Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-04-17
- Publication Date
- 2026-04-09
AI Technical Summary
Players in gaming machines, such as pachinko machines, are unable to determine the specific measurement number of prize balls awarded before starting the game when the identification pattern is not displayed variably, making it difficult to choose an appropriate machine to play.
The gaming machine is equipped with a display mechanism that fluctuates the display time ratio of the identification pattern and specific measurement number when in a waiting state, allowing players to easily grasp the number of prize balls before starting the game.
Enables players to make informed decisions on which gaming machine to play based on the displayed measurement number, enhancing user experience and game selection.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As an example of a gaming machine, there is a pachinko gaming machine that is provided with a gaming control means capable of controlling the game, and displays a variable identification pattern (special pattern) indicating the result of a winning judgment process. In this type of gaming machine, for example, in the gaming machine described in the following Patent Document 1, the gaming control means counts (measures) the difference in the number of balls (specific measurement number) based on the number of prize balls awarded to the player. Then, in order to prevent excessive prize balls from being awarded to the player, when the difference in the number of balls becomes equal to or exceeds a predetermined reference number, the game is controlled so that it cannot be executed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-028948 A Summary of the Invention [Problem to be solved by the invention]
[0004] By the way, there are cases where a player who is looking for a gaming machine on which to start playing wants to know the current specific measurement number. However, when the identification symbol is not displayed variably and the machine is in a waiting state, the specific measurement number is not displayed.
[0005] The present invention has been made in consideration of the above circumstances. That is, an object of the present invention is to provide a gaming machine that makes it easy to determine which gaming machine to start a game with before starting a game. [Means for solving the problem]
[0006] The gaming machine of the present invention is A game control means capable of controlling a game; In a gaming machine having a display means capable of displaying, The game control means includes: An identification pattern indicating the result of the hit determination process can be displayed in a variable manner; A specific measurement number based on the number of prize balls awarded to a player can be calculated; The display means includes: When the identification pattern is not displayed variably and the machine is in a waiting state, the specific measurement number can be displayed in a manner that allows the specific measurement number to be grasped. This gaming machine is characterized in that, when in the waiting state for customers, the display time ratio for displaying the specific measurement number in the grasping mode can be changed. Effect of the Invention
[0007] According to the present invention, it is possible to make it easier for a player to determine, before starting a game, which gaming machine to start a game on. [Brief description of the drawings]
[0008] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the back unit when the upper-board movable device and the lower-board movable device are in standby state, and FIG. 1B is a front view of the back unit when the upper-board movable device and the lower-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] A block diagram showing the electrical configuration of the performance control board. [Figure 8] 2 is an oblique view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10](A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 12] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 13] This is a table for determining the fluctuation pattern of Special Chart 1. [Figure 14] This is a table for determining the fluctuation pattern of special chart 2. [Figure 15] This is a look-ahead determination table. [Figure 16] This is a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 20] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Diagram 23] An explanatory diagram showing a specific example of a movable object performance. [Figure 24] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 25] A diagram showing the over-winning ball prevention function. [Figure 26] A diagram showing the resetting of the difference in the number of balls. [Figure 27] FIG. 1A is a diagram showing the presentation mode when there is an abnormality in the over-winning ball, and FIG. 1B is a diagram showing the presentation mode when there is an abnormality in the magnetic detection. [Figure 28] 1A is a diagram showing an over-prize ball prediction image, and FIG. 1B is a diagram showing a game stop prediction image. [Figure 29](A) is an image in which a purple-bordered image is displayed when the state is high probability and high base, and (B) is an image in which a red-bordered image is displayed when the state is high probability and high base. [Diagram 30] 13A is a diagram showing the state when the special reset switch is pressed, and FIG. 13B is a diagram showing the state when the waiting state for customers has continued for one hour. [Diagram 31] 4 is a flowchart of a main control process. [Diagram 32] 13 is a flowchart of a main-side timer interrupt process. [Diagram 33] 13 is a flowchart of an input process. [Diagram 34] 13 is a flowchart of the difference ball number measurement process. [Diagram 35] 13 is a flowchart of a special action process. [Diagram 36] 13 is a flowchart of a special symbol waiting process. [Figure 37] 13 is a flowchart of a customer waiting measurement process. [Figure 38] 13 is a flowchart of a jackpot determination process. [Figure 39] 13 is a flowchart of a fluctuation pattern determination process. [Diagram 40] 13 is a flowchart of a fluctuation pattern determination process. [Diagram 41] This is a flowchart of processing during special pattern change. [Diagram 42] 13 is a flowchart of a special symbol determination process. [Diagram 43] 13 is a flowchart of a game status management process. [Diagram 44] 13 is a flowchart of special electric device processing. [Diagram 45] 13 is a flowchart of a game status setting process. [Figure 46] 13 is a flowchart of an output process. [Figure 47] 13 is a flowchart of an outer end signal output process. [Figure 48] 13 is a flowchart of a sub-control main process. [Figure 49] 13 is a flowchart of a 1m timer interrupt process. [Figure 50] 13 is a flowchart of a 10m timer interrupt process. [Figure 51] A figure showing a case where an operation warning display is executed after the excessive prize ball prevention function is activated. [Figure 52] A figure showing a case where an operational attention warning presentation is executed after unauthorized magnetism is detected. [Figure 53] A diagram showing the over-prize ball prevention function in the first modified example. [Figure 54] A diagram showing a special remaining reserve presentation in the first modified example. [Figure 55] A figure showing round alternative effects and time-saving mode alternative effects in the second modified example. [Figure 56] A diagram showing a special remaining reserve replacement effect in the second modified example. [Figure 57] A diagram showing the over-prize ball prevention function in the third modified example. [Figure 58] A figure showing a special presentation after normal transition in the third variant. [Figure 59] A figure showing an alternative presentation after normal transition in the fourth variant example. [Figure 60] 13 is a flowchart of a main-side timer interrupt process in the fifth modified example. [Figure 61] A figure showing a case where a contact warning display is executed after the excess ball prevention function is activated in the fifth modified example. [Figure 62] FIG. 13 is a diagram showing a case where a contact warning presentation is executed after an unauthorized magnetism is detected in the fifth modified example. [Figure 63] A figure showing a case where the game is stopped after going through a special mode substitution presentation in the sixth modified example. [Figure 64] FIG. 13 is a diagram showing a case in which the game is stopped after a round replacement presentation in the seventh modified example. [Figure 65] A diagram showing the over-prize ball prevention function in the eighth modified example. [Figure 66]A figure showing the reference number reaching notice display and mini screen display in the eighth variant example. [Figure 67] A figure showing the reference number reaching notice display and mini screen display in the eighth variant example. [Figure 68] A diagram showing the celebration effects and mini screen effects in the eighth variant. [Figure 69] 13 is a big win symbol type determination table in the ninth modified example. [Figure 70] In the ninth modified example, this is a big win game control table. [Figure 71] A diagram showing the over-prize ball prevention function in the 9th variant. [Figure 72] A figure showing the next jackpot arrival suggestion display and mini next jackpot arrival suggestion display in the 9th variant. [Figure 73] A diagram showing the over-prize ball prevention function in the 10th variant. [Figure 74] A figure showing the excessive prize ball abnormality prediction display and the residual ball number notification display in the 10th modified example. [Figure 75] This figure shows the settings for the excessive prize ball abnormality warning effect and the residual ball number notification effect during initial setup after power-on in the 11th modified example. [Figure 76] A figure showing the excessive prize ball abnormality prediction display and the residual ball number notification display in the 11th modified example. [Figure 77] 23 is a flowchart of a main-side timer interrupt process in the twelfth modified example. [Figure 78] A figure showing the display state of the balance display section when a game cannot be played in the twelfth modified example. [Figure 79] In the 12th variant example, (A) is a diagram showing a notification that balls cannot be loaned when the excessive prize ball prevention function is activated, and (B) is a diagram showing a notification that balls cannot be loaned when unauthorized magnetism is detected. [Figure 80] This figure shows the settings of the excessive prize ball abnormality notice effect and the residual ball number notification effect when in the waiting state in the 13th modified example. [Figure 81] A diagram showing the over-prize ball prevention function in the 14th variant example. [Figure 82] A diagram showing the current difference in ball number indication display in the 14th modified example. [Figure 83] A diagram showing the current difference in ball number suggestion display and the current difference in ball number adjustment display in the 14th modified example. [Figure 84] A diagram showing the current difference in ball number suggestion display and the current difference in ball number adjustment display in the 14th modified example. [Figure 85] A diagram showing the current difference in ball number suggestion display and the current difference in ball number adjustment display in the 14th modified example. [Figure 86] A figure showing a case where the game is stopped after a game stop notice is displayed in the 14th modified example. [Figure 87] FIG. 23 is a diagram showing a case where an input reflected image is displayed after a character input presentation in the fifteenth modified example. [Figure 88] A figure showing a case where an input reflected image is displayed while a customer waiting performance is being performed in the 15th modified example. [Figure 89] A diagram showing a special SP reach in the 16th variant example. [Figure 90] A figure showing the cases when a normal cut-in preview performance is executed and the case when a special cut-in preview performance is executed in the 16th modified example. [Figure 91] A figure showing the cases when a normal opening effect is executed and the case when a special opening effect is executed in the 16th modified example. [Figure 92] A figure showing the cases when a normal customer waiting demo performance is executed and when a special customer waiting demo performance is executed in the 16th modified example. [Figure 93] This figure shows a case in which control that disables play continues after the power is turned on after the excess prize ball prevention function is activated in the 17th variant example. [Figure 94] FIG. 23 is a diagram showing a case in which control that disables game play continues after the power is turned on after unauthorized magnetism is detected in the seventeenth modified example. [Figure 95] FIG. 23 is a diagram showing the flow of the ball trapping prevention mode in the 18th modified example. [Figure 96]23 is a flowchart of a power-on process in the eighteenth modified example. [Figure 97] 23 is a flowchart of a RAM clear process in the eighteenth modified example. [Figure 98] 23 is a flowchart of ball trapping prevention mode processing in the 18th modified example. [Figure 99] FIG. 23 is a diagram showing the flow of the ball trapping prevention mode in the 19th modified example. [Figure 100] 23 is a flowchart of a main-side timer interrupt process in the nineteenth modification example. [Figure 101] 23 is a flowchart of ball trapping prevention mode processing in the 19th modified example. [Figure 102] A block diagram showing the electrical configuration on the performance control board side in the 20th variant example. [Figure 103] 23 is a threshold setting information pattern determination table in the twentieth modified example. [Figure 104] A figure showing the state in which an inspection board is connected to the performance control board in the 20th modified example. [Figure 105] In the twentieth modification, (A) is a diagram showing when FRAM rewrite is successful, and (B) is a diagram showing when FRAM rewrite is unsuccessful. [Fig. 106] 23 is a threshold setting information pattern determination table in the twenty-first modified example. [Figure 107] A figure showing the setting of the excessive prize ball abnormality notice display during initial setup after the power is turned on in the 21st variant example. [Figure 108] A figure showing a threshold notification display in the 21st variant example. [Fig. 109] A table showing the relationship between the notification mode indicated by the threshold notification display and the threshold setting information pattern in the 21st variant example. [Figure 110] A diagram showing the over-prize ball prevention function in the 22nd variant example. [Figure 111] A diagram showing the over-prize ball prevention function in the 22nd variant example. [Figure 112] This is a flowchart of the difference ball number measurement process in the 22nd modified example. [Figure 113] This is a flowchart of the difference ball number measurement process in the 22nd modified example. [Fig. 114] This is a flowchart of the difference ball number measurement process in the 22nd modified example. [Figure 115] This is a flowchart of the difference ball number measurement process in the 22nd modified example. [Fig. 116] 23 is a flowchart of special electric feature processing in the 22nd modified example. [Figure 117] 23 is a flowchart of the game stop determination process in the 22nd modified example. [Figure 118] 23 is a flowchart of a RAM clear process in the twenty-second modified example. [Figure 119] A diagram showing the over-prize ball prevention function in the 23rd variant example. [Figure 120] A diagram showing the over-prize ball prevention function in the 23rd variant example. [Figure 121] A figure showing the relationship between the set value and the activation trigger difference number of balls in the 24th modified example. [Figure 122] A diagram showing the flow of commands between the game control board, payout control board, and presentation control board under normal conditions in the 25th variant example. [Figure 123] In the 25th modified example, (A) is a diagram showing a large prize slot winning presentation, and (B) is a diagram showing a lower tray full error presentation. [Figure 124] In the 25th modified example, (A) is a diagram showing the presentation mode when there is an abnormality in the over-winning ball, and (B) is a diagram showing the presentation mode when there is an abnormality in the magnetic detection. [Fig. 125] A diagram showing the flow of commands between the game control board, payout control board, and presentation control board when the excess prize ball prevention function is activated in the 25th variant example. [Fig. 126] In the 25th variant, (A) is a diagram showing the large prize winning presentation after the excessive prize ball prevention function is activated, and (B) is a diagram showing the lower tray full error presentation after the excessive prize ball prevention function is activated. [Figure 127]A diagram showing the flow of commands between the game control board, payout control board, and presentation control board when unauthorized magnetism is detected in the 25th variant example. [Figure 128] 25 is a flowchart of a main-side timer interrupt process in the twenty-fifth modified example. [Figure 129] A flowchart of command processing after game play is stopped in the 25th variant example. [Fig. 130] In the twenty-sixth modified example, (A) is a perspective view showing an image display device and an illumination display device, and (B) is a cross-sectional view of the illumination display device. [Fig. 131] A figure showing the logo illumination appearance effect in the 26th variant. [Fig. 132] A block diagram showing the electrical configuration on the performance control board side in the 26th variant example. [Fig. 133] FIG. 26 is a diagram showing initial illumination light emission in the 26th modified example. [Fig. 134] FIG. 26 is an exploded oblique view of the game board in the 26th modified example. [Fig. 135] A diagram showing the lower left part of the game board in the 26th variant. [Fig. 136] A diagram showing a board matching switch in the 26th modified example. [Fig. 137] A figure showing the board incompatibility notification display in the 26th variant example. [Figure 138] 23 is a flowchart of sub-control main processing in the twenty-sixth modified example. [Figure 139] 23 is a flowchart of a sub-power-on process in the twenty-sixth modified example. [Fig. 140] 23 is a flowchart of an image control main process in the twenty-sixth modified example. [Fig. 141] 23 is a flowchart of a process performed when the image power supply is turned on in the twenty-sixth modified example. [Fig. 142] 26 is a flowchart of a 4 ms timer interrupt process in the twenty-sixth modified example. [Fig. 143]In the 27th variant, (A) is a diagram showing the presentation of a large prize after an illegal magnetism is detected, and (B) is a diagram showing the presentation of a lower tray full error after an illegal magnetism is detected. [Fig. 144] A diagram showing the flow of commands between the game control board, payout control board, and presentation control board when unauthorized magnetism is detected in the 28th variant example. [Fig. 145] A diagram showing the flow of commands between the game control board, payout control board, and presentation control board when the excess prize ball prevention function is activated in the 29th variant example. [Fig. 146] A diagram showing the customer waiting presentation in the 30th variant. [Fig. 147] A figure showing a case where a customer waiting short meter effect is executed while a customer waiting effect is being executed in the 30th modified example. [Fig. 148] A figure showing a case where a customer waiting long meter effect is executed while a customer waiting effect is being executed in the 30th variant example. [Figure 149] A figure showing a case where a changing meter performance is executed while a changing performance is being executed in the 30th variant example. [Fig. 150] 23 is a flowchart of a received command analysis process in the 30th modified example. [Fig. 151] 30 is a flowchart of the variable performance start processing in the 30th variant example. [Fig. 152] 30 is a flowchart of the variable performance start processing in the 30th variant example. [Fig. 153] 30 is a flowchart of the customer waiting performance setting process in the 30th variant example. [Fig. 154] In the 30th modified example, (A) is a lottery table for executing a short meter effect during fluctuation, and (B) is a lottery table for executing a long meter effect during fluctuation. [Fig. 155] A diagram showing the resetting of the difference in the number of balls in a modified example. [Fig. 156] A figure showing a modified example in which the difference in the number of balls is displayed on a 7-segment display. [Fig. 157]A figure showing a case where a residual ball number suggestion effect and a residual ball number adjustment effect are executed in a modified example. [Fig. 158] A figure showing a press prompting effect and a reach achievement effect in a modified example. [Fig. 159] In the modified example, (A) is a lottery table for executing a short meter effect during fluctuation, (B) is a lottery table for executing a long meter effect during fluctuation, and (C) is a lottery table for executing a super long meter effect during fluctuation. [Fig. 160] In a modified example, (A) is a diagram showing a meter image displayed while a customer waiting effect is being executed, and (B) is a diagram showing a meter image displayed while a variable effect is being executed. [Fig. 161] FIG. 13 is a front view showing an enclosed type pachinko game machine in which a 6-digit 7-segment display is arranged in a modified example. [Fig. 162] A diagram to explain the maximum difference in number of balls in a modified example. [Fig. 163] A diagram showing the change in the number of balls increased from the minimum difference in number of balls in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.
