment result and the jackpot type random number value is within the range of 20 to 99 (80 percent), the "jackpot pattern 2-2" is determined as the jackpot pattern, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and a time-saving game state is determined as the game state after the jackpot game state. In this case, the time-saving game state is a time-saving 2 (advantageous time-saving game state) that starts upon the end of the jackpot game state corresponding to the "jackpot pattern 2-2" and ends when the special pattern variation display is executed 1000 times, or when the jackpot game state is determined to occur during that, or when the 100th (second upper limit number of times) occurrence of a small jackpot state is determined.
[0126] (Small hit type determination table) The small win type determination table T4 shown in FIG. 10 is a table that the game control microcomputer 61 refers to when executing small win type determination when a small win is determined. The small win type determination table T4 is configured by associating a predetermined number of small win type random numbers with each small win type (small win pattern type). The small win type random number is a value generated by the small win type random number counter. A computer program for operating the small win type random number counter is stored in the ROM 63, and the small win type random number counter operates and generates a small win type random number by executing the computer program by the CPU 62. The small win type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the small win type random number counter counts a total of 100 values from 0 to 99. In other words, a total of 100 small win type random number values from 0 to 99 can be generated. In this embodiment, as described above, two types of small win patterns are set as the small win patterns, namely, "small win pattern a" and "small win pattern b". The type of small win state to be generated (advantageous small win state or unfavorable small win state) is determined by this small win pattern.
[0127] When the small win pattern is determined, a small win state occurs. In the advantageous small win state, the second large winning opening 15a is set to open for a time (1800 ms) shorter than the opening time (30000 ms) of each round of the aforementioned big win game state. Also, in the disadvantageous small win state, the first large winning opening 14a is set to open for a time (1800 ms) shorter than the opening time (30000 ms) of each round of the aforementioned big win game state. When a game ball that entered the second large winning opening 15a in the advantageous small win state passes through a specific area, the small win state develops into a type 2 big win state (a big win game state) (transitions to a V win state). The upper limit of the opening time of the second large winning opening 15a in each round of this type 2 big win state (V win state after the second round) is set to 30000 ms, the same as the type 1 big win state.
[0128] When the small win determination result is derived in the special chart hit determination of the second special chart, if the small win type random number value is within the range of 0 to 44 (45 percent), the "small win pattern a" is determined as the small win pattern. The game control microcomputer 61 determines that a favorable small win state (a small win state in which the game ball can pass through a specific area by opening the second large winning opening 15a) is generated by determining this "small win pattern a". On the other hand, if the small win type random number value is within the range of 45 to 99 (80 percent) when the small win determination result is derived in the special chart hit determination of the second special chart, the "small win pattern b" is determined as the small win pattern. The game control microcomputer 61 determines that an unfavorable small win state (a small win state in which the game ball cannot pass through a specific area by opening the first large winning opening 14a) is generated by determining this "small win pattern b".
[0129] Here, as shown in FIG. 10, when the game control microcomputer 61 develops the small win state (advantageous small win state) into a big win state (two types of big win state) by the game ball passing through a specific area, the game control microcomputer 61 determines the game state after the end of the big win state according to the game state at the time when the game ball passed through the specific area (i.e., the time when it was decided to develop the state into a big win state). Specifically, if the time when the game ball passed through the specific area was time-saving 1 (unfavorable time-saving game state), the game control microcomputer 61 determines the game state after the end of the big win state as time-saving 1. On the other hand, if the time when the game ball passed through the specific area was a non-time-saving game state or time-saving 2 (advantageous time-saving game state), the game control microcomputer 61 determines the game state after the end of the big win state as time-saving 2. In other words, if an advantageous small win state occurs during time-saving 1 and the game ball passes through the specific area, the game control microcomputer 61 returns to time-saving 1 after the big win state. Also, if a favorable small win state occurs during time-saving 2 and the game ball passes through a specific area, the time-saving 2 state will occur again after the big win game state. In contrast, during a non-time-saving game state, the time-saving 1 state will occur after a type 1 big win game state due to a special chart hit judgment being a big win judgment result, and the time-saving 2 state will occur after a type 2 big win state when a favorable small win state occurs and the game ball passes through a specific area.
[0130] (Normal pattern match determination table) The normal symbol hit / miss judgment table T9 shown in FIG. 11(a) is a table that the game control microcomputer 61 refers to when executing the normal symbol hit judgment. The normal symbol hit / miss judgment table T9 is configured by associating the normal symbol hit random number value with the judgment result of the normal symbol hit judgment. The normal symbol hit random number value is a value generated by the normal symbol hit random number counter. A computer program for operating the normal symbol hit random number counter is stored in the ROM 63, and the normal symbol hit random number counter operates and generates a normal symbol hit random number value by the CPU 62 executing the computer program. The normal symbol hit random number counter may be one that uses a random number generating circuit such as a counter IC. The normal symbol hit random number counter of the pachinko game machine 1 counts a total of 65536 values from 0 to 65535. In other words, a total of 65536 normal symbol hit random number values from 0 to 65535 can be generated.
[0131] In the normal pattern hit / miss judgment table T9, a total of 65536 values from 0 to 65535 are set as hit random numbers for normal pattern hit judgment. That is, in this embodiment, it is set so that the normal pattern hit judgment is always a hit (normal pattern hit). On the other hand, the random number value may be allocated so that the result of the normal pattern hit judgment is a miss (normal pattern miss).
[0132] (Regular map type determination table) The normal winning type determination table T10 shown in Fig. 11(b) is a table that the game control microcomputer 61 refers to when determining the operation pattern of the normal operating member 12b. In the normal winning type determination table T10, a normal winning type random number is assigned to each winning normal symbol, and each winning symbol is associated with an operation pattern of the normal operating member 12b. The operation pattern of the normal operating member 12b includes information on the opening time of the second start hole 12a (operation time of the normal operating member 12b).
[0133] The normal map type random number is a value generated by the normal map type random number counter. A computer program for operating the normal map type random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, causing the normal map type random number counter to operate and generate a normal map type random number. The normal map type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the normal map type random number counter counts a total of 233 values from 0 to 232. In other words, a total of 233 normal map type random number values from 0 to 232 can be generated.
[0134] Here, in the pachinko game machine 1 of this embodiment, two types of operation patterns of the normal operation member 12b are set, a first operation pattern FS1 and a second operation pattern FS2. Among them, the first operation pattern FS1 is an operation pattern in which the normal power solenoid 12d is in an excited state for only 70 ms (the normal operation member 12b is operated to open the second start hole 12a). In this case, even if a game ball lands on the normal operation member 12b in the ball entry permitting position, it does not reach the second start hole 12a because it immediately returns to the ball entry preventing position. In contrast, the second operation pattern FS2 is an operation pattern in which the normal power solenoid 12d is in an excited state for 2700 ms. Therefore, there is a possibility that a game ball on the normal operation member 12b in the ball entry permitting position will roll to the second start hole 12a and enter it.
[0135] As shown in FIG. 11(b), when the normal winning judgment is a winning judgment result, if the normal winning type random number value is a value within the range of 0 to 22, the pattern hz1 is determined as the winning pattern of the normal pattern, and if the normal winning type random number value is a value within the range of 23 to 232, the pattern hz2 is determined as the winning pattern of the normal pattern. If the game state at the time when the normal winning judgment is made is a non-time-saving game state, the first operation pattern FS1 is determined as the operation pattern of the normal operating member 12b, regardless of whether the winning pattern of the normal pattern is pattern hz1 or pattern hz2. On the other hand, if the game state at the time when the normal winning judgment is made is a time-saving game state (time-saving 1, time-saving 2), if the winning pattern of the normal pattern is pattern hz1, the first operation pattern FS1 is determined as the operation pattern of the normal operating member 12b, and if it is pattern hz2, the second operation pattern FS2 is determined as the operation pattern of the normal operating member 12b.
[0136] As described above, the game control microcomputer 61 determines multiple types of operation patterns of the normal operation member 12b with different determination probabilities in the non-time-saving game state and the time-saving game state. Here, the game control microcomputer 61 controls the time-saving game state (time-saving 1 and time-saving 2) so as to determine an operation pattern (second operation pattern FS2) with a longer opening time of the second start hole 12a with a higher probability than in the non-time-saving game state, which corresponds to the electric support control (by the opening time extension function) described above.
[0137] [Main processing of the gaming control microcomputer 61] Next, the main processes executed by the game control microcomputer 61 will be described.
[0138] (Main control processing on the main side) First, the main-side main control process will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on and power is supplied to the game control microcomputer 61, the game control microcomputer 61 first executes an initial setting (step S1, hereinafter, each step will be described as "S~"). In this initial setting, the game control microcomputer 61 permits access to the RAM 64 and enables writing and reading of information to and from the RAM 64. In addition, the game control microcomputer 61 executes the initial setting of the input / output port (IO port, GPIO), the initial setting of the register, the initial setting of the counter and the timer, etc. Next, the game control microcomputer 61 judges whether the power was turned on with the RAM clear switch 182 (provided on the frame control board 150) in the ON state (S2). If it judges that the RAM clear switch 182 is ON, it proceeds to S3 and S4, clears the information stored in the RAM 64 (excluding specific information such as base value information) and initializes the working area of the RAM 64 (S3), and transmits a RAM clear notification command to notify the clearing of the stored contents of the RAM 64 (S4). As described above, a RAM clear signal is input to the game control microcomputer 61 in response to the operation of the RAM clear switch 182. Therefore, in S2, it is determined whether or not a RAM clear signal has been input. This RAM clear signal is also input to the frame control board 150 (frame control microcomputer 151), which will be described later. In addition to determining that the RAM clear switch 182 has been operated in response to the input of the RAM clear signal, the frame control board 150 determines that the RAM clear process in the game control microcomputer 61 has ended in response to receiving the RAM clear notification command in S4 described above.
[0139] When the game control microcomputer 61 determines in S2 that the RAM clear switch 182 is OFF, it proceeds to S5. In S5, it determines whether there is an abnormality in the information stored in the RAM 64, and if it determines that there is an abnormality (S5: Yes), it proceeds to S3 (clearing the information stored in the RAM 64). On the other hand, if it determines that there is no abnormality (S5: No), it performs a power restoration process and transmits a power restoration command to notify the power restoration (S6).
[0140] After the above-mentioned S4 or S6 is completed, the game control microcomputer 61 executes other processes that should be executed when the power is turned on (S7). In S7, the game control microcomputer 61 transmits a game machine installation information command including the above-mentioned "game machine installation information" to the frame control microcomputer 151. In addition, in S7, the game control microcomputer 61 sets a transition flag indicating the destination game state to ON.
[0141] Next, the game control microcomputer 61 executes interrupt prohibition (S8) and executes normal and special symbol main random number update processing (S9). In this normal and special symbol main random number update processing, the initial value of each random number counter that generates the aforementioned jackpot random number, jackpot type random number, small jackpot type random number, reach random number, variable pattern random number, normal symbol random number, and normal symbol type random number is updated by adding "1" to each. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is added "1" again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number counter may be updated by adding a value of "2" or more to the count value. Also, each random number may be a so-called hardware random number generated by using a known random number generating circuit made of a counter IC or the like. When this hardware random number is used, the random number update processing by software (S9) is not necessary.
[0142] Next, the game control microcomputer 61 executes interrupt permission (S10). During interrupt permission, execution of the main timer interrupt process (S11) becomes possible. The main timer interrupt process (S11) is executed based on an interrupt pulse input to the CPU 62 at, for example, a 4 ms cycle. That is, it is executed at a 4 ms cycle. Then, during the period from when the main timer interrupt process ends until the next main timer interrupt process starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S9). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S11) is not started immediately, but is started after the interrupt permission (S10) is executed.
[0143] (Main timer interrupt processing) Next, the main side timer interrupt process (S11) will be described with reference to FIG. The game control microcomputer 61 executes an output process (S12). In this output process, commands and the like set in the output buffer provided in the RAM 64 of the main control board 60 in each process described below are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101). Next, the game control microcomputer 61 executes an input process (S13). In this input process, it mainly reads each detection signal detected by various sensors (first start hole sensor 10b, second start hole sensor 12c, gate sensor 13a, first large prize hole sensor 14c, second large prize hole sensor 15c, specific area sensor 55a, general prize hole sensor 11b, etc.) attached to the pachinko game machine 1. Next, the game control microcomputer 61 executes a timer update process (S14). In this timer update process, it updates (decrements) the subtraction counter operating as a timer.
[0144] Next, the game control microcomputer 61 executes a prize ball control process (S15). In this prize ball control process, a prize ball command indicating the award of prize balls (number of prize balls) according to the type of winning slot is set in the output buffer of the RAM 64 based on the detection signals of various sensors read in the input process (S13). As a result, the prize ball command is transmitted at the time when it is decided to award prize balls (time when the ball is detected), and the number of prize balls to be awarded is notified to the frame control microcomputer 151.
[0145] Next, the game control microcomputer 61 executes normal and special symbol main random number update processing (S16). This normal and special symbol main random number update processing is the same as the normal and special symbol main random number update processing (S3) executed in the main control processing on the main side of Fig. 12. In other words, the update processing of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt processing and during other periods (the period from the end of the main side timer interrupt processing to the start of the next main side timer interrupt processing).