[0010] 1. Structure of the gaming machine The pachinko game machine PY1 of this embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Also, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0011] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 includes a game board mounting frame 2A to which a game board YU (described later) is attached, and a front frame 23m that is rotatably supported on the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade (game store), a player in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko gaming machine PY1.
[0012] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0013] An operable first input device (hereinafter "normal button") 40 is provided on the top surface of the lower decorative body 36, forward of the upper tray 34. The normal button 40 is, for example, a button with a depression surface, a lever with a grip, etc. Also, an operable second input device (hereinafter "special button") 41 is provided on the right decorative body 32, which is formed protruding forward from the right edge of the surface of the front frame 23m. The special button 41 is, for example, a button with a depression surface, a lever with a grip, etc. Although not shown in FIG. 1, a select button (cross key) for selecting up, down, left, or right is provided on the left side of the normal button 40.
[0014] On the upper surface of the lower decorative body 36, to the right of the normal button 40, there are provided a balance display section 61, a ball lending button 62 that can be pressed, and a return button 63 that can be pressed. The balance display section 61 displays a number corresponding to the number of game balls that can be lent by inserting cash or a prepaid card into the card unit CU. The ball lending button 62 (operation means) enables ball lending up to the number shown on the balance display section 61 when pressed. The return button 63 is used to remove a card including the number information (information on the number of game balls that can be lent) shown on the balance display section 61 from the card unit CU when pressed.
[0015] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 (sound output means) is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0016] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0017] Next, the game board YU will be described mainly with reference to Figs. 2 to 5. The game board YU has a game board 1 and a back unit 1U attached to the back side (rear side) of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0018] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0019] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.
[0020] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.
[0021] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of the game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter referred to as "drawing of special symbol 1") and the variable display of special symbol 1 (identification symbol). In addition, when the game ball enters the first start hole 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0022] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where it is impossible or extremely difficult to insert a game ball into the second starting hole 12. Then, when a special state is entered, it moves to an open position where a game ball can be inserted into the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is it possible for a game ball to be inserted into the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0023] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2 described below: hereinafter referred to as "drawing of special symbol 2") and the variable display of special symbol 2 (identification symbol). In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, four balls) are paid out as prize balls.
[0024] Further, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0025] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0026] In addition, the game area 6 is provided with a first special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.
[0027] The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible or extremely difficult for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, the game ball can enter the first large prize winning opening 14. In this way, the game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls.
[0028] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0029] Further, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15, and it is impossible or extremely difficult for a game ball to enter the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for a game ball to enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state". In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning port 15, a predetermined number of gaming balls (for example, 15 balls) are paid out as prize balls.
[0030] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.
[0031] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0032] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0033] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0034] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 10R), the distribution solenoid 16s is energized and can be changed to the second state.
[0035] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0036] It is possible to provide only one of the first special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.
[0037] In addition, at the approximate bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with a board lamp 54 that can emit light.
[0038] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area (first game area) on the left side of the center in the left-right direction, and a right game area (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.
[0039] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[0040] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0041] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the play board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general charts. In addition, the display devices 8 include a special chart 1 reserved number display device 83a that displays the special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) described later, and a special chart 2 reserved number display device 83b that displays the special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) described later.
[0042] The variable display of the special chart 1 is executed when the drawing of the special chart 1 is triggered by the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the drawing of the special chart 2 is triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the drawing of the special chart 1 and the drawing of the special chart 2 are collectively referred to as the special chart drawing. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0043] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[0044] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". The lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.
[0045] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.
[0046] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (an example of numerical information or judgment information) for performing a special drawing lottery or the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers," and the various random numbers acquired by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers." Here, the special drawing 1 related random numbers are stored as special drawing 1 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for the number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of special drawings". In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings".
[0047] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.
[0048] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.
[0049] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0050] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.
[0051] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).
[0052] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."
[0053] Next, the back unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The back unit 1U is a unit made up of multiple devices that mainly perform effects. The back unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0054] The image display device 50 is configured, for example, by a 20-inch 3D liquid crystal display, a dot display, a 7-segment display device, or the like, and is provided with a display screen 50a capable of displaying patterns and the like.
[0055] The above-board movable device 55 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated below-board movable body 56k.
[0056] 5(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.
[0057] Furthermore, the positions and number of components and devices provided on the game board YU can be changed as appropriate as long as it does not interfere with the game.
[0058] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 9. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 includes a game control board (hereinafter also referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (game progress), a performance control board (hereinafter also referred to as "sub control board") 120 that controls performances such as game performances (special chart variable performance, reserve performance, big win game performance) according to the progress of the game by the main control board 100, customer waiting performance, and operation promotion performances that encourage operation during the period when the operation of the normal button 40 or the special button 41 is valid (operation valid period), and a payout control board 170 that controls payout of game balls, etc., on the rear side further than the image display device 50 (see Fig. 8). The main control board 100 can be positioned as a game control unit that controls the game. The performance control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit is required to have at least the performance control board 120 and to be able to control the game performance, customer waiting performance, and operation promotion performance using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0059] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the performance control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a RAM clear switch 191 that can be pressed. The RAM clear switch 191 (specific operation means) is for causing the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") the game information (for example, information on the game state such as a high probability state, information on the number of reserved special figures, and information on the result of the judgment of whether or not a jackpot has been won) stored in the gaming RAM 104 of the gaming control microcomputer 101 described later when the power is turned on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of the pachinko game machine PY1. Therefore, only employees of the gaming facility who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. Note that in this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided, for example, on the main control board 100 or on a dedicated board.
[0060] The power supply board 190 is also provided with a backup power supply circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. The power supply board 190 is also connected with a power switch 193. The power supply is switched between on and off by turning the power switch 193 on or off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided in the main control board 100, and a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided in the performance control board 120.
[0061] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0062] The game ROM 103 stores programs for performing main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be external.
[0063] The gaming RAM 104 is provided with the special game reserve memory section 105 and the regular game reserve memory section 106. The gaming RAM 104 is also provided with a non-erasable memory section 107, which is provided with a total number of winning balls memory section 107a, a total number of shot balls memory section 107b, and a difference in number of balls memory section 107c. In the non-erasable memory section 107, even if RAM clear is executed, the gaming CPU 102 does not erase the stored contents. The non-erasable memory section 107 (total number of winning balls memory section 107a, total number of shot balls memory section 107b, and difference in number of balls memory section 107c) will be described in detail later.
[0064] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment 7-segment display, and has a total of 32 lighted (light-emitting) parts. Specifically, the 7-segment display 300 has a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340, in that order from left to right. The four display areas 310, 320, 330, and 340 each have eight lighted parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, and LB25 to LB32 so as to be able to display the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by the game control microcomputer 101.
[0065] The setting key cylinder 180 functions as an operating means when setting a setting value corresponding to the probability of determining a big win. With a setting key (not shown) inserted inside the setting key cylinder 180, the cylinder is rotated between an initial position and a rotation position. Thus, in this pachinko game machine PY1, the setting key cylinder 180 is rotated to the rotation position, and the RAM clear switch 191 is pressed while the power is turned on, thereby shifting to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is provided. Therefore, the setting value cannot be changed from "1". When the setting mode is set, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting change mode ends and the RAM is cleared.
[0066] The main control board 100 is also provided with a special reset switch 181 that can be pressed down. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of the present pachinko game machine PY1. Therefore, only an arcade employee who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that is substantially impossible for a player to operate. The function of the special reset switch 181 will be described in detail later. The main control board is also provided with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0067] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0068] The various sensors MS connected to the main control board 100 include a first start port sensor that detects game balls that have entered the first start port 11, a second start port sensor that detects game balls that have entered the second start port 12, a general prize port sensor that detects game balls that have entered the general prize port 10, a gate sensor that detects game balls that have passed through the gate 13, a first large prize port sensor that detects game balls that have entered the first large prize port 14, a second large prize port sensor 15a that detects game balls that have entered the second large prize port 15, a specific area sensor 16a that detects game balls that have passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects game balls that have passed through the non-specific area 17 (entered the non-specific area 17).
[0069] The various sensors MS also include an outlet sensor that detects all game balls (total number of shot balls) flowing down the game area 6. Here, the game balls that flow down outside the game area 6 are discharged to the outside of this pachinko game machine PY1 through an outlet path (not shown) provided at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is provided in the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player illegally causes a game ball to enter the various winning holes 10, 11, 12, 14 using a magnet or the like. When each of the above-mentioned sensors detects a game ball, it outputs a signal according to the detection content to the main control board 100.
[0070] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal according to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0071] The various actuators MA connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with play.
[0072] Furthermore, displays 8 (special display 81, ordinary display 82, and special display hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0073] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information on an inserted prepaid card, etc.) and a payout device 73, and is also connected to a launching device 72 via a launch control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0074] The payout control board 170 is equipped with a payout control one-chip microcomputer (hereinafter referred to as the "payout control microcomputer") 171 that can execute control processing related to the payout of game balls according to a program. The payout control microcomputer 171 includes a payout ROM that stores a program for controlling payout, a payout RAM used as a work memory, a payout CPU that executes the program stored in the payout ROM, and a payout I / O port unit (input / output circuit) for inputting and outputting data and signals.
[0075] The payout control board 170 (payout control microcomputer 171) uses the payout device 73 to pay out prize balls or pay out loan balls (ball lending) based on a signal from the game control microcomputer 101 or a signal from the connected card unit CU. For example, when a game ball enters the first start hole 11 (wins), a detection signal from the first start hole sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 outputs a prize ball signal indicating that the game ball has entered the first start hole 11 to the payout control board 170. In this case, the payout control microcomputer 171 that has received the prize ball signal uses the payout device 73 to pay out prize balls (for example, three balls) based on the ball entering the first start hole 11 based on the prize ball number information stored in the payout ROM. At this time, the game balls to be paid out are detected by a prize ball sensor for counting, and a detection signal by the prize ball sensor is output to the payout control board 170.
[0076] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0077] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the external end signal transmitted from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko game machine PY1. The information contained in the external end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). The external terminal board 160 transmits the external end signal to the external unit GU by parallel communication, but the external end signal may also be transmitted by asynchronous serial communication (a common asynchronous serial communication port). In addition, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (e.g., a relay board), or the main control board 100 and the external terminal board 160 may be directly connected to each other.
[0078] A balance display board 172 is also connected to the payout control board 170. The balance display board 172 controls the display of the number (the number of game balls that can be lent) shown on the balance display unit 61. That is, when cash or a prepaid card or the like is inserted into the card unit CU, a signal including information on the number of game balls that can be lent is transmitted to the balance display board 172 via the payout control board 170. As a result, the balance display board 172 causes the balance display unit 61 to display a number corresponding to the number of game balls that can be lent. In this way, if the balance display unit 61 displays a number corresponding to the number of game balls that can be lent, this indicates that ball lending is possible.
[0079] Also, a ball lending button sensor 62a (see FIG. 6) capable of detecting a pressing operation on the ball lending button 62 is provided. The ball lending button sensor 62a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the ball lending button sensor 62a detects a pressing operation on the ball lending button 62, the detection signal is input to the card unit CU via the payout control board 170. As a result, the card unit CU uses the payout control board 170 and the payout device 73 to lend game balls. That is, the payout control microcomputer 171 (ball lending control unit) executes the payout (ball lending) of the loaned balls using the payout device 73 based on receiving a ball lending signal from the card unit CU. Also, the payout control board 170 (payout control microcomputer 171) transmits a signal including information on the number of game balls that have been lent to the balance display board 172. As a result, the balance display board 172 newly displays a number corresponding to the number of game balls that can be lent at the present time.
[0080] Also, a return button sensor 63a (see FIG. 6) capable of detecting a pressing operation on the return button 63 is provided. The return button sensor 63a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the return button sensor 63a detects a pressing operation on the return button 63, the detection signal is input to the card unit CU via the payout control board 170. As a result, the card unit CU takes out a card including information on the number of game balls that can be lent at the present time. At this time, the balance display board 172 displays "0" on the balance display section 61 for a predetermined number of seconds, indicating that there are no game balls that can be lent, and then does not display anything on the balance display section 61.
[0081] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the performance control board 120 according to the progress of the game. The performance control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the performance control board 120 is a one-way communication connection that only allows the transmission of signals from the main control board 100 to the performance control board 120. In other words, a one-way circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the performance control board 120 as a communication direction restriction means.
[0082] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the performance control board 120. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123.
[0083] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0084] In addition, the performance control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the performance control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.
[0085] The image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on the command received from the main control board 100, that is, according to the progress of the game by the main control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.
[0086] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).
[0087] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data to draw an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display screen 50a.
[0088] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0089] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.
[0090] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of performance control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and image CPU 141 of image control board 140 may be made to execute audio control. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0091] In addition, the performance control board 120 is connected to various switches serving as input sections, various actuators SA serving as drive sources, and various lamps SL via a specified relay board (not shown). Signals output by the various switches are input to the performance control board 120. In addition, the performance control board 120 outputs signals to the various actuators SA. In addition, the performance control board 120 controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100, etc.
[0092] The various switches connected to the performance control board 120 include a normal button detection switch 40a, a special button detection switch 41a, and a select button detection switch. Each detection switch 40a, 41a outputs a signal according to the detection content to the performance control board 120. The various switches connected to the performance control board 120 also include a handle rotation detection sensor 42a. The handle rotation detection sensor 42a detects (detects) a rotation operation of a handle 72k (see FIG. 1) by a person such as a player, and is provided inside the handle 72k. Therefore, when the handle 72k is rotated, the handle rotation detection sensor 42a detects the rotation operation of the handle 72k and outputs a detection signal to the performance control board 120. The type and number of switches connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0093] The various actuators SA connected to the performance control board 120 include motors that drive the above-board movable device 55, the below-board movable device 56, the frame movable device 58, etc., and can drive the motors to cause each movable device to perform a specified operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device 55, 56, 58, and controls the operation of each movable device 55, 56, 58 via the lamp control circuit 151. The type and number of actuators connected to the performance control board 120 can be changed as appropriate within the range that does not interfere with the game.
[0094] The various lamps SL connected to the performance control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, the emitted color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0095] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device 55, 56, 58. Furthermore, in this case, a ROM may be mounted on the substrate, and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the performance control substrate 120 may be changed as appropriate within the range that does not interfere with the game.
[0096] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0097] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after performing a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed, and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed, and the game related to the passage of the gate 13 is ended. In addition, hereinafter, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".
[0098] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 10(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.
[0099] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not to execute an auxiliary game) using one or more hit determination tables as shown in FIG. 11(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is assigned to a hit or a miss, which is the result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to perform a hit determination of whether or not the hit is a hit. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed to perform a variable display of the normal pattern. If the result of the hit determination is a hit, the winning pattern is basically stopped and displayed in the variable display of the normal pattern. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed as a stop in the variable display of the normal map. Also, the probability of winning can be changed appropriately.
[0100] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using one or more general map fluctuation pattern determination tables as shown in Fig. 11(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0101] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in a non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in a time-saving state.
[0102] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.
[0103] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.
[0104] The auxiliary game includes various elements that constitute the auxiliary game (auxiliary game components), i.e., the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko game machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 11(C) based on the game state. The auxiliary game control tables are associated with the game state. Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0105] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".
[0106] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 draws the special chart 1. When the special chart 1 is drawn, the special chart 1 display 81a displays the special chart 1 in a variable manner (displays the variable manner and then displays it in a stopped state) to notify the result of the drawing of the special chart 1. Here, the special chart 1 displayed in a stopped state has a jackpot pattern and a losing pattern. That is, the results of the drawing of the special chart 1 include a jackpot and a losing pattern. When the jackpot pattern is displayed in a stopped state, the jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when the losing pattern is displayed in a stopped state, the jackpot game is not played, and the game based on the winning is terminated.
[0107] Similarly, when the launched game ball enters the second starting hole 12, the pachinko game machine PY1 performs a lottery for the special chart 2. When the lottery for the special chart 2 is performed, the special chart 2 display 81b performs a variable display of the special chart 2 (a static display after a variable display) to notify the result of the lottery for the special chart 2. Here, the statically displayed special chart 2 has a jackpot pattern and a losing pattern. That is, the results of the lottery for the special chart 2 include a jackpot and a losing pattern. When the jackpot pattern is statically displayed, the jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.
[0108] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.
[0109] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 10(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.
[0110] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables as shown in Fig. 12(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (a jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (a jackpot determination table for high probability) as the jackpot determination table.
[0111] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 12(A), the high probability jackpot determination table has more special symbol random number determination values that are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.
[0112] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 12(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot consisting of the game benefits given to the player.
[0113] The jackpot symbol type determination table can be associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting hole where the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of the special symbol 1 and the jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of the special symbol 2.
[0114] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.
[0115] For example, as shown in Fig. 12(B), the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern X and 50% for jackpot pattern Y, and the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern Z. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the lottery for special chart 1, which is performed when the game ball enters the first starting hole 11, and the lottery for special chart 2, which is performed when the game ball enters the second starting hole 12.
[0116] 3-2-3. Reach Judgment Reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 12 (C).
[0117] The reach judgment table can be associated with the game state. That is, as the reach judgment table, it is possible to distinguish between a reach judgment table used in a non-time-saving state (a reach judgment table for non-time-saving) and a reach judgment table used in a time-saving state (a reach judgment table for time-saving).
[0118] In each reach judgment table, the reach random number judgment value (reach establishment random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 12(C), it is possible to make the number of reach establishment random numbers that are judged as "reach is reached (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach is reached (reach occurs)" which is performed on the assumption that the result of the jackpot judgment is "miss" is referred to as "reach with miss", and "no reach (reach does not occur)" is sometimes referred to as "no reach miss".
[0119] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using one or more special pattern change pattern judgment tables (special pattern change pattern judgment tables) as shown in Figures 13 to 14, and is performed whether the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern can include identification information related to the result of the jackpot judgment and the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each with different identification information, and the number of them can be changed appropriately.
[0120] The special pattern variation pattern judgment table can be associated with the type of special pattern that performs the variable display to be judged, in other words, the type of starting gate where the winning caused by the special pattern variation pattern judgment was made. In other words, as the special pattern variation pattern judgment table, it is possible to distinguish between the special pattern variation pattern judgment table used when performing the variable display of special pattern 1 (special pattern 1 variation pattern judgment table: Figure 13) and the special pattern variation pattern judgment table used when performing the variable display of special pattern 2 (special pattern 2 variation pattern judgment table: Figure 14).
[0121] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between the special chart 1 fluctuation pattern determination table used in the non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and the special chart 1 fluctuation pattern determination table used in the time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is also possible to distinguish between the special chart 2 fluctuation pattern determination table used in the non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and the special chart 2 fluctuation pattern determination table used in the time-saving state (special chart 2 fluctuation pattern determination table for time-saving).
[0122] In addition, each special pattern change pattern determination table associated with the game state can be further associated with a jackpot determination result, a jackpot pattern type determination result, or a reach determination result. That is, the non-time-saving special pattern 1 change pattern determination table and the non-time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss. Similarly, the time-saving special pattern 1 change pattern determination table and the time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss.
[0123] Furthermore, each special chart 1 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2 and a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. Also, each special chart 2 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2 and a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.
[0124] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.
[0125] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 13 to 14.
[0126] As shown in the rightmost column of the table in Fig. 13-Fig. 14, the special chart variation pattern may be named in association with the special chart (the result of the jackpot determination) and the content of the special chart variation performance. For example, the special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, the special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-and-misses is called an "SP miss variation," the special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-and-misses is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, which is a type of reach, among reach-and-misses is called an "N miss variation," and the special chart variation pattern related to no-reach misses is called a "normal miss variation."
[0127] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using one or more look-ahead judgment tables as shown in FIG. 15 based on the acquired special symbol-related random number. The look-ahead judgment includes, for example, a judgment as to whether or not the special symbol random number is judged as a big win in the big win judgment, a judgment as to which big win symbol type the big win symbol type random number is determined to be in the big win symbol type judgment, and a judgment as to which special symbol variation pattern random number is determined to be in the special symbol variation pattern judgment. The look-ahead judgment table can be associated with the type of start hole related to the start winning. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table (first look-ahead judgment table) in the case of winning in the first start hole 11 and a look-ahead judgment table (second look-ahead judgment table) in the case of winning in the second start hole 12.
[0128] The look-ahead judgment table can also be associated with the game state. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table used in a non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in a time-saving state (time-saving look-ahead judgment table).
[0129] In other words, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0130] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."
[0131] The elements (jackpot game components) constituting such a jackpot game include the number of rounds, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 16. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.
[0132] For example, as shown in Fig. 16, from the 1st round to the 9th round, a round game is played in which the first large prize opening 14 is opened for a maximum of 29.5 seconds, or a round game is played in which the first large prize opening 14 is opened for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second large prize opening 15 is opened for a maximum of 29.5 seconds, or a round game is played in which the second large prize opening 15 is opened for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0133] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.
[0134] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".
[0135] For 15 seconds after the second large prize opening starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0136] 3-4. Game status Next, the game state will be explained. As shown in FIG. 17, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.
[0137] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0138] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.00 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 13 to 14). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0139] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.
[0140] In addition, the time-saving state can be more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state is judged as a hit more times per unit time.
[0141] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0142] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0143] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.
[0144] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state". In the "jackpot game state", a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of the jackpot game. In addition, it is possible to use all or only some of the game states described above as game states. In addition, as game states other than the normal game state, the "high probability high base state", the "high probability low base state", the "low probability high base state", the "high probability state", the "time-saving state", the "high base state", and the "jackpot game state" can be called "privileged game states" in which a privilege is granted to the player.
[0145] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0146] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0147] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 18 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display screen 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 18 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display screen 50a ("light amount setting"), and the frequency setting of the performance to be executed ("performance setting").
[0148] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scenery is displayed on the display screen 50a as shown in FIG. 18 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scenery is displayed on the display screen 50a as shown in FIG. 18 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scenery is displayed on the display screen 50a as shown in FIG. 18 (B-3), and are switched under one condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes includes a normal front stage presentation mode before the reach is established in the special chart variation presentation, and a normal back stage presentation mode after the reach is established. In the normal first stage performance mode, the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104 is displayed on the display screen 50a, while in the normal second stage performance mode, a dedicated background image according to the type of reach is displayed. The performance in which the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104 is displayed on the display screen 50a can be called a "normal mode performance". The player watching the normal mode performance can be made to understand that the game state is controlled to the normal game state (low probability low base game state). The normal performance mode may also be set in the "high probability low base game state", and the "normal mode performance" may be executed even when the special chart variation performance is being performed in the "high probability low base game state". Or, a special performance mode that is set only in the "high probability low base game state" may be provided.
[0149] The probability change presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability change presentation mode, for example, as shown in FIG. 18 (B-4), a background image (probability change background image G105) representing the universe is displayed on the display screen 50a. Furthermore, the probability change presentation mode includes a probability change pre-stage presentation mode before the reach is established and a probability change post-stage presentation mode after the reach is established in the special chart variation presentation. In the probability change pre-stage presentation mode, the probability change background image G105 is displayed on the display screen 50a, while in the probability change post-stage presentation mode, a dedicated background image according to the type of reach is displayed. The presentation in which the probability change background image G105 is displayed on the display screen 50a can be called a "probability change mode presentation (advantageous presentation)". The player watching the probability change mode presentation can be made to understand that the game state is controlled to a high probability high base state (high probability state and time-saving state).