[0146] Next, the game control microcomputer 61 sequentially executes the pattern sensor detection process (S17), normal operation process (S18), special pattern standby process (S19), special pattern related process (S20), abnormality determination process (S21), game condition determination process (S22), and game state transition determination process (S23), and then executes other processes (S24) and terminates the main side timer interrupt process. The above steps S17, S18, S19, S20, and S23 will be described later. The abnormality determination process (S21) is a process for determining whether an abnormal state has occurred in the pachinko game machine 1, and if an abnormality has occurred, for setting an error command capable of identifying the type of the abnormal state in the output buffer of the RAM 64, and outputting it to the frame control board 150 (frame control microcomputer 151) or the sub-control board 100 (performance control microcomputer 101). For example, the abnormality determination process includes a magnetic detection process for detecting illegal magnetism, a radio wave detection process for detecting illegal radio waves, and an impact detection process for detecting impacts (vibrations). In this embodiment, the abnormal ball entry detection process, which is an abnormality determination process other than the above, is executed in the special electric role process (FIG. 23) described later, but may be executed in S21. The game condition determination process (S22) is a process for determining whether or not to stop game control by the game control microcomputer 61. In this process, when the game control microcomputer 61 determines the occurrence of an abnormal state (specific abnormal state) in any of the above-mentioned types of abnormality determination processes, it transitions the control state from a playable state to an unplayable state and stops game control (game stop process based on a specific abnormal state). In addition, when the game control microcomputer 61 receives a difference ball reaching command from the frame control microcomputer 151, it transitions the control state from a playable state to an unplayable state and stops game control (game stop process based on reaching a reference number of the maximum difference ball number). In the unplayable state, all winning detection sensors that detect winning at each winning port of the game board 2 are disabled, and the execution of the above-mentioned processes S12 to S20 in the main timer interrupt process is stopped. As a result, it becomes impossible to send and receive commands, the measurement of game time such as variable time is stopped, it becomes impossible to detect winning at each winning port, the first large winning port 14a, the second large winning port 15a, and the second starting port 12a remain closed, the LEDs of the display devices 50 (special pattern display devices 51, 52, normal pattern display device 53, etc.) are turned off (the variable display of the special and normal patterns is not displayed), and the measurement of the variable time for the variable display of the special and normal patterns that was being executed is stopped (or interrupted). The game stop state of the game control microcomputer 61 is notified to the frame control microcomputer 151 and the presentation control microcomputer 101. Specifically, in the game condition determination process (S22), when the game stop process is performed based on the specific abnormal state described above, a specific error command (specific fraud detection signal) is set in the output buffer of the RAM 64. Also, in the game condition determination process (S22), when the game stop process is performed based on the maximum difference in the number of balls reaching the reference number (complete), a complete command (complete signal) is set in the output buffer of the RAM 64. The game stop command set in this way is output to the frame control microcomputer 151 and the presentation control microcomputer 101 in the output process (S12).
[0147] In other processing (S24), for example, processing such as display control (illumination control) of the display devices 50 based on the number of reserved first special drawings is executed. Thereafter, in the output process (S12) of the main-side timer interrupt process executed again, the command etc. set in the output buffer of the RAM 64 in the previous main-side timer interrupt process (S11) is output.
[0148] (Pattern sensor detection process) Next, the symbol sensor detection process (S17) will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has passed through the gate 13 (S30). The game ball passing through the gate 13 is detected by the gate sensor 13a. When it is judged that the game ball has passed through the gate 13 (S30: Yes), the game control microcomputer 61 executes the gate passing process (S31). In this gate passing process, it is judged whether the gate ball entry flag is ON or OFF. This gate ball entry flag is a flag that is ON during the period from when the game ball passes through the gate 13 until the corresponding normal pattern variation display ends (until the operation of the normal operation member 12b ends in the case of a normal pattern win). As described above, since this embodiment does not have a memory unit that stores the operation suspension of the normal pattern, the state of the gate ball entry flag is confirmed in the gate passing process (S31), and if it is ON, the detection by the gate sensor 13a described above is regarded as an invalid detection (detection during the execution of the normal pattern variation display or auxiliary game), and the process is terminated. On the other hand, if the gate ball entry flag is OFF, the detection by the gate sensor 13a is regarded as a valid detection (detection of normal game fluctuation display and auxiliary game not being executed), the gate ball entry flag is changed to ON, and the processing is terminated.
[0149] After S31 is completed, or if it is determined that the game ball has not passed through the gate 13 (S30: No), the game control microcomputer 61 determines whether the game ball has entered the second start hole 12a (S32). The game ball entering the second start hole 12a is detected by the second start hole sensor 12c. If the game ball has not entered the second start hole 12a (S32: No), the process proceeds to S38, but if it is determined that the game ball has entered the second start hole 12a (S32: Yes), the game control microcomputer 61 determines whether the second special chart reservation number U2 has reached the upper limit value of "4" (S33). If the second special chart reserved number U2 has reached the upper limit "4" (S33: Yes), the process proceeds to S38, but if the second special chart reserved number U2 has not reached "4" (S33: No), the game control microcomputer 61 adds 1 to the second special chart reserved number U2 (S34). This establishes the variable reservation condition for the second special chart.
[0150] Next, the game control microcomputer 61 executes the second special chart related random number acquisition process (S35). In this second special chart related random number acquisition process, the big win random number, the big win type random number, the small win type random number, the reach random number, and the change pattern random number are acquired, and each of the acquired random numbers is stored in a storage area of the second special chart reserved storage unit 64b according to the current number of second special chart reserved. For example, when the current number of second special chart reserved is "3", each random number is stored in the fourth storage area.
[0151] Next, the game control microcomputer 61 executes a second start winning command creation process (S36). In this second start winning command creation process, a second start winning command is created based on each random number group acquired in S35. This second start winning command is composed of data indicating that the game ball has entered the second start hole 12a, data indicating each random number acquired in S35, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S36 in the output buffer of the RAM 64 (S37). This set second start winning command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.
[0152] Next, the game control microcomputer 61 judges whether the game ball has entered the first start hole 10a (S38). The game ball entering the first start hole 10a is detected by the first start hole sensor 10b. If the game ball has not entered the first start hole 10a (S38: No), the sensor detection process is terminated, but if it is determined that the game ball has entered the first start hole 10a (S38: Yes), the game control microcomputer 61 judges whether the first special chart reserved number U1 has reached the upper limit value of "4" (S39). If the first special chart reserved number U1 has reached "4" (S39: Yes), the sensor detection process is terminated, but if the first special chart reserved number U1 has not reached "4" (S39: No), the game control microcomputer 61 adds 1 to the first special chart reserved number U1 (S40). This establishes the condition for pending change of the first special chart.
[0153] Next, the game control microcomputer 61 executes a first special chart related random number acquisition process (S41). In this first special chart related random number acquisition process, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area of the first special chart reserved storage unit 64a according to the current number of first special chart reserved. For example, when the current number of first special chart reserved is "3", each random number is stored in the fourth storage area.
[0154] Next, the game control microcomputer 61 executes a first start winning command creation process (S42). In this first start winning command creation process, the first start winning command is created based on each random number group stored in the first special chart reservation memory unit 64a in S41. This first start winning command is composed of data indicating that the game ball has entered the first start hole 10a, data indicating each random number stored in the first special chart reservation memory unit 64a in S41, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S42 in the output buffer of the RAM 64 (S43). This set first start winning command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command.
[0155] (Normal operation processing) Next, the normal operation process (S18) will be described with reference to FIG. The game control microcomputer 61 judges whether or not the auxiliary game is being played (the normal operation member 12b is in operation) (S50), and if it is judged that the auxiliary game is not being played (S50: No), it judges whether or not the normal pattern is being displayed in a stopped state (S51). Here, if it is judged that the normal pattern is not being displayed in a stopped state (S51: No), the game control microcomputer 61 judges whether or not the normal pattern is being displayed in a variable state (S52), and if it is judged that the normal pattern is not being displayed in a variable state (S52: No), it judges whether or not the above-mentioned gate ball entry flag is OFF (i.e., whether or not a valid detection by the gate sensor 13a has occurred) (S53). Here, if it is judged that the gate ball entry flag is OFF (S53: Yes), the game control microcomputer 61 ends the normal operation process.
[0156] In addition, when the game control microcomputer 61 determines in S53 that the gate entry flag is ON, that is, when the game ball passes through the gate 13 at a valid timing (S53: No), it performs a normal winning judgment process (S54-1). In this normal winning judgment process (S54-1), it performs a normal winning judgment based on the relationship between the acquired normal winning random number value and the normal pattern winning / losing judgment table T9, and judges whether or not the normal winning is a winning. Then, if the normal winning judgment is a winning judgment result, it performs a normal winning determination process (including a normal winning type determination process) based on the relationship between the normal winning type random number value and the normal winning type judgment table T10, and sets the normal winning stop pattern data according to the result of the normal winning judgment in a predetermined storage area of the RAM 64 (S54-2). In other words, in the normal pattern determination process (S54-2), if it is a "miss", data corresponding to the "normal miss pattern" is set, and if it is a "win", the normal winning pattern (normal pattern hz1 or normal pattern hz2) is determined, and data corresponding to the determined normal pattern is set.
[0157] Next, the game control microcomputer 61 performs a normal symbol variation time determination process (S54-3). In the normal symbol variation time determination process (S54-3), if the game state is a time-saving game state, a normal symbol variation pattern in which the normal symbol variation time is 100 ms and the normal symbol stop time is 500 ms is selected. On the other hand, if the game state is a non-time-saving game state, a normal symbol variation pattern in which the normal symbol variation time is 30000 ms and the normal symbol stop time is 500 ms is selected.
[0158] Next, the game control microcomputer 61 starts displaying the normal symbol variation based on the contents (variation time, stop symbol) determined in S54-1, S54-2, and S54-3 (S54-4). In addition, in order to inform the sub-control board 100 of the start of the normal symbol variation and the result of the variation display (type of normal symbol to be displayed), a normal symbol variation start command is set in the output buffer of the RAM 64. This set normal symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The normal symbol variation start command includes the success or failure of the normal symbol hit judgment, the stop symbol, and the normal symbol variation time determined in S54-1, S54-2, and S54-3.
[0159] In addition, in S52, if the game control microcomputer 61 determines that the normal symbol is being changed (S52: Yes), it determines whether the normal symbol change time has ended (S55-1), and if it determines that the time has not ended (S55-1: No), it ends the normal operation process. On the other hand, if it determines that the time has ended (S55-1: Yes), it stops the normal symbol change display with the display result (normal winning symbol or normal losing symbol) according to the result of the normal symbol winning judgment or the normal symbol winning type judgment (S55-2). Then, it sets a normal symbol change stop command (change stop command for normal symbols) to inform the sub-control board 100 that the normal symbol change has stopped (S55-3), sets the normal symbol stop time (S55-4), and ends the normal operation process. This set normal map fluctuation stop command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12).
[0160] In addition, when the game control microcomputer 61 judges in S51 that the normal symbol is being stopped and displayed (S51: Yes), it judges in S56-1 whether the stop time of the normal symbol has ended, and when it judges that the stop time has not ended (S56-1: No), it ends the normal operation process. On the other hand, when it judges that the stop time has ended (S56-1: Yes), it judges whether the normal symbol stop symbol data of the normal winning symbol is set, that is, whether it is a win or not (S56-2), and when it judges that it is not a win (S56-2: No), it sets the gate entry flag to OFF (S59) and ends the normal operation process. On the other hand, when it judges that it is a win (S56-2: Yes), it judges whether it is in a time-saving game state (S56-3), and when it judges that it is in a time-saving game state (S56-3: Yes), it executes the normal operation pattern determination process (time-saving) (S57-1). On the other hand, if it is determined that a win has occurred (S56-2: Yes) and that the game state is not in the time-saving mode (S56-3: No), a normal operation pattern determination process (not in the time-saving mode) is executed (S57-2).
[0161] Here, in the normal operation pattern determination process (time-saving) of S57-1, the normal operation pattern of the normal operating member 12b is determined based on the normal winning type determination table T10 (FIG. 11(b)) described above. That is, the second operation pattern FS2 is determined as the operation pattern of the normal operating member 12b when auxiliary play is performed during the time-saving game state. Then, the game control microcomputer 61 sets the operation pattern in the following S57-3, and starts the auxiliary game (operation of the normal operating member 12b) (S57-3). As a result, the second start port 12a is opened for 2700 ms during the time-saving game state. Then, the normal operation process is terminated. In contrast, in the normal operation pattern determination process (non-time-saving) of S57-2, the normal operation pattern of the normal operating member 12b is determined based on the normal winning type determination table T10 (FIG. 11(b)) described above. That is, the first operation pattern FS1 is determined as the operation pattern of the normal operating member 12b when auxiliary play is performed during the non-time-saving game state. Then, the game control microcomputer 61 sets the operation pattern in the following S57-3 and starts the auxiliary game (operation of the normal operating member 12b) (S57-3). As a result, the second start port 12a is opened for 70 ms during the non-time-saving game state. Then, the normal operation process is terminated.
[0162] Furthermore, when the game control microcomputer 61 determines in the above-mentioned S50 that the auxiliary game is being played (the normal operating member 12b is in operation) (S50: Yes), it determines whether or not the end condition of the auxiliary game (the operation end condition of the normal operating member 12b) is satisfied (S58-1). Here, the operation end condition is an operation time end condition that the operation time for each operation pattern set in S57-1 or S57-2 has ended, or a specified number of balls entering the second start hole 12a that the number of balls entering the second start hole 12a has reached a specified number. The specified number of balls entering the second start hole 12a is set to 10 balls. When the game control microcomputer 61 determines that the operation end condition is not satisfied (S58-1: No), it ends the normal operation process. On the other hand, when it determines that the operation end condition is satisfied (S58-1: Yes), it ends the auxiliary game (operation of the normal operation member 12b) (S58-2), turns off the ball-entered gate flag (S59), and ends the normal operation process.
[0163] (Special pattern waiting process) Next, the special symbol waiting process (S19) will be described with reference to FIG. The game control microcomputer 61 judges whether or not either the variation time or the stop time of the special symbol is being measured (S60), and if it is being measured (S60: Yes), ends the special symbol standby process. On the other hand, if neither the variation time nor the stop time of the special symbol is being measured (S60: No), proceed to S61. In S61, the game control microcomputer 61 judges whether or not the second special symbol reserved number U2 is "0". Then, if it is judged not to be "0" (S61: No), that is, if the start condition for the variation display of the second special symbol is established, the game control microcomputer 61 executes the second special symbol winning judgment process (S62) and the second special symbol variation pattern selection process (S63) described later. Next, the game control microcomputer 61 subtracts "1" from the second special symbol reservation number U2 (S64), and shifts each data stored in each storage area of the second special symbol reservation memory unit 64b one by one to the storage area with the oldest storage order, that is, the side to be read (S65). Next, the game control microcomputer 61 executes the second special symbol variation start process (S66). In this second special symbol variation start process, a special symbol variation start command is set in the output buffer of the RAM 64, and the second special symbol display 52 starts the variation display of the second special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The special symbol variation start command includes data of the special symbol stop symbol set in the second special symbol big win determination process (FIG. 17) described later and data of the second special symbol variation pattern set in the second special symbol variation pattern selection process (FIGS. 18 and 19). After executing S66, the game control microcomputer 61 ends the special symbol standby process.
[0164] In addition, when the game control microcomputer 61 judges that the second special chart reserved number U2 is "0" in the above-mentioned S61 (S61: Yes), it judges whether the first special chart reserved number U1 is "0" or not (S67). When it judges that it is not "0" (S67: No), that is, when the start condition for the variable display of the first special chart is established, the game control microcomputer 61 executes the first special chart hit judgment process (S68) and the first special chart variable pattern selection process (S69) described later. Next, the game control microcomputer 61 subtracts "1" from the first special chart reserved number U2 (S70), and shifts each data stored in each memory area of the first special chart reserved memory unit 64a one by one to the memory area with the oldest memory order, that is, to the side to be read (S71). Next, the game control microcomputer 61 executes the first special chart variable start process (S72). In this first special symbol variation start process, a special symbol variation start command is set in the output buffer of the RAM 64, and the first special symbol display 51 starts to display the variation of the first special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The special symbol variation start command includes data of the special symbol stop pattern set in the first special symbol hit determination process (FIG. 17) described later and data of the first special symbol variation pattern set in the first special symbol variation pattern selection process (FIGS. 18 and 19). After executing S72, the game control microcomputer 61 ends the special symbol standby process.
[0165] On the other hand, when it is determined that the first special symbol reserved number U1 is "0" (S67: Yes), the game control microcomputer 61 determines whether or not it is in a standby state (a game standby state) (S73). The standby state (a game standby state) is a state in which the variable display of the next special symbol does not start even if the variable interval (stop time) has elapsed after the fixed display of the special symbol. Here, when it is determined that it is in a standby state (S73: Yes), the game control microcomputer 61 ends the special symbol standby process. On the other hand, when it is determined that it is not in a standby state (S73: No), the game control microcomputer 61 executes a standby screen setting process (S74). In this standby screen setting process, a predetermined standby time is measured, and a standby command for displaying the standby screen is set in the output buffer of the RAM 64 after waiting for the elapse of this standby time. This set standby command is output to the sub-control board 100 (the performance control microcomputer 101) in the output process (S12). After that, the game control microcomputer 61 ends the special symbol waiting process.
[0166] In this manner, in this embodiment, the variable display of the first special chart is performed only when the second special chart reservation number U2 is "0" (S61: Yes). In other words, the consumption of the second special chart reservation is executed in priority to the consumption of the first special chart reservation.
[0167] (Special drawing hit determination processing) Next, the second special chart hit determination process (S61) and the first special chart hit determination process (S67) will be described with reference to Fig. 17. Note that the second special chart hit determination process and the first special chart hit determination process have the same process flow, so they will be described together.
[0168] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area of the special chart reservation storage section of the RAM 64 (S80), and refers to the winning / losing judgment table (in this example, winning / losing judgment table T1) (S81). Next, the game control microcomputer 61 refers to the range of random numbers (judgment values) corresponding to the jackpot in the winning / losing judgment table T1, and judges whether or not there is a random number value the same as the jackpot random number value read out in S80, that is, judges whether or not there is a jackpot (S82).
[0169] When it is determined that a jackpot has been reached (S82: Yes), the game control microcomputer 61 turns on a jackpot flag indicating that a jackpot has been reached (S83). After that, the game control microcomputer 61 reads out the jackpot type random number stored in the first storage area of the special symbol reservation storage section, and determines the type of the jackpot by referring to a jackpot type determination table (in this example, jackpot type determination tables T2 and T3) in which a plurality of jackpot types are set (S84). The jackpot pattern of the special symbol, the stop pattern of the special symbol, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different depending on the type of jackpot. In addition, the upper limit number of times of the time-saving game state is also determined depending on the type of jackpot. After that, the game control microcomputer 61 sets the special symbol stop symbol data for determining and displaying the jackpot pattern of the special symbol according to the type of jackpot determined in S84 in the special symbol buffer provided in the RAM 64 (S88), and ends this process.
[0170] On the other hand, if it is not determined that there is a big win (S82: No), the game control microcomputer 61 refers to the range of random numbers corresponding to the small win in the win / loss determination table T1, and determines whether there is a random number that is the same as the big win random number read in S80, that is, whether there is a small win (S85). As described above, there is a case where a small win is not won in the lottery of the first special chart, but a small win is won in the lottery of the second special chart. If it is determined that there is a small win (S85: Yes), the game control microcomputer 61 turns on a small win flag indicating that it has been determined that there is a small win (S86). After that, the game control microcomputer 61 reads out the small win type random number stored in the first storage area of the special chart reserve storage unit, and refers to the small win type determination table T4 in which multiple types of small wins are set, and determines the type of small win (S87). Depending on the type of small win, the small win pattern of the special chart, the stop pattern of the special chart, the distribution rate, the small win performance pattern, etc. differ. In addition, depending on the type of small win, the presence or absence of a big win game state due to passing through a specific area, the continuation of the time-saving game state, the end of the time-saving game state, etc. are also determined. After that, the game control microcomputer 61 sets the special symbol stop symbol data for determining and displaying the small win symbol of the special symbol according to the type of small win determined in S87 in the special symbol buffer provided in the RAM 64 (S88), and ends this process.
[0171] On the other hand, if it is not determined to be a small win (S85: No), that is, if it is determined to be a miss, the game control microcomputer 61 sets the special chart stop pattern data for confirming and displaying the missing pattern of the special chart in the special chart buffer (S88), and ends this process.
[0172] (Special chart variation pattern selection process) Next, the second special pattern variation pattern selection process (S62) and the first special pattern variation pattern selection process (S68) will be described with reference to Fig. 18 and Fig. 19. Note that the second special pattern variation pattern selection process and the first special pattern variation pattern selection process have the same process flow, so they will be described together as the special pattern variation pattern selection process.
[0173] The game control microcomputer 61 judges whether or not a time-saving flag indicating a time-saving game state is OFF (S90). If it is judged that the time-saving flag is OFF (S90: Yes), the game control microcomputer 61 proceeds to S91. If it is judged that the time-saving flag is not OFF (S90: No), the game control microcomputer 61 proceeds to S99. In this embodiment, two types of time-saving game states (time-saving 1 and time-saving 2) are provided. Therefore, two types of time-saving flags are provided corresponding to each time-saving game state, and the game control microcomputer 61 performs control so that one time-saving flag is ON corresponding to the time-saving 1 period and the other time-saving flag is ON corresponding to the time-saving 2 period (S117-6 in FIG. 22).
[0174] The game control microcomputer 61 that has moved to S91 and S99 judges whether the jackpot flag is ON or not. When it is judged that the jackpot flag is ON (S91, S99: Yes), the game control microcomputer 61 selects a special pattern change pattern for a jackpot by referring to a table corresponding to the type of special pattern among the special pattern change pattern selection tables T7 and T8 (S92, S100). For example, in the case of a non-time-saving game state, the special pattern change pattern for a jackpot is selected by referring to the special pattern change pattern selection table T7 (S92). Also, in the case of a time-saving game state, the special pattern change pattern for a jackpot is selected by referring to the special pattern change pattern selection table T8 (S100). After selecting the special pattern change pattern, the game control microcomputer 61 then moves to S98.
[0175] Also, when it is determined that the big win flag is not ON (S91, S99: No), the game control microcomputer 61 determines whether the small win flag is ON or not (S93, S101). When it is determined that the small win flag is ON (S93, S101: Yes), the game control microcomputer 61 selects a special win pattern by referring to the table corresponding to the type of the special pattern among the special pattern change pattern selection tables T7, T8 (S94, S102). As described above, in this embodiment, there is a case where the small win is not won in the drawing of the first special pattern, but is won in the drawing of the second special pattern. When the small win is won in the drawing of the second special pattern, the game control microcomputer 61 selects a special pattern change pattern for the small win by referring to the special pattern change pattern selection table T8 (S94, S102). After that, the game control microcomputer 61 moves to S98.
[0176] On the other hand, when it is determined that the small win flag is OFF (S93, S101: No), the game control microcomputer 61 proceeds to S95, S103. Then, the game control microcomputer 61 acquires the reach random number stored in the first storage area of the special symbol reservation storage section, and determines whether the acquired reach random number is a reach establishment random number (S95, S103). If the acquired reach random number exists in the random number value (determination value) corresponding to the reach establishment of the reach determination table T5, the game control microcomputer 61 determines that it is a reach establishment random number (S95, S103: Yes). After that, the game control microcomputer 61 refers to the table corresponding to the type of the special symbol among the special symbol variation pattern selection tables T7, T8, and selects a special symbol variation pattern for reach with miss (S96, S104). After selecting the special symbol variation pattern, the game control microcomputer 61 proceeds to S98.
[0177] On the other hand, when it is determined that the acquired reach random number is not a reach establishment random number (S95, S103: No), the game control microcomputer 61 refers to the table corresponding to the type of special symbol among the special symbol variation pattern selection tables T7, T8 and selects a special symbol variation pattern for a no-reach miss (S97, S105). After selecting the special symbol variation pattern, the game control microcomputer 61 then proceeds to S98.
[0178] After S92, S94, S96, S97, S100, S102, S104, and S105 are completed, the game control microcomputer 61 proceeds to S98, sets the variation pattern data indicating the selected variation pattern in the special symbol variation pattern buffer provided in the RAM 64, and ends the special symbol variation pattern selection process. The variation pattern data set in the special symbol variation pattern buffer in S98 is included in the special symbol variation start command set in S66 and S72 of the above-mentioned special symbol standby process, and is output to the sub-control board 100 by the output process (S12) of the main side timer interrupt process.
[0179] (Special pattern related processing) Next, the special symbol-related process (S20) will be described with reference to FIG. First, the game control microcomputer 61 judges whether it is the end timing of the measurement of the variation time (time according to the special pattern variation pattern set in S98) of the special pattern (first special pattern, second special pattern) (S110). Then, when it is judged that it is the end timing of the variation time (S110: Yes), the game control microcomputer 61 displays the stop pattern of the special pattern according to the special pattern stop pattern data set in S88 (confirms the variation display of the special pattern) (S111-1) and sets a special pattern variation stop command (variation stop command for special pattern) in the output buffer provided in the RAM 64 (S111-2). Also, it starts measuring the stop time of the special pattern (S111-3). Then, the game control microcomputer 61 ends the special pattern related processing after the end of S111-3.
[0180] On the other hand, when the game control microcomputer 61 determines in the above-mentioned S110 that the time for the special symbol to change is not the end time (S110: No), it determines whether or not the measurement of the stop time of the special symbol that was started in the above-mentioned S111-3 is the end time (S112). When it determines that the stop time is the end time (S112: Yes), the game control microcomputer 61 executes a game state management process (S113) to be described later. After that, the game control microcomputer 61 determines whether or not the jackpot flag is ON (S114-1), and when it is determined that the jackpot flag is ON (S114-1: Yes), it executes a game state reset process (S114-2). In this game state reset process, it determines whether or not the time-saving flag is ON, and when it is determined that the time-saving flag is ON, it turns the time-saving flag OFF. After the game state reset process (S114-2) is completed, the game control microcomputer 61 turns ON the transition flag indicating the start of the big win game state among the multiple types of transition flags corresponding to the multiple types of states (game states) (S114-3). Then, the special related process is terminated. On the other hand, if it is determined in the above-mentioned S114-1 that the big win flag is OFF, the special related process is terminated as it is.
[0181] When the game control microcomputer 61 determines in the above-mentioned S112 that the stop time of the special symbol has not ended (S112: No), it determines whether the game state is a jackpot game state (type 1 jackpot state or V win state) (S115-1). For example, the game control microcomputer 61 determines that the game state is a jackpot game state when the jackpot flag is ON and neither the variation time nor the stop time of the special symbol has been measured. Then, when it is determined that the game state is a jackpot game state in this S115-1 (S115-1: Yes), it executes a special electric role processing (described later) for the type 1 jackpot state or the V win state (after the second round of the type 2 jackpot state) (S115-2). Then, after the end of S115-2, the special symbol-related processing is terminated.