[0150] The time-saving performance mode is a performance mode that can be set when the special symbol variation performance is being performed in the "low probability high base game state", and is a performance mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving performance mode, for example, as shown in FIG. 18 (B-5), a background image (time-saving background image G106) showing the sky is displayed on the display screen 50a. Also, the number of times the special symbol variation display will occur until the low probability high base state ends is displayed in the upper right part of the display screen 50a. Furthermore, the time-saving performance mode includes a time-saving pre-stage performance mode before the reach is established and a time-saving post-stage performance mode after the reach is established in the special symbol variation performance. In the time-saving pre-stage performance mode, the time-saving background image G106 is displayed on the display screen 50a, while in the time-saving post-stage performance mode, a dedicated background image according to the type of reach is displayed. The performance in which the time-saving background image G106 is displayed on the display screen 50a can be called a "time-saving mode performance". A player watching the time-saving mode presentation can be made to understand that the game state is controlled to a low probability high base state (normal probability state and time-saving state).
[0151] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display screen 50a as shown in FIG. 18(C-1). During the round of the jackpot game, a round presentation (advantageous presentation) is performed in which a round image G109 indicating the number of rounds, a prize ball number image G110 suggesting the number of prize balls paid out, and a background image (round background image G114) representing a town are displayed on the display screen 50a as shown in FIG. 18(C-2). During the ending of a jackpot game, as shown in FIG. 18 (C-3), a jackpot ending presentation is performed on the display screen 50a, in which an ending image G111 indicating the presentation mode that will be set after the jackpot game and a total prize ball count image G112 indicating the total number of prize balls paid out during the jackpot game state are displayed.
[0152] The types of presentation modes can be changed or added as appropriate.
[0153] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the variable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the variable display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the display screen 50a displays the change of the performance pattern superimposed on a predetermined background image. The performance pattern is composed of, for example, number patterns of 1 to 9, and in the change display of the performance pattern, the performance pattern changes with the start of the variable display of the special chart, and the performance pattern stops with the end of the variable display of the special chart. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is displayed as a stop. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.
[0154] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.
[0155] 4-2-1.Performance pattern display area As shown in Fig. 19(A), the display screen 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left, center, and right sides of the display screen 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.
[0156] Also, as shown in Fig. 19(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display screen 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0157] In addition, in Figure 19 (A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0158] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0159] When the variable display of the special chart starts, for example, as shown in Fig. 19(A), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 (hereinafter also referred to as "performance patterns EZ1, EZ2, EZ3" or "performance pattern EZ") are displayed in a stopped state on the display screen 50a, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the variable display of the special chart is not performed, and the variable display of the special chart is waiting, as shown in Fig. 19(B), the variable display of the performance patterns EZ1, EZ2, and EZ3 starts with the start, and the variable display of the small patterns KZ1, KZ2, and KZ3 starts. Note that "↓" in Fig. 19 indicates that the pattern is being displayed in a variable state. And, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in Fig. 19(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stopping patterns, and then as shown in Fig. 19(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6", where the left and right patterns are not the same. On the other hand, when the special pattern of the variable display of the special pattern is a special pattern with a reach, such as "N miss variation", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stopping mode (so-called reach eyes), as shown in Figure 19 (C-2), and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern variation pattern is performed. The stopping order and stopping mode of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0160] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.
[0161] In the N reach, as shown in FIG. 20(A), the reach is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 20(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a reach miss (so-called reach miss eyes) as shown in FIG. 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a reach miss. There are several types of stopping states suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "N jackpot change," the display stops in a manner that suggests a jackpot (so-called repeated numbers) as shown in FIG. 20 (C-2). There are multiple types of stop patterns that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed simultaneously in a manner that suggests a jackpot. Note that the performance content of the N reach is not limited to the gradual deceleration of the center performance symbol EZ2, and can be changed or added as appropriate.
[0162] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.
[0163] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display screen 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display screen 50a. After that, as shown in FIG. 21(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the special chart variation pattern of the variable display of the special chart reaches the final stage, for example, in the case of "SP big win variation", a performance suggesting a big win (for example, a display in which the main character is happy to win the battle) is performed on the display screen 50a as shown in FIG. 21(C-1), and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode (so-called double numbers) that suggests a big win. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode that suggests a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, a display of an enemy character rejoicing at winning a battle) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0164] Here, we will explain in detail the possibility that the performance symbols EZ1, EZ2, and EZ3 for each reach will stop in a manner indicating a jackpot (jackpot expectation, winning expectation). The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation of the SP reach higher than the jackpot expectation of the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0165] 4-3. Hold icon display area As shown in FIG. 22(A), the display screen 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0166] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 22 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0167] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0168] 4-3-1.Holding effect The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.
[0169] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 22 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 22 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation starts, as shown in FIG. 22(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0170] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the buttons 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special chart change pattern determination.
[0171] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.
[0172] In the movable body performance, for example, when the N reach progresses to the SP reach, as shown in FIG. 23(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display screen 50a as seen by the player, suggesting the progress to the SP reach. At this time, an effect image is displayed in the space on the display screen 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 23(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and progress to the SP reach. Note that the movable body performance is not limited to the suggestion of progress to the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate.
[0173] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0174] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 24(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the special button 41. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image (special button image G31) imitating the special button 41, an image (press operation image G32) showing the operation mode of the special button 41 (i.e., pressing operation), and an image (operation valid period remaining time image G33) showing the remaining time of the button operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, the on-board movable device 55 is actuated as shown in Fig. 24(B), and the on-board movable body 55k moves to overlap the display screen 50a as seen by the player, suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate.
[0175] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0176] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 22(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. Note that the pre-reading performance can be performed for both or either the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, and it is possible to change or add it appropriately. For example, it is also possible to change the stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart change performance.
[0177] 5. Display on 7-segment display Next, the display on the 7-segment display 300 (see FIG. 9) will be described. On the 7-segment display 300, the normal base, which is the ratio between the total number of normal prize balls acquired by the player in the normal game state and the number of normal shot balls fired by the player in the normal game state, is displayed as a percentage (%). Note that the 7-segment display 300 does not display bases other than the normal base (the time-saving base, which is the ratio between the total number of time-saving prize balls acquired by the player in the time-saving state and the number of time-saving shot balls fired by the player in the time-saving state, and the jackpot base, which is the ratio between the total number of jackpot prize balls acquired by the player in the jackpot game state and the number of jackpot shot balls fired by the player in the jackpot game state).
[0178] Here, the game control microcomputer 101 is configured to constantly count the number of normally fired balls, the total normal number of winning balls, and the total number of fired balls. The total number of fired balls refers to the number of fired balls fired by the player in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of fired balls is calculated by the game control microcomputer 101 counting the detection of the discharge port sensor. The normal number of fired balls is calculated by the game control microcomputer 101 counting the detection of the discharge port sensor only in the normal game state. The normal total number of winning balls is calculated by the game control microcomputer 101 counting the number of winning balls paid out in the normal game state.
[0179] The information on the number of normal shot balls, the information on the total number of normal winning balls, and the information on the total number of shot balls counted for display on the 7-segment display 300 are stored in a specific storage area (not shown) of the non-erasable storage unit 107 (see FIG. 6) of the game RAM 104. Therefore, even if RAM clear is executed, the information on the number of normal shot balls, the information on the total number of normal winning balls, and the information on the total number of shot balls are maintained (not erased). In this way, even if RAM clear is executed, the game control microcomputer 101 can calculate the normal base using the number of normal shot balls at the time of power cut and the normal total number of winning balls at the time of power cut. And, regardless of the game state (normal game state, big win game state, high probability high base state, low probability high base state, etc.), the game control microcomputer 101 displays the value of the normal base in the right two digits of the 7-segment display 300 (third display area 330 and fourth display area 340 (see FIG. 9)).
[0180] Here, the normal base is calculated every 60,000 shots of the total number of shots. In other words, the normal base calculated from when the power is turned on for the first time after shipping from the factory until the total number of shots reaches 60,000 shots becomes the first normal base. After that, when the total number of shots exceeds 60,001 shots, the value that was the first normal base is stored as the normal base one time ago. Then, the normal base calculated from when the total number of shots exceeds 60,001 shots to when it reaches 120,000 shots becomes the current normal base. After that, when the total number of shots exceeds 120,001 shots, the value that was the normal base one time ago is stored as the normal base two times ago, and the value that was the current normal base is stored as the normal base one time ago. Then, the normal base calculated from when the total number of shots exceeds 120,001 shots to when it reaches 180,000 shots becomes the current normal base.
[0181] After that, when the total number of shots exceeds 180001, the value of the normal base two shots ago is stored as the normal base three shots ago, the value of the normal base one shot ago is stored as the normal base two shots ago, and the value of the current normal base is stored as the normal base one shot ago. Then, the normal base calculated from the total number of shots from 180001 to 240000 becomes the current normal base. After that, when the total number of shots exceeds 240001, the value of the normal base three shots ago is erased, the value of the normal base two shots ago is stored as the normal base three shots ago, the value of the normal base one shot ago is stored as the normal base two shots ago, and the value of the current normal base is stored as the normal base one shot ago. Then, the normal base calculated from the total number of shots from 240001 to 300000 becomes the current normal base. In the same manner, the normal base is calculated every time the total number of shots reaches 60000, and the normal base value up to the three shots ago is stored.
[0182] In this way, the game control microcomputer 101 can store a maximum of the current normal base, the normal base one time ago, the normal base two times ago, and the normal base three times ago in the non-erasable memory section 107 of the game RAM 104. In this case, the game control microcomputer 101 switches and displays the following on the 7-segment display 300 every 5 seconds: current normal base ⇒ one time ago normal base ⇒ two times ago normal base ⇒ three times ago normal base ⇒ current normal base.
[0183] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (the first display area 310 and the second display area 320 (see FIG. 9)), the current normal base is displayed in the right two digits (the third display area 330 and the fourth display area 340). Therefore, a person who sees "bL" in the left two digits can understand that the value (normal base) displayed in the right two digits is the current normal base.
[0184] Then, when five seconds have elapsed since the display of the current normal base started, the 7-segment display 300 displays "b1" in the left two digits and the previous normal base in the right two digits. Therefore, a person who sees "b1" in the left two digits can understand that the value (normal base) displayed in the right two digits is the previous normal base.
[0185] Then, when five seconds have elapsed since the display of the previous normal base started, "b2" is displayed in the left two digits and the normal base two digits before that is displayed in the right two digits on the 7-segment display 300. Therefore, a person who sees "b2" in the left two digits can understand that the value (normal base) displayed in the right two digits is the normal base two digits before that.
[0186] Then, when five seconds have elapsed since the start of displaying the normal base two times before, the 7-segment display 300 displays "b3" in the left two digits and the normal base three times before in the right two digits. Therefore, a person who sees "b3" in the left two digits can understand that the value (normal base) displayed in the right two digits is the normal base three times before.
[0187] Then, when five seconds have elapsed since the display of the third previous normal base began, the 7-segment display 300 will show "bL" in the left two digits and the current normal base in the right two digits, as described above, and the same process will be repeated thereafter.
[0188] In addition, if the total number of shot balls is 300 or less after the power is turned on for the first time after shipping from the factory, the 7-segment display 300 displays "--" in the right two digits. In other words, if the total number of shot balls is 300 or less, the normal base value is not displayed, and the normal base value is displayed after the total number of shot balls exceeds 300. In this way, when the total number of shot balls is 300 or less, the denominator value of the normal base (the number of normal shot balls) is too small, so that the display of the unreliable normal base value is avoided. Even if the total number of shot balls is 300 or less, the left two digits of the 7-segment display 300 will display "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" repeatedly every 5 seconds.
[0189] In addition, in the 7-segment display 300, if the number of normal shots is 6000 or less after the power is turned on for the first time after shipping from the factory, the left two digits "bL", "b1", "b2", and "b3" will flash. After that, if the number of normal shots exceeds 6000 after the power is turned on for the first time after shipping from the factory, "bL" will be lit. Then, if the total number of shots is 60000 or more after the power is turned on for the first time after shipping from the factory, "b1" will be lit, if the total number of shots is 120000 or more after the power is turned on for the first time after shipping from the factory, "b2" will be lit, and if the total number of shots is 120000 or more after the power is turned on for the first time after shipping from the factory, "b3" will be lit. In this way, when the left two digits are shown flashing, a person checking the normal base on the 7-segment display 300 can understand that the normal base value shown in the right two digits has not yet sufficiently converged. In other words, when the left two digits are shown lit up, a person checking the normal base can understand that the normal base value shown in the right two digits has converged to a certain extent.
[0190] Furthermore, when the 7-segment display 300 transitions to the setting mode after power-on, the set value ("1") is displayed in the fourth display area 340. Thereafter, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends, and the set value ("1") is no longer displayed in the fourth display area 340. In this way, the set value is displayed in the fourth display area 340 of the 7-segment display 300 only while the setting mode is set.
[0191] Furthermore, the 7-segment display 300 performs an initial display during the period from when the power is turned on until the normal base display starts. As described above, when the setting mode is entered after the power is turned on, the initial display is executed after the setting change mode ends. The initial display on the 7-segment display 300 lights up all the lighting portions LB1 to LB32 (see FIG. 9) included in the first display area 310 to the fourth display area 340. That is, "8.8.8.8." is displayed on the 7-segment display 300. In this way, the initial display is executed on the 7-segment display 300 immediately after the power is turned on, thereby indicating that the 7-segment display 300 is operating normally. In the above, a case has been shown in which a 7-segment display 300 is provided on the game control board 100, and the display on the 7-segment display 300 is controlled by the game control microcomputer 101, but it is also possible that a 7-segment display is provided on the payout control board 170, and the display on the 7-segment display is controlled by the payout control microcomputer 171.
[0192] 6. Over-winning ball prevention function Next, the over-award ball prevention function will be described. In this pachinko game machine PY1, the game control microcomputer 101 is capable of activating the over-award ball prevention function so as not to award excessive prize balls to the player. Specifically, the over-award ball prevention function is a function that makes the game unplayable on the condition that the difference in the number of balls is 80,000 (reference number) or more. Here, the difference in the number of balls (specific measurement number) is the difference between the total number of prize balls and the total number of shot balls. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of prize balls means the total number of prize balls that the game control microcomputer 101 plans to pay out to the player, but may also mean the total number of prize balls that have actually been paid out to the player. The total number of shot balls is the number of shot balls that the player has shot in all game states, as described above.