[0182] On the other hand, when the game control microcomputer 61 determines in the above-mentioned S115-1 that the game is not in a big win game state (S115-1: No), it proceeds to S116-1 without going through the above-mentioned S115-2, and determines whether the game state is in a small win state or not. For example, the game control microcomputer 61 determines that the game is in a small win state when the small win flag is ON and neither the variation time nor the stop time of the special symbol is measured. Then, when it is determined that the game is in a small win state in this S116-1 (S116-1: Yes), it executes a special electric role processing (described later) related to the small win state (S116-2). Then, after the end of S116-2, the special symbol-related processing is terminated.
[0183] (Game status management process) Next, the contents of the game status management process (S113) will be described with reference to FIG. First, the game control microcomputer 61 judges whether the time-saving flag is ON (whether the game is in a time-saving game state) (S113-1). If the time-saving flag is OFF (S113-1: No), the game control microcomputer 61 proceeds to S113-8, which will be described later. On the other hand, if the time-saving flag is ON (S113-1: Yes), the game control microcomputer 61 subtracts 1 from the value of the time-saving counter (S113-2). The value of the time-saving counter is subtracted 1 each time a special pattern variation is consumed, and when the value of the time-saving counter becomes "0", the time-saving game state ends with the end of the current pattern variation, and the game proceeds to a non-time-saving game state (normal game state).
[0184] After that, the game control microcomputer 61 judges whether the value of the time-saving counter after subtraction of 1 has become "0" (S113-3). When it is judged that the value of the time-saving counter after subtraction of 1 has become "0" (S113-3: Yes), the time-saving flag is turned OFF (S113-5), the remaining reserved counter is set (S113-6), and the process proceeds to S113-7. The remaining reserved counter is a counter in which a numerical value corresponding to the number of reserved special figures of the second special figure at the timing when the end condition of the time-saving game state is established (at the end of the special figure variation) is set, and the value is subtracted by 1 each time the variable display of the second special figure ends. If the number of reserved special figures of the second special figure is "0" at the time of the end of the time-saving game state, the value of the remaining reserved counter is also set to "0". When the count value is set to "1" or more, the set value becomes "0" at the same time as the execution period (remaining reserved consumption period) of the variable display of the second special figure ends immediately after the end of the time-saving game state. In S113-7, the game control microcomputer 61 turns on a transition flag indicating a return to a non-time-saving game state (normal game state) (end of the time-saving game state) among a plurality of types of transition flags corresponding to a plurality of types of states (game states). Then, the game state management process is terminated.
[0185] On the other hand, when the game control microcomputer 61 judges that the value of the time-saving counter after subtracting 1 in the above-mentioned S113-3 is not "0" (S113-3: No), the game control microcomputer 61 judges whether or not the time-saving game state termination condition corresponding to the number of small wins during the time-saving game state is satisfied (S113-4). Then, when it judges that the time-saving game state termination condition corresponding to the number of small wins during the time-saving game state is satisfied (S113-4: Yes), it turns off the time-saving flag (S113-5), sets the remaining reserved counter (S113-6), and turns on the transition flag corresponding to the return to the non-time-saving game state (S113-7).
[0186] If the game control microcontroller 61 determines in the above-mentioned S113-1 that the time-saving flag is OFF (S113-1: No), and if it determines in the above-mentioned S113-4 that the termination condition corresponding to the number of small wins during the time-saving game state has not been met (S113-4: No), it proceeds to S113-8. When this S113-8 is executed (i.e., when the time of the variation interval has elapsed immediately after the special chart variation display during the non-time-saving game state has ended), it is determined whether or not the ended special chart variation display was the second special chart variation display. If it is determined that it was the second special chart variation display (S113-8: Yes), the value of the remaining reserved counter described above is decremented by 1 (S113-9), and the game state management process is terminated. On the other hand, if it is determined in S113-8 that it was the first special chart variation display (S113-8: No), the game state management process is terminated without going through the process of S113-9.
[0187] (Special electric device processing (Type 1 big win state, V win state)) Next, the contents of the special electric device processing (S115-2) for the first type big win state or the V win state will be described with reference to Fig. 22. The game control microcomputer 61 executes the special electric device processing shown in Fig. 22 during the period when the special symbol is neither being displayed variably nor being displayed stationarily and the big win flag is ON.
[0188] The game control microcomputer 61 executes the jackpot opening setting (S117-1), the jackpot round setting (S117-2), the jackpot ending setting (S117-3), etc., in the special electric device processing (Type 1 jackpot state, V jackpot state). In the jackpot opening setting (S117-1), the game control microcomputer 61 performs processing such as setting commands (opening command (jackpot start command), opening end command) indicating the start timing and end timing of the opening period (jackpot opening) of the jackpot game state (Type 1 jackpot state) in the output buffer of the RAM 64. In addition, in the jackpot round setting (S117-2), the game control microcomputer 61 performs processing such as setting commands (round start command (open command), round end command (close command)) indicating the start timing and end timing of the round period (round performance) of the jackpot game state (Type 1 jackpot state, V jackpot state) in the output buffer of the RAM 64. Furthermore, in the jackpot ending setting (S117-3), the game control microcomputer 61 performs processing such as setting commands (ending command, ending end command (jackpot end command)) indicating the start timing and end timing of the ending period (jackpot ending) of the jackpot game state (type 1 jackpot state, V jackpot state) in the output buffer of the RAM 64. These commands related to the jackpot game state are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output processing (S12).
[0189] In addition, in the jackpot opening setting and jackpot ending setting, the game control microcomputer 61 sets the execution time of the jackpot opening and jackpot ending in a predetermined timer and measures it. In the jackpot round setting, the game control microcomputer 61 opens and closes the second large prize opening 15a in an operation pattern according to the type of jackpot game state. Then, during a round game, when the upper limit number of game balls enters the second large prize opening 15a or a predetermined time has elapsed, the game control microcomputer 61 closes the second large prize opening 15a and ends the round game. The game control microcomputer 61 opens and closes the second large prize opening 15a for the number of rounds determined for each type of jackpot game state. In addition, the game control microcomputer 61 subtracts 1 from the value of the special electric role activation valid counter each time a round of play is started, and after the round of play ends when the value of the special electric role activation valid counter becomes "0", it sets an ending command in the output buffer of the RAM 64 in the jackpot ending setting and outputs it.
[0190] Next, the game control microcomputer 61 judges whether or not it is the end timing of the big win game state (end timing of the big win ending) (S117-4). If it is judged that it is not the end timing of the big win game state (S117-4: No), the special electric device processing (one type big win state, V win state) is terminated. On the other hand, if the game control microcomputer 61 judges that it is the end timing of the big win game state in S117-4 (S117-4: Yes), it executes the processing of S117-5 to S117-8. Here, the game control microcomputer 61 turns off the big win flag in S117-5, turns on the time-saving flag corresponding to the time-saving game state that occurs in the following S117-6, and further sets the time-saving counter in S117-7. Then, in S117-8, the game control microcomputer 61 turns on the transition flag indicating the start of the time-saving game state among the multiple types of transition flags corresponding to the multiple types of states (game states). Then, the special electric device processing (one type jackpot state, V-win state) is terminated. After the special electric device processing (one type jackpot state, V-win state) is terminated, the game control microcomputer 61 terminates the special symbol-related processing.
[0191] (Special electric device processing (small win state)) Next, the special electric accessory processing (S116-2) for the small win state will be described with reference to Fig. 23. The game control microcomputer 61 executes the special electric accessory processing (small win) shown in Fig. 23 in order to open the first large winning opening 14a or the second large winning opening 15a based on the small win. Note that the special electric accessory processing (small win state) in this embodiment is executed in relation to the second special chart, so the description will be given on the premise of the second special chart.
[0192] The game control microcomputer 61 executes the small win opening setting (S119-1), the small win release setting (S119-2), etc., in the special electric role processing (small win state). In the small win opening setting (S119-1), the game control microcomputer 61 performs processing such as setting commands (opening command (small win start command), opening end command) indicating the start timing and end timing of the opening period (small win opening) of the small win state in the output buffer of the RAM 64. These commands related to the small win state are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output processing (S12). The small win opening is a performance in which a performance image celebrating the occurrence of a small win is displayed on the performance display device 7, and music celebrating the occurrence of a small win is played from each speaker 8. In the small win opening setting, the execution time of the small win opening is set in a predetermined timer and measured. In addition, in the small win opening setting (S119-2), the game control microcomputer 61 performs processing such as setting commands (open command, close command) indicating the start timing and end timing of the corresponding small win state in the output buffer of the RAM 64 according to the small win type (small win pattern) already determined. That is, if the small win state determined to be generated is a favorable small win state, the second large winning opening 15a is opened for 1800 ms, so an open command indicating the start time of the opening is set and output, and a close command indicating the end time of the opening is set and output. On the other hand, if the small win state determined to be generated is an unfavorable small win state, the first large winning opening 14a is opened for 1800 ms, so an open command indicating the start time of the opening is set and output, and a close command indicating the end time of the opening is set and output. In addition, in the small win opening setting (S119-2), the game control microcomputer 61 sets the period during which detection by the specific area sensor 55a, which detects a game ball passing through a specific area, is determined to be valid detection (valid detection period of the specific area sensor 55a) from the time the open command is set to the time the close command is set.
[0193] After that, the game control microcomputer 61 judges whether or not the game ball has passed through a specific area (S119-3). Here, if it is determined that the gaming ball has passed through the specific area during the detection effective period of the specific area sensor 55a (S119-3: Yes), the gaming control microcomputer 61 determines in the following S119-4 whether the detection of the specific area sensor 55a determined in the above-mentioned S119-3 occurred during the detection effective period. On the other hand, if it is determined in S119-3 that the gaming ball has not passed through the specific area (the detection of the specific area sensor 55a has not occurred), the process proceeds to S119-8. Also, if it is determined in S119-4 that the specific area sensor 55a has detected the ball at a timing other than the effective detection period, the process proceeds to S119-5. In S119-5, a process is executed for abnormal detection of the specific area sensor 55a (detection during a period other than the small win state). After the process of S119-5 is completed, the process proceeds to S119-8.
[0194] When the game control microcomputer 61 determines in S119-4 that the detection of the specific area sensor 55a occurred during the detection valid period (S119-4: Yes), it turns on the big win flag (S119-6). Then, among the multiple types of transition flags corresponding to the multiple types of states (game states), it turns on the transition flag indicating that the V win state is to be started (S119-7). As a result, in the pachinko game machine 1, even if the game ball passes through the specific area while the second large winning hole 15a is open due to the small win state, it is possible to execute control for generating the big win game state (developing the small win state into the two-type big win state) in the same way as when a big win is determined by the special chart hit determination.
[0195] When S119-3 is negative (S119-3: No) or when S119-5 or S119-7 is completed, the game control microcomputer 61 proceeds to S119-8. In S119-8, the game control microcomputer 61 determines whether the closing condition of the first large prize opening 14a or the second large prize opening 15a based on the winning of the small prize is satisfied. The closing condition of the first large prize opening 14a or the second large prize opening 15a based on the winning of the small prize is that the upper limit number of game balls enter the first large prize opening 14a or the second large prize opening 15a after the opening state of the first large prize opening 14a or the second large prize opening 15a, or the opening time of the winning small prize has elapsed. If it is determined that the closing condition of the first large prize opening 14a or the second large prize opening 15a is met (S119-8: Yes), the game control microcomputer 61 turns off the small prize flag (S119-9). Then, the special electric device processing (small prize state) is terminated. On the other hand, if it is determined that the closing condition of the first large prize opening 14a or the second large prize opening 15a is not met (S119-8: No), the special electric device processing (small prize state) is terminated without going through S119-9.
[0196] (Game state transition processing) Next, the game state transition process (S23) will be described with reference to FIG. 24. The game control microcomputer 61 judges whether any of a plurality of transition flags indicating the transition of the game state is ON (S130). Then, when it is judged that any transition flag is ON (S130: Yes), it sets the game state corresponding to the ON transition flag as a new game state, and sets the game state designation command indicating the set game state in the output buffer of the RAM 64. That is, the game state designation command is set in the output buffer and transmitted at the timing when the game state changes. Then, it turns OFF the transition flag that was ON (S132), and ends the game state transition process. Note that, when it is judged that all transition flags are OFF in the above-mentioned S130, it ends the game state transition process as it is. In this embodiment, the game state designation command is output to the frame control board 150 (frame control microcomputer 151) in the output process (S12) after being set in the output buffer of the RAM 64. The frame control board 150 (frame control microcomputer 151) also outputs this game state designation command to the sub-control board 100 (performance control microcomputer 101). This game state designation command is also used to transmit information other than the transition of the game state (version information of the frame control microcomputer 151, which will be described later).
[0197] In this way, the game control microcomputer 61 functions as a prize ball awarding means that determines the awarding of prize balls based on the game and transmits a prize ball command corresponding to the number of prize balls to the frame control board 150 (processing of S15).
[0198] [Main processing of the performance control microcomputer 101] Next, the main processing executed by the performance control microcomputer 101 (FIG. 5B) will be described.