[0193] The game control microcomputer 101 counts the total number of winning balls at any time after the power is turned on, and the information on the counted total number of winning balls is stored in the total number of winning balls storage unit 107a (see FIG. 6) provided in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 also counts the total number of shot balls at any time after the power is turned on, and the information on the counted total number of shot balls is stored in the total number of shot balls storage unit 107b (see FIG. 6) provided in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 also subtracts the total number of shot balls from the total number of winning balls at any time after the power is turned on to calculate the difference in the number of balls, and the information on the calculated difference in the number of balls is stored in the difference in the number of balls storage unit 107c (see FIG. 6) provided in the non-erasable storage unit 107 of the game RAM 104.
[0194] Therefore, even if the RAM is cleared, the game control microcomputer 101 does not erase the information on the total number of winning balls, the total number of shot balls, and the difference in the number of balls stored in the non-deletion memory unit 107. In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of winning balls at the time of power cut and the total number of shot balls at the time of power cut. Note that when the value of the total number of shot balls is greater than the value of the total number of winning balls, the game control microcomputer 101 treats the difference in the number of balls as a negative value.
[0195] In this embodiment, when the excessive prize ball prevention function is activated, the game control microcomputer 101 not only stops the game control process related to the game (steps S102 to S108 described later, see FIG. 32), but also stops the launch control process for launching the game ball (step 109 described later, see FIG. 32). Therefore, even if the player rotates the handle 72k, the game ball is not launched, so the player can immediately notice that the game cannot be played. When the excessive prize ball prevention function is activated, the game control microcomputer 101 stops the game control process, and therefore does not receive signals according to the detection contents from the various sensors MS, does not execute display control of the display devices 8 and the 7-segment display device 300, does not operate the various actuators MA, and does not output the outer end signal to the external terminal board 160 via the payout control board 170.
[0196] After the excessive prize ball prevention function is activated, the situation in which the game cannot be played continues until the power is cut off. In this embodiment, the operation of the excessive prize ball prevention function is released on the condition that the RAM clear is executed. That is, after the excessive prize ball prevention function is activated, the employee of the game arcade cuts off the power by turning the power switch 193 OFF. Then, when turning the power switch 193 ON to turn on the power, the employee of the game arcade presses the RAM clear switch 191. By this, the RAM clear is executed, and the game control microcomputer 101 can execute the game control process and the launch control process related to the game. Thus, in this embodiment, after the excessive prize ball prevention function is activated, the game cannot be resumed by simply turning the power OFF and ON (re-inserting), but the game can be resumed by executing the RAM clear.
[0197] Next, the timing of the over-award ball prevention function will be explained based on FIG. 25. The over-award ball prevention function is activated when the game state shifts from an advantageous game state that is advantageous to the player to a normal game state, provided that the difference in the number of balls is 80,000 or more. In other words, the over-award ball prevention function does not necessarily activate when the difference in the number of balls reaches 80,000. In this embodiment, the advantageous game state refers to a high probability high base state after a jackpot game, or a low probability high base state after a jackpot game.
[0198] For example, in the middle of the big win game state shown in FIG. 25(A), the difference in the number of balls reaches 70,000. Of course, at this time, the over-award ball prevention function does not operate. Next, in the middle of the big win game state shown in FIG. 25(B), the difference in the number of balls reaches 80,000. At this time, the over-award ball prevention function does not operate. Next, even at the timing of transition from this big win game state to the high probability high base state, the over-award ball prevention function does not operate. After that, as shown in FIG. 25(C), when it is time to transition from the high probability high base state to the normal game state, the over-award ball prevention function operates. Thus, in this embodiment, the game does not stop in the middle of the big win game state or in the middle of the high probability high base state, and it is possible to end the game at a good timing when the advantageous game state for the player ends.
[0199] In this embodiment, the information on the difference in the number of balls is stored in the difference in the number of balls storage unit 107c of the non-deletion storage unit 107, and the difference in the number of balls is not reset (cleared) by turning the power off and on. And as described above, even if the RAM is cleared when the power is turned on, the difference in the number of balls is not reset. This is based on the following reason.
[0200] In the pachinko game machine PY1, even during business hours, there are situations where the power is turned off and on (returned on) or the RAM is cleared due to bugs, malfunctions, severe fraud, etc. In such a situation, if the difference in the number of balls is reset by turning the power back on or clearing the RAM, the purpose of providing the excess ball prevention function is lost. In other words, there is a risk that a player who resumes playing after a bug, malfunction, or severe fraud has occurred will have an unfair advantage in that the excess ball prevention function will be less likely to operate. Therefore, in this embodiment, in order to prevent players from having the above-mentioned unfair advantage, the difference in the number of balls is not reset by turning the power back on or clearing the RAM.
[0201] Next, the condition for resetting the difference in the number of balls will be explained based on FIG. 26. In this embodiment, there are two reset conditions for resetting the difference in the number of balls. The first reset condition is that the special reset switch 181 is pressed as shown in FIG. 26(A). That is, when the game control microcomputer 101 receives a signal based on the special reset switch 181 being pressed, it clears the information on the difference in the number of balls stored in the difference in the number of balls storage unit 107c of the non-deletion storage unit 107. When the information on the difference in the number of balls stored in the difference in the number of balls storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a and the information on the total number of shot balls stored in the total number of shot balls storage unit 107b are also reset, but hereinafter, this will simply be referred to as "the difference in the number of balls is reset (cleared)". In addition, Figure 26 (A) shows a case where the difference in the number of balls is reset when the special reset switch 181 is pressed in the waiting state for customers, but regardless of the game state (for example, the normal game state), the difference in the number of balls is reset when the special reset switch 181 is pressed.
[0202] The second reset condition is that the customer waiting state continues for one hour (predetermined time) as shown in Fig. 26(A). In other words, if no game is played for one hour after the state transitions to the customer waiting state, the game control microcomputer 101 clears the information on the difference in the number of balls stored in the difference in the number of balls storage unit 107c of the non-deletion storage unit 107. The customer waiting state is a game state in which no game is played and the special symbol remains stopped and displayed.
[0203] The above two reset conditions are provided for the following reasons. For example, as shown in Figure 26 (A) (B), assume that the number of balls difference reaches 70,000 in the jackpot game state due to the play of a certain player. After that, assume that the certain player ends the game when the game moves from the jackpot game state to the normal game state through the high probability high base state. In this case, for the next player who starts playing, if the number of balls difference increases slightly (within 10,000), the excessive prize ball prevention function may be activated, which is very disadvantageous.
[0204] In this embodiment, the difference in the number of balls is reset by pressing the special reset switch 181 as shown in FIG. 26(A). This allows the employee of the arcade to reset the difference in the number of balls by pressing the special reset switch 181 at any timing after a certain player finishes playing. Also, as shown in FIG. 26(B), if the waiting state continues for one hour, it is determined that the player has finished playing, and the difference in the number of balls is automatically reset. This allows the difference in the number of balls to be reset without imposing an operational burden on the employee of the arcade for resetting. Thus, by providing the above two reset conditions, it is possible to prevent the next player who starts playing from being at a great disadvantage as soon as the excessive prize ball prevention function starts playing.
[0205] Next, the performance mode when the over-winning ball prevention function is activated will be described based on FIG. 27(A). When the over-winning ball prevention function is activated, as shown in FIG. 27(A), a red background image RE is displayed on the display screen 50a, and an error release method image ERX indicating "Error X Over-winning ball abnormality RAM clear please" is displayed. In addition, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the board lamps 54 are turned off. In this way, the performance mode shown in FIG. 27(A) makes it possible for the player to immediately recognize the situation in which the game cannot be executed. The performance mode shown in FIG. 27(A) continues until the power is cut off. And, the performance mode shown in FIG. 27(A) is released when the RAM is cleared, but continues as it is by simply turning the power back on.
[0206] Here, a case where an illegal magnetism is detected in this pachinko game machine PY1 will be described. When an illegal magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control process and the launch control process related to the game, similar to when the excessive prize ball prevention function is activated. In this way, the situation where the game cannot be executed due to the magnetic detection continues until the power is cut off. However, in this case, unlike when the excessive prize ball prevention function is activated, the game control microcomputer 101 can execute the game control process and the launch control process related to the game by turning the power OFF and ON (re-applying the power).
[0207] Next, the performance mode when an illegal magnetism is detected will be described based on FIG. 27(B). When an illegal magnetism is detected by the magnetic sensor, as shown in FIG. 27(B), a red background image RE is displayed on the display screen 50a, and an error release method image ER1 indicating "Error 1 Magnetic detection abnormality Please turn the power back on" is displayed. In addition, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the board lamps 54 are turned off. Thus, when comparing the performance mode when the excessive prize ball prevention function is activated (see FIG. 27(A)) with the performance mode when an illegal magnetism is detected (see FIG. 27(B)), they are the same except for the release method image. Therefore, it is possible to easily make the employees or players of the game arcade recognize that the game cannot be played when an illegal magnetism is detected and when the excessive prize ball prevention function is activated.
[0208] Next, the performance mode when the number of balls difference reaches 70,000 (preliminary reference number, specific number) will be described based on FIG. 28(A). As a prerequisite, it is assumed that the number of balls difference reaches 70,000 at the timing shown in FIG. 25(A). First, as shown in FIG. 28(A), the display screen 50a is executing a round performance in which a round image G109, a number of winning balls image G110, and a round background image G114 are displayed. Then, when the number of balls difference reaches 70,000, a purple border image EFa is displayed on the edge of the display screen 50a, and an over-winning ball notice image KY indicating "10,000 balls remaining and over-winning ball abnormality" is displayed at the bottom of the display screen 50a. By displaying the purple border image EFa and the over-winning ball notice image KY, it is possible to make the player understand the situation in which the over-winning ball prevention function is approaching activation (the situation in which the number of balls difference is approaching 80,000). The display of the purple border image EFa continues even after the big win game state ends, but the display of the over-prize ball notice image KY ends when the big win game state ends. The over-prize ball notice image KY may be made to continuously indicate the remaining difference in the number of balls until it reaches 80,000, even after the big win game state ends.
[0209] Next, the performance mode when the difference in the number of balls reaches 80,000 (reference number) will be described based on FIG. 28(B). As a prerequisite, it is assumed that the difference in the number of balls reaches 80,000 at the timing shown in FIG. 25(B). As shown in FIG. 28(B), the display screen 50a is executing a round performance in which the round image G109, the number of winning balls image G110, and the round background image G114 are displayed. Then, when the difference in the number of balls reaches 80,000, a red border image EFb is displayed on the edge of the display screen 50a, and a game stop notice image KH indicating "game stopped when the high base state ends" is displayed on the lower part of the display screen 50a. The display of the red border image EFb and the game stop notice image KH makes it possible for the player to grasp that the game stop is approaching and when the game will be stopped. The display of the red border image EFb continues even after the big win game state ends, but the display of the game stop notice image KH ends when the big win game state ends. The game stop warning image KH may be kept displayed even after the big win game state ends. The display of this game stop warning image KH corresponds to the "game impossible warning performance."
[0210] In this embodiment, when the difference in the number of balls becomes 80,000 or more, the game stop notice image KH shown in FIG. 28(B) is displayed to notify the player that the game will become impossible when the high probability high base state or the low probability high base state ends (when the game transitions to the normal game state). This allows the player to recognize in advance that the game will become impossible to play, and to understand in advance when the game will become impossible to play. As a result, it is possible to prevent the player from being confused even if the game suddenly becomes impossible to play when the high probability high base state or the low probability high base state ends.
[0211] Also, in this embodiment, as described above, when the difference in the number of balls becomes 70,000 or more, an over-prize balls warning image KY (see FIG. 28(A)) is displayed to warn that the game is approaching the point where it will be impossible to play. After that, when the difference in the number of balls becomes 80,000 or more, a game stop warning image KH (see FIG. 28(B)) is displayed to warn that the game will become impossible to play. In this way, it is possible for the player to gradually grasp in advance the situation in which the game will become impossible to play, making it easier for the player to grasp the current situation.
[0212] Here, after the difference in the number of balls reaches 70,000 at the timing shown in FIG. 25(A), the performance mode in the high probability high base state is as shown in FIG. 29(A). That is, as shown in FIG. 29(A), the display screen 50a is executing a probability mode performance in which the probability mode background image G105 is displayed, and the performance pattern EZ is displayed variably. Then, a purple border image EFa is displayed on the edge of the display screen 50a. This purple border image EFa allows the player to play while understanding that the difference in the number of balls has reached 70,000 and the situation in which the excessive prize ball prevention function is about to be activated is approaching.
[0213] Also, after the difference in the number of balls reaches 80,000 at the timing shown in FIG. 25(B), the performance mode in the high probability high base state is as shown in FIG. 29(B). That is, as shown in FIG. 29(B), the display screen 50a is executing a high probability mode performance in which the background image G105 for high probability is displayed, and the performance pattern EZ is displayed variably. Then, a red border image EFb is displayed on the edge of the display screen 50a. This red border image EFb allows the player to play while understanding the situation in which the difference in the number of balls reaches 80,000 and the high base state ends, causing the over-prize ball prevention function to operate.
[0214] Next, as shown in FIG. 26(A), a description will be given of the performance mode when the difference ball number is reset by pressing the special reset switch 181. In this case, the employee of the game arcade opens the front door 23 against the outer frame 22 and presses the special reset switch 181. Therefore, the front door opening sensor detects the opening of the front door 23, and the display screen 50a displays an error release method image ER2 indicating "Error 2 Please close the front door" as shown in FIG. 30(A). At this time, a difference ball number reset notification image CLS indicating "Difference ball number has been reset" is displayed at the bottom of the display screen 50a. This allows the employee of the game arcade to understand that the difference ball number has been reset.
[0215] Next, as shown in FIG. 26(B), the presentation mode when the waiting state continues for one hour will be described. In this case, the waiting demo video G100 is displayed on the display screen 50a. Then, at this time, as shown in FIG. 30(B), a difference ball number reset notification image CLS indicating "Difference ball number has been reset" is displayed at the bottom of the display screen 50a. This allows the employees of the arcade to understand that the difference ball number has been reset.
[0216] 7. Operation of the gaming control microcomputer [Main control main processing] Next, the operation of the game control microcomputer 101 will be described with reference to Figs. 31 to 47. The counters, timers, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power supply of the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided in the main control board 100 reads out and executes the program of the main control main processing shown in Fig. 31 from the game ROM 103. As shown in the figure, in the main control main processing, first, power-on processing is performed (step S001).
[0217] In the power-on process (S001), initial settings are performed such as stack setting, constant setting, interrupt time setting, gaming CPU 102 setting, SIO, PIO, CTC (circuit for managing interrupt time) setting, setting the working area of gaming RAM 104 when power is restored, and resetting various flags, status, counters, etc. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the power-on process (S001) is executed only once after the power is turned on, and is not executed thereafter.
[0218] In the power-on process (S001), the game control microcomputer 101 executes RAM clear when a signal based on a pressing operation on the RAM clear switch 191 is input. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, information on the number of reserved special figures, and information on the result of the jackpot hit / miss judgment, etc.) is erased. However, even if RAM clear is executed, information on the total number of winning balls stored in the total number of winning balls memory unit 107a, information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are not cleared.
[0219] In this power-on processing (S001), if the game stop flag, which will be described later, is ON and RAM clear is executed, it switches to OFF. On the other hand, if the game stop flag is ON and RAM clear is not executed, it remains ON. In other words, the state of the game stop flag does not change simply by turning the power back on. Thus, whether or not game play is resumed depends on whether or not RAM clear is executed after the game stop flag is turned ON by the operation of the excess ball prevention function.
[0220] Following the power-on process (S001), interrupts are prohibited (S002) and the normal and special symbol main random number update process (S003) is executed. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0221] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the time when the main side timer interrupt process (S005) is completed until the next time when the main side timer interrupt process (S005) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed.
[0222] [Main side timer interrupt processing] Next, the main side timer interrupt processing (S005) will be described. As shown in FIG. 32, in the main side timer interrupt processing (S005), first, it is determined whether or not the game stop flag is ON (S101). The game stop flag is turned ON by the operation of the excessive prize ball prevention function. If the game stop flag is ON (YES in S101), the processing of steps S102 to S113 is skipped. This makes it impossible to execute the game. On the other hand, if the game stop flag is OFF (NO in S101), then, the input processing described later is executed (S102).
[0223] Next, the normal and special symbol main random number update process is executed (S103). The normal and special symbol main random number update process (S103) is the same as the normal and special symbol main random number update process (S003) executed in the main control main process of Fig. 31. Next, the sensor detection process is executed (S104).
[0224] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0225] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0226] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0227] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern change pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0228] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0229] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.
[0230] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor. Also, a command for the second large prize opening sensor is generated according to the result of the process.
[0231] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0232] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.
[0233] The game control microcomputer 101 executes normal operation processing (S105) after the sensor detection processing (S104) shown in Fig. 32. In the normal operation processing (S105), normal symbol waiting processing, normal symbol variation processing, normal symbol determination processing, and auxiliary game control processing are sequentially performed. Then, the commands generated in each processing are set in the output buffer of the game RAM 104.
[0234] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0235] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.
[0236] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0237] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.
[0238] The game control microcomputer 101 executes a normal operation process (S105) shown in Fig. 32, followed by a difference ball number measurement process (S106) and a special operation process (S107) to be described later. Then, it executes a sorting device control process for controlling the sorting device 16D (S108).
[0239] Next, the game control microcomputer 101 executes a launch control process for controlling the launch of the game ball (S109). That is, by executing the launch control process (S109), the player can launch the game ball by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player cannot launch the game ball even by rotating the handle 72k.
[0240] Next, the game control microcomputer 101 executes a 7-segment display control process for controlling the display of the 7-segment display 300 (S110). Next, an error process is executed for determining an error (fraud) due to magnetic detection or an error due to the opening of the front door 23 or the front frame 23m (S111). In the error process (S111), it is determined whether or not an illegal magnetism has been detected by the magnetic sensor. Then, a command for the magnetic sensor is generated according to the result of the process. Also, in the error process (S111), it is determined whether or not the front door 23 or the front frame 23m is open by the front door open sensor or the front frame sensor. Then, a command for opening the frame is generated according to the result of the process.
[0241] Next, the game control microcomputer 101 executes the output process described later (S112). Then, it executes other processes (S113). As the other processes (S113), for example, it controls the display mode of the special chart reservation indicator 83 to show the number based on the number of special chart reservations, updates the timer, etc.
[0242] Then, the game control microcomputer 101 executes a power cutoff monitoring process when the power is cut off (S114), and ends this process. In the power cutoff monitoring process (S114), when the game control microcomputer 101 determines that the power is cut off due to a drop in the monitoring voltage, it stores game information, information on the total number of winning balls, information on the total number of shot balls, information on the difference in number of balls, information on the game stop flag, etc. in a specified memory area of the game RAM 104. After that, it sets a prohibition setting for access to the game RAM 104.
[0243] [Input Processing] As shown in FIG. 33, in the input processing (S102), first, it is determined whether the special reset switch 181 is ON or not, that is, whether a signal based on the pressing operation to the special reset switch 181 is received or not (S201). If it is not ON (NO in S201), proceed to step S204. On the other hand, if it is ON (YES in S201), execute the non-deletion clear processing (S202). In the non-deletion clear processing (S202), the information on the total number of prize balls stored in the total number of prize balls memory unit 107a, the information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and the information on the difference number of balls stored in the difference number of balls memory unit 107c are cleared. Note that even if the non-deletion clear processing (S202) is executed, the information on the total number of shot balls stored in the specific memory area (not shown) of the non-deletion memory unit 107 is not cleared. This information on the total number of shot balls is used for display on the 7-segment display 300, as described above.
[0244] Following step S202, a non-deletion clear command is set in the output buffer of the gaming RAM 104 (S203), and the process proceeds to step S204. Thus, when the non-deletion clear command is sent to the performance control board 120, a difference ball reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in FIG. 30(A). In step S204, other processing is executed, and this process ends. In other processing (S204), the gaming control microcomputer 101, for example, takes in a detection signal from a lower tray full switch that detects that the lower tray 35 is full, and stores it in the output buffer of the gaming RAM 104 as lower tray full data.
[0245] [Difference in Number of Balls Measurement Process] As shown in FIG. 34, in the difference in number of balls measurement process (S106), first, a total prize ball count process is executed (S301) to count the total number of prize balls to be paid out to the player. Information on the counted total prize balls is stored in the total prize balls memory unit 107a (see FIG. 6). Next, a total shot ball count process is executed (S302) to count the total number of shot balls based on detection by the discharge port sensor. Information on the counted total number of shot balls is stored in the total shot balls memory unit 107b (see FIG. 6). Then, a difference in number of balls calculation process is executed (S303) to calculate the difference in number of balls by subtracting the total number of shot balls from the total number of prize balls. Information on the calculated difference in number of balls is stored in the difference in number of balls memory unit 107c (see FIG. 6). In addition, in the difference in number of balls calculation process (S303), the game control microcomputer 101 may send a difference in number of balls command including information on the calculated difference in number of balls to the presentation control board 120, so as to cause the presentation control microcomputer 121 to sequentially grasp the difference in number of balls.
[0246] Next, in step S304, it is determined whether the over-prize ball notice flag is OFF. The over-prize ball notice flag indicates that the difference in the number of balls is 70,000 or more. If it is ON (NO in S304), proceed to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference in the number of balls is 70,000 or more (S305). If it is less than 70,000 (NO in S305), proceed to step S308. On the other hand, if it is 70,000 or more (YES in S305), the over-prize ball notice flag is turned ON (S306), and the over-prize ball notice command is set in the output buffer of the game RAM 104. As a result, when the over-prize ball notice command is sent to the performance control board 120, as shown in FIG. 28 (A), the purple-bordered image EFa and the over-prize ball notice image KY are displayed on the display screen 50a.
[0247] Next, in step S308, it is determined whether the over-award ball flag is OFF. The over-award ball flag indicates that the difference in the number of balls is 80,000 or more. If it is ON (NO in S308), this process is terminated. On the other hand, if it is OFF (YES in S308), it is determined whether the difference in the number of balls is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process is terminated. On the other hand, if it is 80,000 or more (YES in S309), the over-award ball flag is turned ON (S310). Then, the over-award ball notification command is set in the output buffer of the game RAM 104, and this process is terminated. As a result, when the over-award ball notification command is sent to the performance control board 120, as shown in FIG. 28 (B), a red-bordered image EFb and a game stop notice image KH are displayed on the display screen 50a.
[0248] [Special operation processing] As shown in Figure 35, in the special operation processing (S107), the processing related to the special chart display 81 and the large prize device (first large prize device 14D, second large prize device 15D) is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each stage. Then, the game control microcomputer 101 performs special symbol waiting processing (S1302) when the "special operation status" is "1" (YES in S1301), performs special symbol changing processing (S1304) when the "special operation status" is "2" (NO in S1301, YES in S1303), performs special symbol determination processing (S1306) when the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), and performs special electric device processing (S1307) when the "special operation status" is "4" (NO in all S1301, S1303, and S1305). The special operation status is initially set to "1".
[0249] [Special symbol waiting process] As shown in FIG. 36, in the special symbol waiting process (S1302), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1401). If the number of reserved balls in the special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1407). Then, if the number of reserved balls in the special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting port 11, it is determined whether the customer waiting flag is ON (S1416). The customer waiting flag indicates that the customer waiting state is in progress. If it is ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if it is OFF (NO in S1416), the customer waiting command is set in the output buffer of the gaming RAM 104 (S1417), and the customer waiting flag is set ON (S1418), and this process ends.
[0250] In step S1401, if the number of reserved balls for the special chart 2 is not "0" (NO in S1401), that is, if there is one or more memories of random number counter values (reserved information for the special chart 2) acquired due to winning in the second starting hole 12, the game control microcomputer 101 performs a special chart 2 big win determination process (S1402) and a special chart 2 variation pattern selection process (S1403) described later. After that, the game control microcomputer 101 decrements the number of reserved balls for the special chart 2 by 1 (S1404). Then, the storage location (storage area) of various counter values in the special chart 2 reservation memory unit 105b is shifted by one from the current position to the side to be read, and the memory area corresponding to the first reserved ball in the special chart 2 reservation memory unit 105b is cleared (S1405). Next, the game control microcomputer 101 executes a special chart 2 variation start process (S1406) and proceeds to step S1413. In the special symbol 2 variation start process (S1406), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1402) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1403) (information including information on the variation time).
[0251] Also, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for special chart 2 but there is one or more memories of random number counter values acquired due to winning in the first starting hole 11 (reserved information for special chart 1), the game control microcomputer 101 performs the special chart 1 big win determination process (S1408) and the special chart 1 variation pattern selection process (S1409) described later. After that, the game control microcomputer 101 decrements the number of reserved balls for special chart 1 by 1 (S1410). Then, the storage location (storage area) of various counter values in the special chart 1 reserved memory unit 105a is shifted by one from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the special chart 1 reserved memory unit 105a (the memory area farthest from the side to be read) is cleared (S1411). In this way, the first reserved special chart is consumed in the order in which it was reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1412) and proceeds to step S1413. In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1408) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1409) (information including information on the variation time).
[0252] Proceeding to step S1413, it is determined whether the customer waiting flag is ON, and if it is ON, the customer waiting flag is turned OFF (S1414). Then, a customer waiting counter clear process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is provided in the game RAM 104, and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared by turning the power back on, regardless of whether the RAM clear is executed or not.
[0253] [Customer waiting measurement process] As shown in FIG. 37, in the customer waiting measurement process (S1419), first, a customer waiting counter increment process is executed (S1420) to increment the value of the customer waiting counter. This allows the game control microcomputer 101 to grasp the time for which the customer waiting state continues based on the value of the customer waiting counter. Next, it is determined whether the customer waiting state continues for one hour or more. If it is determined that the customer waiting state has not continued (NO in S1421), this process is terminated. On the other hand, if it is determined that the customer waiting state continues (YES in S1421), a non-deletion clear process is executed (S1422) similarly to the process of step S202 described above (see FIG. 33). This clears the information on the total number of winning balls stored in the total number of winning balls memory unit 107a, the information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c.
[0254] Next, the non-deletion clear command is set in the output buffer of the gaming RAM 104 (S1423), and this process ends. When the non-deletion clear command is sent to the performance control board 120, a difference ball reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in FIG. 30(B).
[0255] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1402) and the special chart 1 big win determination process (S1408) have the same process flow, so they will be explained together based on FIG. 38. As shown in FIG. 38, in the special chart 2 big win determination process (S1402) or the special chart 1 big win determination process (S1408), first, a special pattern random number (big win random number) is read out as a determination value (S1501). In detail, in the special chart 2 big win determination process (S1402), the special pattern random number stored in the first storage area (i.e., the storage area corresponding to the first of the second special chart reserves) of the special chart 2 reserve storage unit 105b of the gaming RAM 104 is read out. In addition, in the special chart 1 jackpot determination process (S1408), the special pattern random number stored in the first memory area (i.e., the memory area corresponding to the first of the first special chart reservations) of the special chart 1 reservation memory unit 105a of the game RAM 104 is read out.