[0199] (Sub-side main control processing) First, the sub-side main control process will be described with reference to FIG. First, the performance control microcomputer 101 executes an initial setting (S160). In this initial setting, for example, stack setting, constant setting, interrupt time setting, CPU 102 setting, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time), resetting of various flags, counters, timers, etc. are performed. Next, the performance control microcomputer 101 judges whether the power off signal is ON and the contents of the RAM 120 are normal (S161), and if the judgment is negative (S161: No), it initializes the RAM 120 (S162) and proceeds to S163. Also, if the judgment is positive in S161 (S161: Yes), the performance control microcomputer 101 proceeds to S163 without initializing the RAM 120. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RAM 120 are not normal (S161: No), the performance control microcomputer 101 initializes RAM 120, but if the power-off signal is ON due to a power outage or the like but the contents of RAM 120 are maintained normal (S161: Yes), it does not initialize RAM 120. Note that initializing RAM 120 resets the values of various flags, counters, timers, etc. Also, S160 to S162 are executed only once after power is turned on and are not executed thereafter.
[0200] Next, the performance control microcomputer 101 prohibits interrupts (S163) and executes random number update processing (S164). In this random number update processing, the initial values of various performance determination random number counters are updated. The performance determination random numbers include a variable performance pattern random number for determining a variable performance pattern, and a notice performance random number for determining various notice performances. The random number update method can be the same as the random number update processing performed by the game control microcomputer 61 described above. Next, the performance control microcomputer 101 executes a command transmission processing (S165). In this command transmission processing, various commands stored in the output buffer in the RAM 120 of the performance control microcomputer 101 are transmitted to the image control board 200, the sound control board 78, the lamp control board 79, and the like. Next, the performance control microcomputer 101 executes interrupt permission (S166). Thereafter, S163 to S166 are repeatedly executed. Furthermore, while interrupts are permitted, it is possible to execute the reception interrupt process (S167), the 1 ms timer interrupt process (S168), and the 10 ms timer interrupt process (S169).
[0201] (Reception interrupt processing) Next, the reception interrupt process (S167) will be described. The performance control microcomputer 101 judges whether the signal level of the strobe signal (STB signal) given from the main control board 60 to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. For example, it judges whether the signal level of the strobe signal has changed from high to low. If it is determined that it is not time to receive, the performance control microcomputer 101 ends this process. On the other hand, if it is determined that it is time to receive, the performance control microcomputer 101 receives various commands sent from the main control board 60 and stores the various received commands in a reception buffer of the RAM 120. This reception interrupt process is executed with priority over other interrupt processes (S168, S169).
[0202] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S168) will be described with reference to FIG. The performance control microcomputer 101 executes this 1 ms timer interrupt process each time an interrupt pulse with a 1 ms period is input to the sub-control board 100. The performance control microcomputer 101 executes input processing (S170). In this input processing, the performance control microcomputer 101 creates switch data (edge data and level data) indicating that the switch is ON, based on detection signals from the performance lever push detection switch 6a, the performance lever rotation detection switch 6b, and the performance button detection switch 5a.
[0203] Next, the performance control microcomputer 101 executes output processing (S171). In this output processing, a variable performance start command set in the output buffer of the RAM 120 in a variable performance start processing described later is output to the image control board 200. Also, in order to make the board lamp 2a, the left side lamp 23a, and the right side lamp 23b emit light in accordance with the display of the performance display device 7, lamp data created in the lamp processing (S183) in the 10 ms timer interrupt processing described later is output to the lamp control board 79. That is, the board lamp 2a, the left side lamp 23a, and the right side lamp 23b emit light in a predetermined light emission mode according to the lamp data. Also, in order to drive the movable body motor 23d in accordance with the display of the performance display device 7, drive data (data for driving the movable body motor 23d) is created and the created drive data is output. That is, the movable body motor 23d is driven in a predetermined operation pattern according to the drive data. Also, in order to output sound from the speaker 8 in accordance with the display of the performance display device 7, sound data created in a sound control process (S184) in a 10 ms timer interrupt process (to be described later) or the like is output to the sound control board 78. In other words, sound is output from the speaker 8 in accordance with the sound data.
[0204] Next, the performance control microcomputer 101 judges whether or not a variable performance start command has been output (S172). The variable performance start command is set in the output buffer of the RAM 120 in the variable performance start process described later, and is output to the image control board 200 in S171. Here, if the performance control microcomputer 101 judges that the variable performance start command has been output (S172: Yes), it starts measuring the variable time of the variable performance pattern (S173). Next, the performance control microcomputer 101 performs watchdog timer processing to reset the watchdog timer (S174). After the end of S174, or if it is judged that the variable performance start command has not been output (S172: No), the performance control microcomputer 101 ends this process.
[0205] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S169) will be described with reference to FIG. The performance control microcomputer 101 executes this 10 ms timer interrupt processing every time an interrupt pulse with a 10 ms period is input to the sub-control board 100. The performance control microcomputer 101 executes a received command analysis process (FIG. 27) described later (S180) and executes a switch state acquisition process (S181). In this switch state acquisition process, the switch data created in the input process (S170) of the 1 ms timer interrupt processing is stored in the RAM 120 as switch data for the 10 ms timer interrupt processing. Next, based on the switch data stored in the switch state acquisition process, a switch process is executed (S182) to set the display contents of the button performance, etc. displayed by the performance display device 7. Next, the performance control microcomputer 101 executes a lamp process (S183). In this lamp process, lamp data is created to control the light emission of each lamp (board lamp 2a, left side lamp 23a, right side lamp 23b, etc.) in accordance with the display of the performance display device 7, and the time management of the light emission performance is performed. This causes each lamp to emit light in accordance with the display on the performance display device 7.
[0206] Next, the performance control microcomputer 101 executes a voice control process (S184). In this voice control process, it creates voice data (data for controlling the output of voice from each speaker 8), outputs the created voice data to the voice control board 78, and manages the time of the voice performance. As a result, the voice is output from each speaker 8 in accordance with the display of the performance display device 7. Next, the performance control microcomputer 101 executes other processes (S185) and ends this process. In the other processes (S185), it executes processes such as updating the variable performance pattern random number and the advance notice performance random number for determining the advance notice performance. In addition, in the other processes (S185), it executes a right hit performance process for performing a right hit performance that encourages the player to hit the right, and a performance mode setting process for setting a performance mode (described later) in accordance with the game situation specified in response to the reception of various commands from the game control microcomputer 61 (S180).
[0207] (Received command analysis process) Next, the received command analysis process (S330) will be described with reference to FIG. The performance control microcomputer 101 determines whether or not a game state designation command has been received from the game control microcomputer 61 (S190-1). Here, the game state designation command includes information indicating the game state. That is, the game state designation command corresponds to any one of a non-time-saving game state (normal game state), a time-saving game state (time-saving 1 or time-saving 2), a big win game state (type 1 big win state), and a V win state (type 2 big win state). Therefore, when the performance control microcomputer 101 determines that it has received a game state designation command in S190-1, it executes a sub-side game state setting process (S190-2) and stores (sets as the current game state) the game state indicated by the game state designation command. Specifically, it analyzes the received game state designation command to identify the current game state, sets the game state flag indicating that game state to "1", and sets the other game state flags to "0". In this embodiment, when the microcomputer 101 for performance control determines in the above-mentioned S190-1 that it has received a game state designation command, it is set to execute a secondary main frame determination process (S190-3). The process of S190-3 is a secondary main frame determination (to be described later together with the primary main frame determination) by comparing the information (processed information) included in the game state designation command with the reference value stored in the above-mentioned reference value storage unit 111 of the RAM 120. That is, the pachinko game machine 1 of this embodiment uses the game state designation command both for transmitting information indicating the game state and for transmitting other information (processed information). After the processing of S190-3 is completed, or when it is determined in S190-1 that the game state designation command has not been received (S190-1: No), the performance control microcomputer 101 proceeds to S191-1.
[0208] The performance control microcomputer 101 judges whether or not a start winning command (first start winning command or second start winning command) has been received from the main control board 60 (S191-1), and if it judges that it has been received (S191-1: Yes), executes a pre-reading performance judgment process (S191-2). In the pre-reading performance judgment process (S191-2), it judges the start winning information (for example, a jackpot random number, a jackpot type random number, a small win type random number, a reach random number, etc.) contained in the start winning command stored in the first special symbol reserved performance storage unit 121 (or the second special symbol reserved performance storage unit 122). In other words, it performs a special symbol winning judgment, a jackpot type judgment, a small win type judgment, and a reach judgment (pre-judgment) before the time when the game control microcomputer 61 starts the variable display of the special symbol (at the time of the start ball entering). Then, it decides whether or not to perform a suggestive performance by drawing a lottery according to the result of the pre-judgment. After completing the processing of S191-2, or if it is determined in S191-1 that the start winning command has not been received (S191-1: No), the performance control microcontroller 101 proceeds to S192-1.
[0209] The performance control microcomputer 101 judges whether an opening command has been received from the main control board 60 (S192-1), and if it is judged that an opening command has been received (S192-1: Yes), executes an opening performance selection process (S192-2). In this opening performance selection process, the opening command is analyzed, and a pattern (content) of the opening performance to be executed in the opening in the big win game state is selected based on the analysis result. In detail, an opening performance pattern selection table (not shown) in which an opening performance pattern is set in correspondence with each opening command is referenced, and an opening performance pattern associated with the received opening command is selected. Then, an opening performance start command for starting an opening performance with the selected opening performance pattern is set in the output buffer of the RAM 120. After completing the process of S192-2, or if it is determined in S192-1 that an opening command has not been received (S192-1: No), the performance control microcomputer 101 proceeds to S193-1.
[0210] The performance control microcomputer 101 judges whether or not a round designation command has been received from the main control board 60 (S193-1). If it is judged in this process that a round designation command has been received (S193-1: Yes), a round performance selection process is executed (S193-2). In the round performance selection process, the type of round performance to be executed in each round of the big win gaming state is selected, and a round performance start command for starting the selected round performance is set in the output buffer of the RAM 120. After the processing of S193-2 is completed, or if it is determined in S193-1 that a round designation command has not been received (S193-1: No), the performance control microcomputer 101 proceeds to S194-1.
[0211] The microcomputer 101 for controlling the performance judges whether or not an ending command has been received from the main control board 60 (S194-1), and if it judges that an ending command has been received (S194-1: Yes), executes an ending performance selection process (S194-2). In this ending performance selection process, the ending command is analyzed, and a pattern (content) of the ending performance to be executed at the ending of the big win game state is selected based on the analysis result. In detail, an ending performance pattern selection table (not shown) in which an ending performance pattern is set in correspondence with each ending command is referenced, and an ending performance pattern associated with the received ending command is selected. Then, an ending performance start command for starting an ending performance with the selected ending performance pattern is set in the output buffer of the RAM 120. After the processing of S194-2 is completed, or if it is determined in S194-1 that an ending command has not been received (S194-1: No), the performance control microcomputer 101 proceeds to S195-1.
[0212] The microcomputer 101 for controlling the performance judges whether or not it has received a special chart change start command from the main control board 60 (S195-1), and if it judges that it has received the command (S195-1: Yes), executes a change performance start process (FIG. 28A) described later (195-2). In this change performance start process, a more specific performance content (change performance pattern) of the change performance is determined according to the special chart change start command received from the main control board 60, and a command instructing the execution of the change performance is set in the output buffer of the RAM 120. In addition, in the change performance start process (S195-2), the microcomputer 101 for controlling the performance specifies the change time of the special chart change display according to the special chart change pattern included in the received special chart change start command, and starts measuring the specified change time as the execution time of the change performance (the change time of the left, center, and right performance patterns 7L, 7C, and 7R).
[0213] After executing this variable performance start process (S195-2), the performance control microcomputer 101 executes a suggested performance selection process (S195-3) described later. In the suggested performance selection process, it is determined whether or not to execute a suggested performance during the variable performance and the type of suggested performance to be executed. Then, when it is determined to execute a suggested performance, a command to instruct the execution of the suggested performance is set in the output buffer of the RAM 120. After the processing of S195-3 is completed, or if it is determined in S195-1 that the fluctuation start command has not been received (S195-1: No), the performance control microcomputer 101 proceeds to S196-1.
[0214] The performance control microcomputer 101 judges whether or not a special pattern variation stop command has been received from the main control board 60 (S196-1), and if it is judged that it has been received (S196-1: Yes), executes a variable performance end process (S196-2). In this variable performance end process, the performance control microcomputer 101 sets a variable performance end command for ending the variable performance in the output buffer of the RAM 120. When the set variable performance end command is sent to the image control board 200 by the command sending process (S165 in FIG. 25), the image control board 200 displays the left performance pattern 7L, the center performance pattern 7C, and the right performance pattern 7R, which are in a stopped state (stayed state), in the performance display device 7. In addition, in the variable performance end processing (S196-2), the performance control microcontroller 101 ends the measurement of the variable time that was started in the aforementioned variable performance start processing (S195-2), and starts measuring the stop time of the performance patterns 7L, 7C, and 7R after the variable performance (the same time as the stop time of the special chart variable display).
[0215] After the process of S196-2 is completed, or if it is determined in S196-1 that the fluctuation stop command has not been received (S196-1: No), the performance control microcomputer 101 proceeds to S197. Then, the performance control microcomputer 101 performs processing related to the reception of commands other than the above commands (S197) and ends the received command analysis process.