[0256] Next, the jackpot determination table (FIG. 12(A)) is set (S1502). Next, it is determined whether the probability flag is ON, i.e., whether the state is high probability or not (S1503). Then, if the state is not high probability (NO in S1503), i.e., if the state is normal probability state (non-high probability state), it is determined whether or not there is a jackpot based on the table for normal probability state (jackpot determination value is "1000" to "1219") in the jackpot determination table (FIG. 12(A)) (S1504). On the other hand, if the state is high probability (YES in S1503), it is determined whether or not there is a jackpot based on the table for high probability state (jackpot determination value is "1000" to "2499") in the jackpot determination table (FIG. 12(A)) (S1505).
[0257] If the result of the jackpot determination (S1504, S1505) is "jackpot", a jackpot symbol type random number is read out and the jackpot type is determined based on the jackpot symbol type determination table shown in FIG. 12(B) (S1506). After the jackpot type is determined (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop symbol data corresponding to the jackpot type is set in the jackpot type buffer provided in the game RAM 104 (S1508), and the process is terminated. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop symbol data (01H) corresponding to the miss symbol is set (S1508), and the process is terminated.
[0258] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1403) and the special chart 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figures 39 and 40. As shown in Figure 39, in the special chart 2 variation pattern selection process (S1403) or the special chart 1 variation pattern selection process (S1409), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1601).
[0259] If the time-saving state is not in effect (NO in S1601), that is, if the time-saving state is not in effect, it is next determined whether the jackpot flag is ON (S1602). If the jackpot flag is ON (YES in S1602), the special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number by referring to the jackpot normal table during non-time-saving state (the portion of the special chart fluctuation pattern determination table shown in FIG. 13 or FIG. 14 that corresponds to the non-time-saving state and the jackpot) (S1603).
[0260] In step S1602, if the jackpot flag is not ON, it is determined whether the reach random number is a reach establishment random number value (S1604). As shown in FIG. 12(C), the reach establishment random number value is "0" to "29" in the non-time-saving state, and "0" to "9" in the time-saving state. In other words, the time-saving state makes it more difficult to reach when missing than the non-time-saving state. This is to speed up the consumption of special reserved figures by selecting more non-reach misses with short fluctuation times in the time-saving state.
[0261] If the reach random number is a reach establishment random number value (YES in S1604), that is, if there is a reach but a miss, a reach but a miss table during non-time-saving state (the part of the special chart change pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and reach but a miss) is referenced and a special chart change pattern is selected based on the special chart change pattern random number (S1605).
[0262] On the other hand, if the reach random number is not the reach establishment random number value (NO in S1604), that is, in the case of a miss without a reach, the table for misses without a reach during non-time-saving state (the part of the special chart change pattern determination table shown in FIG. 13 or FIG. 14 that corresponds to the non-time-saving state and misses without a reach) is referenced, and a special chart change pattern is selected based on the special chart change pattern random number (S1606). In this miss without a reach, a function of shortening the change according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special pattern is "3" or "4", a special chart change pattern with a shorter special chart change time is selected compared to when the number of reserved balls of the special pattern is "0" to "2" (see FIG. 13 or FIG. 14).
[0263] Also, in step S1601, if it is determined that the game state is in the time-saving state (YES in S1601), as shown in Figure 40, processing (S1607 to S1611) is performed in the same manner as steps S1602 to S1606 above, except that the special chart fluctuation pattern determination table to be referenced is the table in the time-saving state (the part of the special chart fluctuation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the time-saving state).
[0264] That is, if it is a jackpot, the special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and the jackpot in Fig. 13 or Fig. 14 (S1608). If it is a miss with reach, the special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and the miss with reach in Fig. 13 or Fig. 14 (S1610). If it is a miss without reach, the special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and the miss without reach in Fig. 13 or Fig. 14 (S1611).
[0265] After the special pattern change pattern is selected as described above, the selected special pattern change pattern is set (S1612) as shown in Fig. 39, and this process ends. The information on the special pattern change pattern set in step S1612 is included in the change start command set in step S1406 or S1412 in the special pattern waiting process (S1302), and is sent to the performance control board 120 by the output process (S112).
[0266] [Special symbol change processing] As shown in Fig. 41, in the special symbol change processing (S1304), first, it is determined whether the special symbol change time (special symbol change time determined according to the special symbol change pattern selected in step S1403 or S1409, see Fig. 13 or Fig. 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this processing is immediately ended. This allows the special symbol change display to continue.
[0267] On the other hand, if the special symbol variation time has elapsed (YES in S1801), a variation stop command is set (S1802) and the special operation status is set to "3" (S1803). Then, other processing such as stopping the special symbol variation display at a symbol (a big win symbol or a losing symbol) according to the set special symbol stop symbol data is performed (S1804), and this processing ends.
[0268] [Special symbol determination process] As shown in FIG. 42, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (the stop time determined according to the special symbol variation pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. This allows the special symbol to continue to be displayed as stopped. On the other hand, if the stop time has elapsed (YES in S1901), the game status management process described below is performed (S1902).
[0269] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 16 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of jackpot won. The setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.
[0270] Following step S1904, the game control microcomputer 101 performs a game state reset process (S1905). In the game state reset process (S1905), if the probability variable flag is ON, the probability variable flag is turned OFF, and if the time-saving flag is ON, the time-saving flag is turned OFF. In other words, during the execution of the jackpot game, the game is controlled to a normal probability state and a non-time-saving state. After that, in order to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process ends.
[0271] Also, if the big win flag is not ON in step S1903 (NO in S1903), the big win game does not start, so the special action status is set to "1" (S1909) and this process ends.
[0272] [Game Status Management Process] As shown in FIG. 43, in the game status management process (S1902), first, it is determined whether or not the probability variable flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variable counter, which counts the number of times the special pattern has changed during the high probability state, is decremented by 1 (S2002), and it is determined whether or not the value of the probability variable counter is "0" (S2003). If it is "0" (YES in S2003), the probability variable flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.
[0273] In step S2005, it is determined whether the time-saving flag is ON. If it is ON (YES in S2005), the value of the time-saving counter that counts the number of times the special pattern changes during the time-saving state is decremented by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the determination result in step S2005 or S2007 is NO, the process proceeds to step S2012.
[0274] In step S2009, it is determined whether the over-prize ball flag is ON. In other words, it is determined whether the difference in the number of balls is 80,000 or more. If the over-prize ball flag is not ON (NO in S2009), the process proceeds to step S2012. On the other hand, if the over-prize ball flag is ON (YES in S2009), the game stop flag is turned ON (S2010) and the process proceeds to step S2011. In this way, when the difference in the number of balls is 80,000 or more and the high probability high base state or low probability low base state ends, the game becomes unplayable.
[0275] In step S2011, the game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. When the game stop notification command is sent to the performance control board 120, as shown in Fig. 27(A), a red background image RE and an error release method image ERX are displayed on the display screen 50a. In addition, a game stop sound is output from the speaker 52. Furthermore, all of the frame lamps 53 are lit in white, and all of the board lamps 54 are turned off.
[0276] In step S2012, a game state designation command including information on the current game state (information on whether the special probability flag and time-saving flag are ON or OFF), the value of the special probability counter and the value of the time-saving counter, etc. is set in the output buffer of the game RAM 104, and this process is terminated.
[0277] [Special electric accessory processing (jackpot game)] The special electric accessory processing is processing for executing the jackpot game. As shown in FIG. 44, in the special electric accessory processing (S1307), first, it is determined whether the jackpot end flag is ON or not (S2701). The jackpot end flag is a flag indicating that the opening of all the big prize devices (first big prize device 14D, second big prize device 15D) in the jackpot game being executed has ended.
[0278] If the big win end flag is not ON (NO in S2701), it is determined whether the big win opening (first big win opening, second big win opening 15) is currently open (i.e., whether the first big win device 14D or the second big win device 15D is currently open) (S2702). If it is not currently open (NO in S2702), it is determined whether it is time to open the big win opening, i.e., whether the opening time for the big win has elapsed and it is time to start opening the first big win opening 14, or whether the interval time between openings has elapsed and it is time to start the next opening (S2703).
[0279] If the determination result in step S2703 is NO, the process ends as it is. On the other hand, if the determination result in step S2703 is YES, it is determined whether or not the currently executed jackpot game is a jackpot game based on a V-long jackpot (see FIG. 16) (S2704). If it is not a V-long jackpot (NO in S2704), the process proceeds to step S2707. If it is a V-long jackpot (YES in S2704), it is determined whether or not it is time to start the 10th round, which allows passage to the specific area 16 (S2705). If it is not time to start the 10th round (NO in S2705), the process proceeds directly to step S2707. On the other hand, if it is time to start the 10th round (YES in S2705), the V valid period setting process is performed (S2706).
[0280] In the V valid period setting process (S2706), the period during which the second large winning hole 15 is open in the 10th round of the V long jackpot and the few seconds after the second large winning hole 15 is closed are set as the V valid period during which the detection of the game ball by the specific area sensor 16a is judged to be valid. In this embodiment, the other period (including when the jackpot game is not being played) is set as the V invalid period during which the detection of the game ball by the specific area sensor 16a is judged to be invalid. Here, judging the detection of the game ball by the specific area sensor 16a to be valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 16a. Also, judging the detection of the game ball by the specific area sensor 16a to be invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 16a.
[0281] In step S2707, the large prize openings (first large prize opening 14, second large prize opening 15) are opened according to an opening pattern (see FIG. 16) according to the type of the large prize. The distribution member 16k always moves in a constant manner from the start of the first round of play. In the opening pattern of the V-long large prize, the normal AT opening / closing member 14k is opened so that the game ball that has won the second large prize opening 15 can pass through the specific area 16 with ease in the 10th round. In contrast, in the opening pattern of the V-short large prize, the opening timing of the normal AT opening / closing member 14k relative to the operation of the distribution member 16k is set so that the game ball cannot pass through the specific area 16 even if it wins the second large prize opening 15 in the 10th round.
[0282] Next, in step S2708, a round designation command transmission judgment process is performed, and this process is terminated. In the round designation command transmission judgment process (S2708), it is judged whether the opening of the large prize openings (first large prize opening 14, second large prize opening 15) in step S2703 is the first opening in one round of play, and if so, a round designation command including information on the number of rounds of the large prize game being executed is set in the output buffer of the game RAM 104. In this embodiment, the large prize openings are not opened multiple times during one round of play. Therefore, in this step S2708, a round designation command is always set.
[0283] In step S2702 of the special electric device process (S1307), if the large prize opening (first large prize opening 14, second large prize opening 15) is open, it is determined whether or not the closing condition for the large prize opening is satisfied (S2709). In this embodiment, the closing condition is satisfied when either the number of winnings in the large prize opening in that round of play reaches the specified maximum number of winnings (10 per round in this embodiment), or the time to close the large prize opening has arrived (i.e., a specified opening time (see FIG. 16) has elapsed since the large prize opening was opened). If the closing condition for the large prize opening is not satisfied (NO in S2709), the process ends.
[0284] On the other hand, if the closing conditions for the large prize openings (first large prize opening 14, second large prize opening 15) are met (YES in S2709), the large prize openings are closed (blocked) (S2710). Then, it is determined whether one round of play (round interval) has ended (S2711). If it has not ended (NO in S2711), the processing ends. On the other hand, if the round of play is to end (YES in S2711), the round counter value is decremented by 1 (S2712), and it is determined whether the round counter value is "0" (S2713). If it is not "0" (NO in S2713), the processing ends as is to start the next round of play.
[0285] On the other hand, if it is "0" (YES in S2713), the jackpot ending command is set (S2714) as the jackpot ending process to end the jackpot game, and the jackpot ending is started (S2715). Then, the jackpot ending flag is set (S2716), and the process ends.
[0286] Also, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether or not the ending time for the jackpot game has elapsed (S2717), and if the ending time has not elapsed (NO in S2717), this process ends. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game status setting process (S2719) is performed, which will be described later. Next, the jackpot flag is turned OFF (S2720). Next, the special action status is set to "1" (S2721), and this process ends.
[0287] [Game Status Setting Process] As shown in FIG. 45, in the game status setting process (S2719), first, it is determined whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability change flag is turned ON (S2802) and the time-saving flag is turned ON (S2803). As a result, after the big win, the game is controlled to a high probability high base state. Next, the probability change counter is set to "160" (S2804), and the time-saving counter is set to "160" (S2805), and the game proceeds to step S2808. As a result, the game is controlled to a high probability high base state in which the ST count is 160 times and the time-saving count is 160 times.
[0288] On the other hand, if it is determined in step S2801 that the V flag is not ON (NO in S2801), the time-saving flag is turned ON (S2806). That is, the probability-changing flag is not turned ON at this time. As a result, the game is controlled to a low-probability, high-base state after the big win. Next, the time-saving counter is set to "100" (S2807), and the program proceeds to step S2808. That is, the game is controlled to a low-probability, high-base state with the number of time-saving times set to 100.
[0289] In step S2808, the game control microcomputer 101 sets a game state designation command including the currently set game state information (ON or OFF of the probability variable flag, ON or OFF of the time-saving flag, the probability variable counter value, and the time-saving counter value information) in the output buffer of the game RAM 104. In this way, the game state setting process (S2719) is completed.
[0290] [Output Processing] As shown in Fig. 46, in the output processing (S112), the outer end signal output processing described later is executed (S3001). Next, as other output processing (S3002), the commands set in the output buffer of the gaming RAM 104 in each of the above-mentioned processes are output to the performance control board 120 and the payout control board 170, and this processing is completed.