[0216] (Variable performance start processing) Next, the variable performance start process (S195-2) will be described with reference to FIG. The performance control microcomputer 101 analyzes the received special chart change start command (S210). The special chart change start command includes information on the second special chart change pattern (first special chart change pattern) set in the second special chart change pattern selection process (first special chart change pattern selection process), the special chart stop pattern (jackpot type determination result), etc. Next, if the special chart change start command analyzed in S210 is the first special chart change start command, the performance control microcomputer 101 subtracts "1" from the value of the first special chart reserved performance counter so as to synchronize with the first special chart reserved number, and if it is the second special chart change start command, the performance control microcomputer 101 subtracts "1" from the value of the second special chart reserved performance counter so as to synchronize with the second special chart reserved number (S211). The first special symbol reserved performance counter is a counter that counts a number corresponding to the first special symbol reserved number based on the reception of the first start winning command, and the second special symbol reserved performance counter is a counter that counts a number corresponding to the second special symbol reserved number based on the reception of the second start winning command. Next, the performance control microcomputer 101 shifts each data such as the start winning command stored in the special symbol reserved performance storage section to the older storage area (S212). Next, the performance control microcomputer 101 selects a combination of the left performance pattern 7L, the center performance pattern 7C, and the right performance pattern 7R that are finally determined and displayed when the performance display device 7 displays the variable performance pattern by referring to the performance pattern selection table (not shown) (S213).
[0217] Next, the performance control microcomputer 101 executes a performance content selection process (S214). As the performance content selection process, the performance control microcomputer 101 selects a performance content (variable performance pattern) to be performed with the variation of the performance pattern from a variable performance pattern selection table (not shown) based on the specified special chart variation pattern. Next, the performance control microcomputer 101 sets a variable performance start command to the output buffer of the RAM 120 to start the display of the performance content (variable performance pattern) selected in S214 on the performance display device 7 (S215). The variable performance start command includes performance image data for displaying the performance pattern on the performance display device 7 in addition to the performance content (variable performance pattern). Then, the variable performance start command including the performance image data is set in the output buffer of the RAM 120, and the performance image data is output to the image control board 200 in the output process (S171) of the 1 ms timer interrupt process. As a result, the performance pattern and the performance image based on the performance image data are displayed on the performance display device 7. In addition, based on receiving a variable performance start command from the performance control microcomputer 101, the image control board 200 erases the image (the variable image) displayed in the variable display area 7Bc on the display of the performance display device 7, and shifts the images (reserved images) displayed in the main performance reserved display area 7Ba and the sub performance reserved display area 7Bb. After that, the performance control microcomputer 101 ends this process.
[0218] [Determination of the version number of the frame control microcontroller] Here, referring to Figure 29, we will explain how to judge whether the combination of the frame control microcomputer 151 (a specific electrical component provided in the inner frame 16) and the main control board 60 (a control means on the game board 2 side) is appropriate (main frame judgment).
[0219] First, the background of the main frame judgment will be described. As described above, the pachinko game machine 1 has an inner frame 16 (frame body) that detachably holds the game board 2. The main control board 60 and the sub-control board 100 are arranged on the game board 2, the main control board 60 is provided with a game control microcomputer 61, and the sub-control board 100 is provided with a performance control microcomputer 101. The inner frame 16 also has a frame control board 10 arranged thereon, and the frame control board 150 is provided with a frame control microcomputer 151. In the pachinko game machine 1, the main control board 60 is electrically connected to the sub-control board 100 and the frame control board 150. The frame control microcomputer 151 has a ROM 160 in which a program for counting the number of game balls and the like is stored. Here, for example, if a bug occurs in the program of the frame control microcomputer 151 during the development stage of the pachinko gaming machine 1, it is necessary to improve the program etc. so as to eliminate the occurrence of the bug, and to use the revised frame control microcomputer 151. In this case, the gaming board 2 to be installed on the inner frame 16 equipped with the revised new frame control microcomputer 151 will be equipped with the main control board 60 (and the sub control board 100) that operates normally in relation to the new frame control microcomputer 151. However, if the frame control microcomputer 151 is mistakenly the one before the revision, it will be an inappropriate combination with the main control board 60. Since the frame control microcomputer 151 controls the counting of game balls as described above, if a malfunction occurs in relation to the counting of game balls due to an inappropriate combination with the main control board 60, it may lead to damages for the player, so measures are required. It is possible that the pachinko gaming machine 1 will start operating without any strangeness at first glance, even if the frame control microcomputer 151 before the revision is used. In this case, there is a risk that an inappropriate combination of the frame control microcomputer 151 and the main control board 60 will not be noticed until a problem actually occurs, which is problematic. Therefore, in this embodiment, a main frame judgment is performed so that a state in which the frame control microcomputer 151 and the main control board 60 are in an inappropriate combination can be discovered at an early stage.
[0220] Here, the frame control microcomputer 151 (a specified electrical component) is assigned a version number indicating the improvement stage of the product (frame control microcomputer 151 or ROM 160) from the development stage (for example, the release candidate stage or the prototype stage earlier than that) to the present. In this embodiment, information regarding the version number of the frame control microcomputer 151 is stored on the game board 2 side and the inner frame 16 side, and the main frame determination is performed by comparing and determining each piece of information. The version number may be a number assigned to the ROM 160 or its program.
[0221] For example, as shown in Fig. 29, in the later stages of development of the frame control microcomputer 151 (the program in ROM 160), the first frame control microcomputer 151 completed as a release candidate (referred to as "candidate A1") was given the initial version number "ver.1.0". A new release candidate (referred to as "candidate A2") obtained by modifying a part of this "candidate A1" was given the new version number "ver.1.1", and the version number is updated every time a modification is made thereafter. In the example of Fig. 29, the one given the version number "ver.1.2" was commercialized (referred to as "product A"), and the previous "candidate A1" and "candidate A2" were not commercialized due to the occurrence of bugs, etc. In other words, when a frame control board 150 having a frame control microcomputer 151 (product A) with a version number of "ver.1.2" is placed in the inner frame 16, if the main control board 60 of the game board 2 placed in this inner frame 16 corresponds to the frame control microcomputer 151 (product A), the combination of the main control board 60 and the frame control microcomputer 151 can be said to be appropriate. In contrast, if a frame control microcomputer 151 of "ver.1.0" or "ver.1.1" is mistakenly used, the combination of the main control board 60 and the frame control microcomputer 151 of that pachinko game machine 1 can be said to be inappropriate.
[0222] In the frame control board 150, a version information storage unit 161 is provided in the ROM 160 of the frame control microcomputer 151, which stores version information (basic information, additional information) related to the version number of the frame control microcomputer 151. In addition, with regard to the main frame judgment, in the ROM 63 of the game control microcomputer 61 in the main control board 60, a main comparison information storage unit 63a is provided in the ROM 63 of the game control microcomputer 61, which stores main comparison information related to the version number, and in the sub control board 100, a sub comparison information storage unit 111 is provided in the ROM 110 of the performance control microcomputer 101, which stores sub comparison information related to the version number. Then, based on these pieces of information (basic information, additional information, main comparison information, sub comparison information), the suitability of the combination of the main control board 60 and the frame control microcomputer 151 is judged. In this embodiment, as the main frame judgment, a primary main frame judgment based on the control of the frame control microcomputer 151 and a secondary main frame judgment based on the control of the performance control microcomputer 101 are executed. In contrast to this, only one of the primary main frame determination and the secondary main frame determination may be performed.
[0223] The frame control board 150 (frame control microcomputer 151) judges whether the combination of the main control board 60 and the frame control microcomputer 151 is appropriate by comparing the basic information (information of the inner frame 16) and the main comparison information (information of the game board 2) (primary main frame judgment). If the result of the primary main frame judgment is abnormal (inappropriate combination), the performance display monitor 183 displays an abnormality to notify the user. In response to this, the sub-control board 100 (performance control microcomputer 101) compares the aforementioned additional information (information on the inner frame 16) with the aforementioned sub-comparison information (information on the game board 2) to determine whether the combination of the main control board 60 and the frame control microcomputer 151 is appropriate (secondary main frame determination). If the result of the secondary main frame determination is abnormal (inappropriate combination), an abnormality is notified by displaying the performance display device 7, etc. In addition, the result of the main frame judgment (primary main frame judgment) by the frame control microcomputer 151 may be notified to the performance control microcomputer 101, and an abnormality may be notified by displaying on the performance display device 7, etc.
[0224] A specific description will be given with reference to Fig. 29. When the inner frame 16 constituting the pachinko gaming machine 1 is provided with a frame control board 150 having a frame control microcomputer 151 with the version number "ver.1.2", the ROM 160 (version information storage unit 161) of the frame control microcomputer 151 stores basic information (version information) of "3H" and additional information (version information) of "7H". The basic information is information indicating a numerical value that is updated according to the version number of the frame control microcomputer 151. The additional information is information indicating a value obtained by subtracting the value of the basic information from a fixed value "AH".
[0225] In the same pachinko game machine 1, when the inner frame 16 having the frame control microcomputer 151 with the version number "ver.1.2" and the corresponding game board 2 are included, the main control board 60 arranged on the game board 2 stores the main comparison information "3H" which is the same as the basic information in the ROM 63 (main comparison information storage section 63a) of the game control microcomputer 61. Also, the sub-control board 100 arranged on the game board 2 stores the sub-comparison information "AH" which is obtained by adding the additional information "7H" to the main comparison information "3H" in the ROM 110 (sub-comparison information storage section 111) of the performance control microcomputer 101. In contrast, if a frame control microcomputer 151 with version number "ver.1.0" is mistakenly installed in the inner frame 16, "1H" is stored as the basic information and "9H" is stored as the additional information in the version information storage unit 161 of the frame control microcomputer 151. Also, if a frame control microcomputer 151 with version number "ver.1.1" is mistakenly installed in the inner frame 16, "2H" is stored as the basic information and "8H" is stored as the additional information in the version information storage unit 161 of the frame control microcomputer 151.
[0226] The primary main frame judgment is realized by the game control microcontroller 61 sending a command (control signal for processing) including main comparison information (comparison information), and the frame control microcontroller 151 (suitability judgment means) receiving this command comparing the main comparison information included in the command with the basic information (version information) read out from the version information memory unit 161. For example, when a corresponding game board 2 is installed for an inner frame 16 having a frame control microcomputer 151 with version number "ver.1.2", the upper 4-bit value of a command including main comparison information "3H" (for main frame determination) from the game control microcomputer 61 is "0011", and the main comparison information indicated by this upper 4-bit value is the same as the version information ("3H") read out from the version information memory unit 161, so the frame control microcomputer 151 derives a determination result of main frame match (the combination of the main control board 60 and the frame control microcomputer 151 is appropriate) in the primary main frame determination. On the other hand, if a frame control board 150 having a frame control microcomputer 151 with a different version number "ver.1.0" is mistakenly installed in an inner frame 16 in which the same game board 2 is installed, the upper 4 bit value of the command including the main comparison information "3H" (for main frame determination) from the game control microcomputer 61 will be "0011" (the main comparison information will be "3H"), while the version information read out from the version information memory unit 161 will be a different value ("1H"), and the frame control microcomputer 151 will derive a determination result of main frame mismatch (the combination of the main control board 60 and the frame control microcomputer 151 is inappropriate) in the primary main frame determination.
[0227] Furthermore, when the frame control microcomputer 151 (alert control means) derives a determination result of main frame mismatch in the primary main frame determination, it controls the display content of the performance display monitor 183 (alert means) to include information display (such as display of an error number) corresponding to the abnormal state of main frame mismatch using the left two of the six 7-segment displays. Note that the condition for canceling this abnormal alert is "to resolve the main frame mismatch," and it is not canceled even if the power of the pachinko game machine 1 is turned off and then turned on again.
[0228] A game state designation command (game information signal) for transmitting a transition of a game state is used as a command (predetermined control signal) including comparison information transmitted from the game control microcomputer 61. The game control microcomputer 61 sets a transition flag indicating a transition destination game state in the power-on process (S7 in FIG. 12), and therefore always transmits a game state designation command in the game state transition process (S23 in FIG. 13) immediately after power-on. That is, the game state designation command is a command that is transmitted at least once when the power of the pachinko game machine 1 is turned on. Therefore, regardless of whether a player plays on the pachinko game machine 1 or not, an abnormality notification of a main frame mismatch is executed on the performance display monitor 183 immediately after power-on. The game control microcomputer 61 sets the upper 4 bits of the game state designation command sent each time the game state changes to a value corresponding to the comparison information. That is, if the comparison information is "1H", the upper 4 bits of the game state designation command are set to "0001". Note that the mode of the lower bits indicating the game state in the game state designation command will not be described.
[0229] The secondary main frame judgment is executed by the performance control microcontroller 101 in response to receiving a command (instruction signal) from the game control microcontroller 61 via the frame control microcontroller 151. Specifically, the frame control microcontroller 151 receives a game status designation command including version information (additional information) from the game control microcontroller 61, processes the upper 4 bits of information (main comparison information) of the command based on the additional information (version information) read out from the version information memory unit 161, and transmits the processed game status designation command (referred to as the "processed information signal") to the performance control microcontroller 101. The performance control microcontroller 101 (suitability judgment means) receives this processed information signal and compares the upper 4 bits of the processed information signal with a fixed value, which is the sub-comparison information (comparison information) read out from the reference value memory unit 111, thereby achieving this. For example, when a corresponding game board 2 is installed for an inner frame 16 having a frame control microcomputer 151 with version number "ver.1.2", the additional information (version information) that the frame control microcomputer 151 reads from the version information storage unit 161 is "7H", which is obtained by subtracting the basic information "3H" from the fixed value "AH". Then, based on this additional information ("7H"), the upper 4-bit value of the game state designation command ("0011" corresponding to the comparison information "3H") is processed. That is, by adding "0111" to the upper 4 bits "0011", the upper 4-bit value of the command is processed to "1010", and the processed game state designation command is sent to the performance control microcomputer 101. Then, when the performance control microcomputer 101 determines in S190-1 of the received command analysis process (FIG. 27) that it has received a game state designation command (processed information signal), it executes a secondary main frame determination (secondary main frame determination process in S190-3 in FIG. 27). In this case, the secondary main frame determination compares the upper 4 bits ("1010") of the processed game state designation command (processed information signal) with the sub-comparison information ("AH") read from the sub-comparison information storage unit 111. In this case, the values are the same, so the frame control microcomputer 151 derives a determination result of main frame agreement (the combination of the main control board 60 and the frame control microcomputer 151 is appropriate) in the secondary main frame determination.
[0230] On the other hand, if a frame control board 150 having a frame control microcomputer 151 with a different version number "ver.1.0" is mistakenly installed in the inner frame 16 where the same game board 2 is installed, the additional information (version information) that the frame control microcomputer 151 reads from the version information storage unit 161 is "9H", and the frame control microcomputer 151 adds "1001" corresponding to this additional information "9H" to the upper 4 bits "0011" of the game state designation command, thereby processing the upper 4 bits of the game state designation command to "1110", and transmits it to the performance control microcomputer 101 as a processed information signal. Then, when the performance control microcomputer 101 determines in S190-1 of the received command analysis process (FIG. 27) that it has received a game state designation command (processed information signal), it executes a secondary main frame determination (secondary main frame determination process in S190-3 of FIG. 27). In this case, in the secondary main frame judgment, the upper four bits ("1110") of the processed game status designation command (processed information signal) and the sub-comparison information ("AH") read from the sub-comparison information memory unit 111 are different values, so the performance control microcontroller 101 derives a judgment result of main frame mismatch (the combination of the main control board 60 and the frame control microcontroller 151 is inappropriate) in the secondary main frame judgment. Furthermore, when the secondary main frame determination derives a determination result of main frame mismatch, the performance control microcomputer 101 (notification control means) controls the display so that an image corresponding to the abnormal state of main frame mismatch is displayed on the liquid crystal screen (notification means) of the performance display device 7. The condition for canceling this abnormal notification is "to resolve the main frame mismatch," and it is not canceled even if the power of the pachinko game machine 1 is turned off and then turned on again.
[0231] [Control of launch enable and launch prevention states] Next, the control regarding the launch prevention state by the frame control microcomputer 151 (launch permission / prohibition changing means) will be described with reference to Figs. 30, 31 and 32. In the pachinko game machine 1, a launch permission signal from the frame control microcomputer 151 is always input to the launch control circuit 75. During this time, when the player rotates the launch lever 4a of the handle 4 (game operation means), a signal from the touch switch 92 is input to the launch control circuit 75, and game balls are launched toward the game area 3 with a launch strength according to the amount of operation of the launch lever 4a. In this case, while the handle 4 is being operated, the launch control circuit 75 drives and controls the launch mechanism 90, causing the launch hammer 90a (launch motor 91) and the ball feed member 36c (ball feed solenoid 36b) to repeatedly operate at equal intervals, thereby realizing continuous launching of game balls. That is, the ball delivery member 36c delivers one game ball to the hitting position 29a (ball delivery operation), and the launching hammer 90a hits the game ball at the hitting position 29a (hitting operation), so that the launching operation is executed continuously at equal intervals (specifically, every 600 ms). However, if any launch prevention event (a reason to stop or limit the launching operation) occurs, the launch permission signal from the frame control microcomputer 151 to the launch control circuit 75 is stopped. When the launch permission signal is stopped, the state is such that continuous launching operations are not executed even if the handle 4 is operated. Hereinafter, such a state is referred to as a "launch prevention state," and a state in which launch is normally possible is referred to as a "launch possible state."
[0232] As shown in FIG. 30, reasons for preventing launch include game stop, zero balls in hand, door open, abnormality in lifting, and no connection of the lending unit. Game stop is a state in which game control by the game control microcomputer 61 is stopped when the difference in the number of balls reaches a reference number (95,000 balls) or a specific abnormal state is detected. Zero balls in hand is a state in which the number of game balls (held balls) that the player can use is "0". Door open is a state in which the front frame 18 is open and the board surface (play area 3) of the game board 2 is exposed. Lifting abnormality is a state in which an abnormality is detected in the rotation operation of the lifting shaft 34a (lifting motor 34c) in the ball lifting section 34 of the ball circulation mechanism 30. Lending unit not connected is a state in which a normal connection state is not formed between the frame control board 150 (frame control microcomputer 151) and the lending unit 76 (lending board 77) (a state in which the input of the connection signal cannot be confirmed for a predetermined time or more). When at least one of these firing prevention reasons occurs, the input of the firing permission signal from the frame control microcomputer 151 to the firing control circuit 75 is stopped.
[0233] In this embodiment, a launch monitor 87 is provided on the frame control board 150. The launch monitor 87 is an indicator (launch prevention indicator) that indicates whether the launch is possible or the launch is prevented. In addition, when the launch is prevented, the launch monitor 87 is an indicator that notifies the launch prevention state in a manner according to the launch prevention reason that exists. 31, the launch monitor 87 is provided with three LEDs (a first notification section 188, a second notification section 189, and a third notification section 190). In the launch blocked state, the LED (notification section) corresponding to the launch blocked reason is turned off. The emission monitor 87 is provided with a driver circuit DR. The driver circuit DR is provided with transistors (first switching unit 191, second switching unit 192, and third switching unit 193) corresponding to the first notification unit 188, second notification unit 189, and third notification unit 190, respectively.
[0234] A first signal is always input to the base of the first switching unit 191 through the first signal circuit. This first signal is a signal indicating that the game control microcomputer 61 is in a state other than the game stop state, and since the first switching unit 191 is ON due to the input of this first signal, the first notification unit 188 always maintains a lighted state. However, when the game control microcomputer 61 enters a game stop state, the input of the first signal is no longer received and the first switching unit 191 is turned OFF, so that the first notification unit 188 changes to an unlit state. That is, the lighted state of the first notification unit 188 notifies that a game stop launch prevention event has not occurred, and the unlit state notifies that a game stop launch prevention event has occurred. In other words, the first notification unit 188 functions as a notification unit that notifies whether or not a launch prevention event related to the main control board 60 (game control microcomputer 61) has occurred.
[0235] Also, a second signal is always input to the base of the second switching unit 192 through the second signal circuit. This second signal is a signal indicating that the number of balls stored in the ball storage area 172 is "1" or more, the door open sensor 18c is OFF (closed state of the front frame 18), and no abnormality in the lifting has occurred. Since the second switching unit 192 is ON due to the input of this second signal, the second notification unit 189 is always kept in the ON state. However, when the game control microcomputer 61 is in any of the states of zero balls, door open, and lifting abnormality, the second signal is no longer input and the second switching unit 192 is OFF, so the second notification unit 189 changes to the OFF state. That is, the ON state of the second notification unit 189 notifies that the firing prevention reasons of zero balls, door open, and lifting abnormality have not occurred, and the OFF state notifies that any of the firing prevention reasons have occurred. In other words, the second notification unit 189 functions as a notification unit that notifies whether or not a launch prevention event related to the frame control board 150 (frame play control microcomputer 151) has occurred.
[0236] Also, a third signal is always input to the base of the third switching unit 193 through the third signal circuit. This third signal is a signal indicating that a connection signal is being input from the lending board 77 (no input has not continued for 100 ms or more), and since the third switching unit 193 is ON due to the input of this third signal, the third notification unit 190 always maintains a lit state. However, on the other hand, when the game control microcomputer 61 is in a state where a lending unit is not connected, the third signal is no longer input and the third switching unit 193 is turned OFF, so that the third notification unit 190 changes to an unlit state. That is, the lit state of the third notification unit 190 notifies that a launch prevention event due to a lending unit not being connected has not occurred, and the unlit state notifies that a launch prevention event due to a lending unit not being connected has occurred. In other words, the third notification unit 190 functions as a notification unit that notifies whether or not a launch prevention event related to the rental board 77 (and the frame control board 150) has occurred.
[0237] In this way, when the launch monitor 87 is in a launch-blocked state (the launch permission signal is stopped) due to a game stop, which is a launch-blocking reason related to the main control board 60, the launch monitor 87 notifies the state in a manner including the off state of the first notification unit 188. Also, when the launch monitor 87 is in a launch-blocked state (the launch permission signal is stopped) due to any of the launch-blocking reasons related to the frame control board 150, such as zero balls in hand, door open, or lifting abnormality, the launch monitor 87 notifies the state in a manner including the off state of the second notification unit 189. Furthermore, when the launch monitor 87 is in a launch-blocked state (the launch permission signal is stopped) due to the non-connection of the lending unit, which is a launch-blocking reason related to the lending board 77 (and the frame control board 150), the launch monitor 87 notifies the state in a manner including the off state of the third notification unit 190.
[0238] In this embodiment, as the launch prevention state (a state in which continuous launching operations are not performed even if the handle 4 is operated), in addition to a state in which each of the ball forwarding operation and the ball hitting operation is prohibited (hereinafter referred to as a "total stop state"), a state in which the ball forwarding operation is prohibited but the ball hitting operation is not prohibited (hereinafter referred to as a "blank shot state") is provided. As shown in FIG. 30, the frame control microcomputer 151 controls the launch control circuit 75 so that the launch prevention state when a specific launch prevention reason (stop of playing, no balls in hand, abnormality in lifting) exists among the multiple types of launch prevention reasons described above is set to the blank shot state, while the launch prevention state when other launch prevention reasons (door open, rental unit not connected) exist is set to the total stop state.
[0239] The reason for adopting the blank shot state as the launch prevention state is to prevent the balls held by the player from remaining on the launch rail 29 (hitting position 29a) when the player finishes playing. That is, when the handle 4 is actually operated on the pachinko game machine 1 to launch a game ball, the game ball (launched ball) that has not reached the play area 3 may return through the launch ball guide passage 17a, skip over the return section 38 (foul ball passage R5), and return to the launch rail 29. In this case, the game ball returning to the launch rail 29 is not detected by the foul ball sensor 38a. Therefore, when the launch prevention state is set to a full stop state (a state in which the ball forwarding operation and the ball hitting operation are stopped), the game ball that does not reach the play area 3 and returns to the launch rail 29 remains on the launch rail 29 without being launched again, and one ball in the player's possession is not returned as a foul ball. This causes the player to suffer a loss. Therefore, a blank shot state is adopted as a launch prevention state, and the sending of new game balls to the hitting position 29a by the ball feeding operation is stopped, while the hitting operation by the launching hammer 90a is permitted, thereby preventing the player's balls from remaining on the launching rail 29. In this embodiment, two types of launch prevention states, namely, a blank firing state and a full stop state, are adopted according to the launch prevention reason, but the launch prevention state according to all launch prevention reasons may be the blank firing state.
[0240] Fig. 32(a) is a time chart in the case where the above-mentioned launch prevention event occurs, such as the door being opened or the rental unit not being connected, while the player is still operating the handle 4, and the frame control microcomputer 151 transitions to a full stop state. Until the launch prevention event occurs, continuous launch operations (ball sending operations and ball hitting operations) are performed at equal intervals (600 ms), but from the point at which the launch operation being performed at the time the launch prevention event occurs ends, both the ball sending operations and the ball hitting operations are stopped. Each shooting operation controlled by the shooting control circuit 75 is patterned so that a ball forwarding operation is first performed within a certain period (600 ms), followed immediately by a ball hitting operation. Furthermore, the shooting operation being performed is not interrupted when a shooting prevention event occurs. This prevents the game ball from remaining at the ball hitting position 29a even if a shooting prevention event occurs between the ball forwarding operation and the ball hitting operation.
[0241] FIG. 32(b) is a time chart for the case where, while the player is still operating the handle 4, any of the above-mentioned launch prevention events, namely, game stop, ball count zero, or lifting abnormality, occurs, causing the frame control microcomputer 151 to transition to an empty shot state. Until the launch prevention event occurs, continuous launch operations (ball forwarding operation and ball hitting operation) are performed at equal intervals (600 ms). The launch operation in this case is the same as that described above (in the case of FIG. 32(a)). However, once the launch operation that was being performed at the time the launch prevention event occurred has ended, the ball forwarding operation is stopped. However, the ball hitting operation will continue to be performed according to the regular (600 ms) operation timing as long as the handle 4 is continued thereafter.
[0242] [Calculation timing of performance value] Next, the setting of the timing at which the frame control microcomputer 151 calculates the above-mentioned performance values will be described with reference to FIG. As described above, the frame control microcomputer 151 of the pachinko game machine 1 is configured to count the number of consumed balls (first number of balls) and the number of acquired balls (second number of balls) generated according to the game, and calculates a plurality of types of performance values related to the performance of the pachinko game machine 1 based on these game ball numbers (extracted values). The performance values include a value related to the ratio of the number of acquired balls to the number of consumed balls (ball payout rate, base value), a value related to the difference between the number of consumed balls and the number of acquired balls (difference in number of balls), a value related to the ratio of the number of acquired balls generated by balls entering a specific winning hole (the second starting hole 12a, the first large winning hole 14a, or the second large winning hole 15a) to the second number of balls generated by balls entering all winning holes (role ratio, consecutive role ratio), and a value related to the number of acquired balls generated per unit time (number of acquired balls per minute). Generally, the frame control microcomputer 151 calculates and updates these performance values every time a change occurs in the number of consumed balls or the number of acquired balls, but the frame control microcomputer 151 needs to execute many types of control processing, not limited to counting the number of game balls and calculating the performance values, and the processing load is large. For this reason, it is desirable to reduce the processing load of the frame control microcomputer 151 as much as possible. Therefore, in this embodiment, the frame control microcomputer 151 counts the number of consumed balls and the number of acquired balls each time they occur and stores them in the consumed balls memory area 173 and the acquired balls memory area 174, but does not calculate or update the performance values at that point.Instead, the performance values are calculated at specified time intervals, thereby reducing the processing burden on the frame control microcomputer 151.
[0243] Here, the frame control microcomputer 151 is set to periodically output a signal indicating the performance value to the lending board 77 (outside the machine) of the lending unit 76. Therefore, even if the performance value is calculated and updated at a frequency equal to or greater than the output interval of the signal indicating the performance value, the performance value at all calculation and update points is not output to the lending board 77. In other words, there is a timing when the calculation and update of the performance value is not reflected in the information output to the outside of the machine, and the calculation and update process of the performance value at that timing is wasted. Therefore, in this embodiment, the calculation and update of the performance value to be output is performed at each output interval of the performance value from the frame control microcomputer 151 to the lending board 77. This eliminates the execution of unnecessary processing by the frame control microcomputer 151.
[0244] Moreover, the frame control microcomputer 151 is configured to output the calculated performance value to the lending board 77 immediately after calculating and updating the performance value. Specifically, the performance value is calculated and updated at a predetermined time interval (every 180,000 ms), and at that timing, a predetermined flag stored in the RAM 170 is changed from OFF to ON. Then, at intervals shorter than the above-mentioned predetermined time interval (for example, 300 ms), it is determined whether the predetermined flag is ON, and when the flag is ON, the performance value is output to the lending board 77. The predetermined flag is returned to OFF after the performance value is output.
[0245] [Main processing of frame control microcomputer 151] Next, the main processes executed by the frame control microcomputer 151 (FIG. 5A) will be described.
[0246] (Frame control processing) First, the frame control process will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on and the power is supplied to the frame control microcomputer 151, the frame control microcomputer 151 first executes an initial setting (S301). In this initial setting, the game control microcomputer 61 permits access to the RAM 170 and enables writing and reading of information to and from the RAM 170. The game control microcomputer 61 also executes the initial setting of the input / output port (IO port, GPIO), the initial setting of the register, the initial setting of the counter and timer, etc. Then, it is determined whether the power is turned on with the RAM clear switch 182 in the ON state (S302). In this case, if it is determined that the RAM clear switch 182 is ON, it proceeds to S303 and clears the information stored in the RAM 170 (excluding specific information such as the number of game balls and performance values). Also, it performs the initial setting of the working area of the RAM 170 (S303). On the other hand, if the frame control microcomputer 151 determines in S302 that the RAM clear switch 182 is OFF, the process proceeds to S304. In S304, the frame control microcomputer 151 determines whether or not there is an abnormality in the information stored in the RAM 64, and if it determines that there is an abnormality (S304: Yes), the process proceeds to S3 described above (clearing the information stored in the RAM 64). On the other hand, if it determines that there is no abnormality (S304: No), the process proceeds to S305.
[0247] In S305, the frame control microcomputer 151 judges whether the ball removal button 186 has been operated (whether the ball removal operation has been performed). If it judges that the ball removal button 186 has been operated, it executes power recovery and transitions the control state to the ball removal mode (S306). It also transmits a command indicating transition to the ball removal mode to the game control microcomputer 61. The ball removal mode is a control mode used for maintenance of the ball circulation mechanism 30, and rotates and drives the lifting motor 34c in the opposite direction to that in the normal mode. This causes the lifting shaft 34a to rotate in the opposite direction, guiding the game balls downward and discharging them from the ball outlet 34d to the circulating ball tray 39 in order. The ball removal mode returns to the normal mode after a predetermined time has elapsed, but all of the predetermined number (for example, 45) of game balls circulating inside the ball circulation mechanism 30 during the ball removal mode are discharged.
[0248] Next, the frame control microcomputer 151 judges whether the count clear button 184 has been operated (whether the count clear operation has been performed) (S307). If it is judged that the count clear button 184 has been operated, the microcomputer 151 executes power recovery and clears the number of balls stored in the number of balls memory area 172 (ball number information memory unit 171) of the RAM 170 (S309). On the other hand, when it is determined in S307 that the count clear button 184 has not been operated (S307: No), the frame control microcomputer 151 restores the power without switching to the ball removal mode or clearing the number of balls held (S309). If the difference ball clear button 185 has been operated, the difference ball number in the difference ball number storage area 175 is cleared in this S309.
[0249] After the above-mentioned S303 or S309 is completed, the game control microcomputer 61 executes other processes that should be executed when the power is turned on (S310).
[0250] Next, the frame control microcomputer 151 judges whether or not the gaming machine installation information command has been received from the gaming control microcomputer 61 (S311). If it is judged that the gaming machine installation information command has been received (S311: Yes), the process proceeds to the next S312, whereas if it is judged that the gaming machine installation information command has not been received (S311: No), the process executes the judgment of S311 again and does not proceed to S312 until the gaming machine installation information command is received.
[0251] When the frame control microcomputer 151 receives the gaming machine installation information command in S311, the frame control microcomputer 151 executes a determination regarding the gaming machine installation information included in the command in the following S312. Here, for example, the frame control microcomputer 151 specifies an identification number (referred to as a "board identification number") included in the gaming machine installation information, reads out an identification number ("frame identification number") stored in a predetermined area (not shown) of the ROM 160, and judges whether the gaming board 2 has been replaced (switched) based on whether the board identification number matches the frame identification number. If it is judged that the gaming board 2 has been replaced, it can prevent the performance value before the board switching from remaining as it is by clearing the performance value (base value, role ratio, etc.) stored in the ball count information storage unit 171. In this case, the fact that the performance value based on the gaming machine installation information has been cleared is stored in the RAM 170 as history information (stored in a storage area that is backed up and is not cleared even when the RAM is cleared), and the presence or absence of this history information is checked every time the power is turned on, and if the history information is present, the performance value is not cleared, so that the clearing of the performance value according to the same gaming machine installation information can be canceled the next time the power is turned on.
[0252] After completing the process of S312, the frame control microcomputer 151 loops and transitions to a state in which it executes an interrupt process (frame control side interrupt process) that occurs at regular intervals (for example, every 10 ms) (S313).
[0253] (Frame control side interrupt processing) Next, the frame control side interrupt process will be described with reference to FIG. In the frame control side interruption process, the frame control microcomputer 151 first executes a game information acquisition process (S321). In this game information acquisition process, the frame control microcomputer 151 acquires various game information based on a command from the game control microcomputer 61. In this case, the game information that can be acquired includes, for example, information on the number of awarded balls, information on the fact that game control has been stopped, information on the current game state, information on the fact that a special chart change display or a normal chart change display has been performed, information on the number of occurrences of a big win game state or a small win state, and information on an abnormal state determined by the game control microcomputer 61. The frame control microcomputer 151 stores the acquired game information in the RAM 170 and ends this game information acquisition process (S321).
[0254] Next, the frame control microcomputer 151 executes the following in a predetermined order: primary main frame determination process (S322), game ball count management process (S323), ball circulation drive process (S324), external output process (S325), control of the performance display monitor 183 (S326), control of the game ball count display 26 (S327), and launch permission determination process (S328). Then, the frame control side interrupt process is terminated.
[0255] (Primary main frame determination process) Next, the primary main frame determination process (S322) in the frame control side interrupt process (FIG. 34) will be described with reference to FIG. In the primary main frame determination process, the frame control microcomputer 151 first determines whether or not a game state designation command (a command for main frame determination) has been received from the game control microcomputer 61 (S331). If it is determined that the game state designation command has been received (S331: Yes), the process proceeds to S332, and if it is determined that the game state designation command has not been received (S331: No), the primary main frame determination process is terminated.
[0256] As described above, the upper 4 bits of the game state designation command are used to transmit "comparison information (main comparison information)" and "version information (additional information)". When the above-mentioned S331 is judged as positive, the frame control microcomputer 151 reads out the basic information (version information) stored in the version information storage unit 161 of the ROM 160 in the following S332, and compares and judges the basic information with the main comparison information (comparison information) included in the game state designation command. When the basic information and the main comparison information do not match (the main control and the frame control are inappropriate), the main frame mismatch flag is turned ON in the following S334, and information indicating "main frame mismatch" as a type of abnormal state is stored in the RAM 170, and the process proceeds to S335. Note that when the main frame mismatch flag is ON even though the comparison judgment in S332 is that the main frame matches, it is changed to OFF. On the other hand, when the basic information and the main comparison information match (the main control and the frame control are appropriate), the process proceeds directly to S335.
[0257] In S335, the frame control microcomputer 151 reads the additional information (version information) stored in the version information storage unit 161 of the ROM 160, and processes the value indicated by the upper 4 bits of the game state designation command based on this additional information. Then, in the following S336, the processed command is set in the output buffer of the RAM 170. This ends the primary main frame determination process. The processed command (processed information signal) reaches the performance control microcomputer 101 via the main control board 60 (game control microcomputer 61). The performance control microcomputer 101 executes a "secondary main frame judgment" to determine whether or not the value indicated by the above 4 bits of this processed information signal matches the sub-comparison information ("AH") stored in the sub-comparison information storage unit 111 of the ROM 110. The judgment result of this secondary main frame judgment is similarly "match" if the result of the primary main frame judgment by the frame control microcomputer 151 is "match", and similarly "mismatch" if the result is "mismatch".
[0258] (Number of game balls management process) Next, with reference to FIG. 36, the game ball count management process (S323) in the frame control side interrupt process (FIG. 34) will be described. In the game ball number management process, the frame control microcomputer 151 first judges whether or not a loan signal has been input from the loan board 77 (loan unit 76) in response to a ball loan operation (operation of the ball loan button 251) by the player (S341). If it is judged that a loan signal has been input (S341: Yes), the microcomputer 151 adds the number of loaned balls corresponding to the loan signal to the number of balls stored in the number of balls stored area 172 of the ball number information storage unit 171 (S342), and proceeds to S343. On the other hand, if it is judged that a loan signal has not been input in S341 (S341: No), the microcomputer 151 proceeds directly to S343.
[0259] In S343, the frame control microcomputer 151 judges whether or not a counting signal corresponding to the counting operation (operation of the counting button 18d) by the player has been input. If it is judged that a counting signal has been input (S343: Yes), the number of balls corresponding to the counting signal is subtracted from the number of balls stored in the ball number storage area 172 of the ball number information storage unit 171 (S344), and the process proceeds to S345. In the counting operation by the player, when the counting button 18d is pressed briefly, one ball is counted, and when the counting button 18d is pressed long, 125 balls are counted at once. In this case, the number of balls corresponding to the count is subtracted from the number of balls stored in the ball number storage area 172, and the subtracted number of balls is output to the lending board 77 in the external output process described later. On the other hand, if it is judged that a counting signal has not been input in S343 (S343: No), the process proceeds directly to S345.
[0260] In S345, the frame control microcomputer 151 judges whether or not a prize ball has been generated (whether or not a prize ball command has been received from the game control microcomputer 61). If it judges that a prize ball has been generated (S345: Yes), it adds the number of prize balls to the number of possessed balls stored in the possessed ball number storage area 172 of the ball number information storage unit 171 and the number of acquired balls stored in the acquired ball number storage area 174 (S346), and proceeds to S347. On the other hand, if it judges that no prize ball has been generated in S345 (S345: No), it proceeds directly to S347.
[0261] In S347, the frame control microcomputer 151 judges whether the actual shot sensor 37 has detected a game ball shot in response to the player's shooting operation (operation of the handle 4). If it is judged that the actual shot sensor 37 has detected a game ball (S347: Yes), the number of balls (1 ball) detected by the actual shot sensor 37 is subtracted from the number of possessed balls stored in the possessed ball number storage area 172 of the ball number information storage unit 171, and is added to the number of consumed balls stored in the consumed ball number storage area 173 (S348), and the process proceeds to S349. On the other hand, if it is judged that the actual shot sensor 37 has not detected a game ball (S347: No), the process proceeds directly to S349.
[0262] In S349, the frame control microcomputer 151 judges whether the foul ball sensor 38a has detected the game ball shot in response to the player's shooting operation (operation of the handle 4). If it is judged that the foul ball sensor 38a has detected the game ball (S349: Yes), the number of balls (1) detected by the foul ball sensor 38a is added to the number of possessed balls stored in the possessed ball number storage area 172 of the ball number information storage unit 171, and is subtracted from the number of consumed balls stored in the consumed ball number storage area 173 (S350), and the process proceeds to S351. On the other hand, if it is judged that the foul ball sensor 38a has not detected the game ball (S349: No), the process proceeds directly to S351.
[0263] In S351, the frame control microcomputer 151 determines whether the number of balls held stored in the ball number storage area 172 of the ball number information storage unit 171 has changed. If it is determined that th...
Claims
[Claim 1] A gaming machine comprising a gaming board that forms a gaming area in front of which gaming balls flow down, and a frame that holds the gaming board, A main control board and a sub-control board provided on the game board; a frame control board provided on the frame body, With the main control board and the frame control board electrically connected, a main frame determination process is executed to detect whether the combination of the main control board and the frame control board is appropriate; A gaming machine characterized in that the main frame determination process is executed by the sub-control board and the frame control board, respectively.