[0291] [Outer end signal output process] As shown in FIG. 47, in the outer end signal output process (S3001), it is determined whether the over-winning ball notice flag is ON (S3101). In other words, it is determined whether the difference in the number of balls has reached 70,000. If the over-winning ball notice flag is not ON (NO in S3101), proceed to step S3103. On the other hand, if the over-winning ball notice flag is ON (YES in S3101), execute the outer end signal output process for over-winning ball notice (S3102) and proceed to step S3102. In the outer end signal output process for over-winning ball notice (S3102), an outer end signal indicating that the difference in the number of balls has reached 70,000 (hereinafter referred to as the "outer end signal for over-winning ball notice") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer end signal for over-winning ball notice to the external unit GU (data counter, hall computer, etc.) by parallel communication. As a result, it is possible for arcade employees monitoring the hall computer to be made aware of a situation in which the excess ball prevention function may be activated when the remaining number of balls in the pachinko game machine PY1 increases slightly (within 10,000).
[0292] In step S3103, it is determined whether the over-award ball flag is ON. In other words, it is determined whether the difference in the number of balls has reached 80,000. If the over-award ball flag is not ON (NO in S3103), proceed to step S3105. On the other hand, if the over-award ball flag is ON (YES in S3103), execute the over-award ball outer end signal output process (S3104) and proceed to step S3105. In the over-award ball outer end signal output process (S3104), an outer end signal indicating that the difference in the number of balls has reached 80,000 (hereinafter referred to as the "over-award ball outer end signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the over-award ball notice outer end signal to the external unit GU by parallel communication. As a result, it is possible for an arcade employee monitoring the hall computer to understand that the difference in the number of balls in the pachinko game machine PY1 has reached 80,000 and that play will become impossible when the high-probability high base state or the low-probability low base state ends.
[0293] In step S3105, it is determined whether the game stop flag is ON. In other words, it is determined whether the game is in an unplayable state. If the game stop flag is not ON (NO in S3105), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the process executes a game stop outer end signal output process (S3106) and proceeds to step S3107. In the game stop outer end signal output process (S3106), an outer end signal indicating that the game is in an unplayable state due to the activation of the excessive prize ball prevention function (hereinafter referred to as the "game stop outer end signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the game stop outer end signal to the external unit GU by parallel communication. As a result, it is possible for the arcade staff monitoring the hall computer to become aware of a situation in which play has become impossible due to the activation of the excess ball prevention function in this pachinko game machine PY1.
[0294] In step S3107, it is determined whether the non-deletion clearing process shown in step S203 or the non-deletion clearing process shown in step S1422 has been executed. That is, it is determined whether the information on the total number of winning balls stored in the total number of winning balls memory unit 107a, the information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c have been cleared. If the non-deletion clearing process has not been executed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-deletion clearing process has been executed (YES in S3107), the process executes the reset outer end signal output process (S3108) and proceeds to step S3109. In the reset outer end signal output process (S3108), an outer end signal indicating that the difference in the number of balls has been reset (hereinafter referred to as the "reset outer end signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the reset outer end signal to the external unit GU by parallel communication. As a result, it is possible for the employees of the gaming parlor who are monitoring the hall computer to understand the situation in which the difference number of balls has been reset in this pachinko gaming machine PY1. A dedicated signal line is connected to the main control board 100, and the outer end signal for over-prize ball notice, the outer end signal for over-prize ball, the outer end signal for game stop, and the outer end signal for reset are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170 via this dedicated signal line.
[0295] 8. Operation of the performance control microcomputer Next, the operation of the performance control microcomputer 121 will be described with reference to Figures 48 to 50. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 121 are provided in the performance RAM 124.
[0296] [Sub-control main processing] When the power of the pachinko game machine PY1 is turned on, the performance control microcomputer 121 reads out the program of the sub-control main processing shown in Fig. 48 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0297] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 100 described above.
[0298] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display screen 50a according to the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the performance control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances using sound), lights up the frame lamp 53 and the board lamp 54 via the lamp control circuit 151 (executes various light-emitting performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movements). In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other advance notice effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0299] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0300] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S112) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0301] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 49, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in that order.
[0302] In the input process (S4101), the microcomputer 121 detects the operation of the normal button detection switch 40a, the special button detection switch 41a, the select button detection switch, and other operation parts that can be operated by the player, and sets commands and creates performance data according to the detection results. In the light emission data output process (S4102), the microcomputer 121 refers to light emission data (lamp data) to light lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance of the image, based on the performance data created in the input process (S4101) and the performance data creation process (S4204) described later. Then, the microcomputer 121 controls the lamp control circuit 151 based on the light emission data. In other words, the performance control microcomputer 121 lights the frame lamp 53, the board lamp 54, and other lamps in a predetermined light emission mode according to the light emission data. In the movable body control process (S4103), the drive data is referenced to perform a movable body performance in which movable devices 55, 56, and 58 are operated at a predetermined timing based on performance data created in the input process (S4101) and the performance data creation process (S4204) described later. Then, the lamp control circuit 151 is controlled based on the drive data. In other words, the performance control microcomputer 121 operates movable devices 55, 56, and 58 in a predetermined operating mode according to the drive data. In the watchdog timer process (S4104), a reset setting of the watchdog timer is performed.
[0303] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the performance control board 120. As shown in Fig. 50, the 10 ms timer interrupt processing (S4012) sequentially performs received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204).
[0304] In the received command analysis process (S4201), the command stored in the reception buffer of the performance RAM 124 by the reception interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is performed. In the performance timer update process (S4202), a timer for measuring the time related to each performance is updated. For example, in the performance timer update process (S4202), the start timing and end timing of the effective operation period of the operation unit such as the normal button 40 and the special button 41 are measured. In the voice control process (S4203), voice data (data for controlling the output of voice from the speaker 52) is created and the voice control circuit 161 is controlled based on the processing results of the input process (S4101) and the received command analysis process (S4201). In the performance data creation process (S4204), performance data is created based on the processing results of the received command analysis process (S4201).
[0305] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a performance pattern (sub-fluctuation pattern) of the fluctuation performance based on the special chart fluctuation pattern indicated by the command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer as a processing at the time of receiving the fluctuation start command. For example, when the special chart fluctuation pattern indicated by the fluctuation start command is SP fluctuation (fluctuation pattern associated with SP reach), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and voice control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. The flow of processes for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the corresponding variations, and control of the presentation mode.
[0306] 9.Operation caution production Next, the operation attention drawing performance will be explained. In this pachinko game machine PY1, when the excessive prize ball prevention function is activated or an illegal magnetism is detected (when a predetermined stop condition is satisfied), the game becomes impossible to be executed. That is, the game control process and the launch control process are stopped. At this time, even though the game is impossible to be executed, the player may not accurately grasp the situation and may continue to rotate the handle 72k (launch operation means). Therefore, in this embodiment, after the game becomes impossible to be executed, an operation attention drawing performance is executed based on the player's rotation operation of the handle 72k to draw attention to stopping the launch of game balls. This operation attention drawing performance makes it possible to prevent the player from firing unnecessary balls.
[0307] FIG. 51 is a diagram showing a case where an operation attention drawing effect (attention drawing effect) is executed after the excessive winning ball prevention function is activated. First, as a prerequisite, it is assumed that the player has not performed a rotation operation on the handle 72k and the excessive winning ball prevention function is activated. In this case, the performance control microcomputer 121 grasps that the excessive winning ball prevention function has been activated by receiving a game stop notification command (see S2011) from the game control microcomputer 101. Then, as shown in FIG. 51(A), the performance control microcomputer 121 displays a red background image RE and an error release method image ERX on the display screen 50a and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 are lit in white and all the board lamps 54 are turned off.
[0308] Thereafter, when the player rotates the handle 72k, the performance control microcomputer 121 inputs a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the performance control microcomputer 121 executes an operation attention drawing performance in a state where a red background image RE and an error release method image ERX are displayed on the display screen 50a as shown in FIG. 51(B). That is, an operation attention drawing image HT indicating "Do not turn the handle" is displayed on the display screen 50a. Furthermore, a sound "Do not turn the handle" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all fully lit in red. This operation attention drawing performance makes the player more aware that it is not a situation in which to launch the game ball.
[0309] After that, when the player stops rotating the handle 72k, the performance control microcomputer 121 stops inputting the detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the performance control microcomputer 121 stops the operation attention drawing performance, as shown in FIG. 51(C). Thus, in this embodiment, the operation attention drawing performance is executed only while the player is rotating the handle 72k after the excessive prize ball prevention function is activated.
[0310] FIG. 52 is a diagram showing a case where an operation attention drawing effect (attention drawing effect) is executed after an illegal magnetism is detected. First, as a precondition, it is assumed that the player has not performed a rotation operation on the handle 72k and an illegal magnetism has been detected. In this case, the performance control microcomputer 121 receives a magnetic detection command indicating that an illegal magnetism has been detected from the game control microcomputer 101. As a result, the performance control microcomputer 121 displays a red background image RE and an error release method image ER1 on the display screen 50a as shown in FIG. 52(A), and outputs a game stop sound from the speaker 52. Furthermore, all frame lamps 53 are lit in white and all board lamps 54 are turned off.
[0311] Thereafter, when the player rotates the handle 72k, the performance control microcomputer 121 inputs a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the performance control microcomputer 121 executes an operation attention drawing performance in a state where a red background image RE and an error release method image ER1 are displayed on the display screen 50a as shown in FIG. 52(B). That is, an operation attention drawing image HT indicating "Do not turn the handle" is displayed on the display screen 50a. Furthermore, a sound "Do not turn the handle" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all fully lit in red. This operation attention drawing performance makes the player more aware that it is not a situation in which to launch the game ball.
[0312] Thereafter, when the player stops rotating the handle 72k, the performance control microcomputer 121 stops inputting the detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the performance control microcomputer 121 stops the operation attention drawing performance, as shown in FIG. 52(C). Thus, in this embodiment, the operation attention drawing performance is executed only while the player is rotating the handle 72k after the illegal magnetism is detected.
[0313] 10. Effects of this Form As described above, according to the pachinko game machine PY1 of this embodiment, when the difference in the number of balls is 80,000 or more and the high probability high base state or the low probability low base state ends, the game becomes impossible to execute. Therefore, for the player, the game is not suddenly stopped in the middle of the big win game state or in the middle of the high probability high base state or the low probability high base state, and there is no particular disadvantage. In this way, it is possible to provide a pachinko game machine PY1 that allows the player to stop playing at a timing when it is easy to stop playing, while not awarding excessive prize balls.
[0314] In addition, according to the pachinko game machine PY1 of this embodiment, when the difference in the number of balls is 80,000 or more and the high base state (high probability high base state, low probability high base state) ends, the game becomes impossible to execute. Therefore, it is possible for the player to stop playing before the situation in which the number of balls in hand decreases after the high base state ends. In other words, after the transition from the high base state to the normal game state, the total number of shot balls increases, and a situation in which the difference in the number of balls becomes less than 80,000 can be assumed. Therefore, in order to prevent the above situation from occurring, it is possible to stop playing at the timing when the high base state ends.
[0315] However, if a player stops playing before the difference in the number of balls reaches 80,000, and the player who plays later starts playing and the difference in the number of balls reaches 80,000 or more immediately, a terrible situation will occur. Therefore, according to the pachinko game machine PY1 of this embodiment, the measured difference in the number of balls is reset based on the establishment of a reset condition that is not triggered by turning on the power. Specifically, the difference in the number of balls is reset when the special reset switch 181 is pressed or when the customer waiting state continues for one hour. This makes it possible to prevent a player who plays later from stopping playing immediately after starting the game, and to prevent a terrible situation from occurring.
[0316] In addition, according to the pachinko game machine PY1 of this embodiment, when an employee of the game arcade presses the RAM clear switch 191 when the power is turned on, the game information (for example, information on the game state such as a high probability state, information on the number of reserved special figures, information on the result of the judgment of whether or not a jackpot has been won, etc.) is erased, but the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c is not erased. Therefore, even in a situation where the game information must be erased due to a malfunction during business hours, it is possible to prevent the measured difference in the number of balls from being erased.
[0317] According to the pachinko game machine PY1 of this embodiment, as described above, even if the RAM is cleared, the measured difference in the number of balls is not erased. However, the employee of the game arcade can erase the measured difference in the number of balls by pressing the special reset switch 181. In this way, the employee of the game arcade can erase the measured difference in the number of balls at any time.
[0318] According to the pachinko game machine PY1 of this embodiment, when the difference in the number of balls becomes 80,000 or more, as shown in FIG. 28(B), a game stop notice image KH is displayed on the display screen 50a to inform the player that the game will become impossible to be executed. Therefore, the player can know in advance that the game will become impossible to be executed, and it is possible to prevent a situation in which the player is confused because the game suddenly becomes impossible to be executed. In particular, the game stop notice image KH indicates that the game will become impossible to be executed when the high base state ends, as shown in FIG. 28(B). Therefore, it is possible to make the player accurately know when the game will be executed.
[0319] According to the pachinko game machine PY1 of this embodiment, as described above, the game becomes impossible to play when the difference in the number of balls becomes 80,000 or more. If the player were to rotate the handle 72k at this time, the launch control process (S109) would stop, and the game ball would not be launched, but as shown in FIG. 51(B), an operation attention drawing performance would be executed. That is, an operation attention drawing image HT would be displayed on the display screen 50a, a voice message saying "Do not turn the handle" would be output from the speaker 52, and the frame lamp 53 and the board lamp 54 would all be fully lit in red. This would allow the player to more reliably understand that the game is impossible to play.
[0320] According to the pachinko game machine PY1 of this embodiment, as described above, if an illegal magnetism is detected, the game becomes impossible to play. If the player were to rotate the handle 72k at this time, the launch control process (S109) would stop, and the game ball would not be launched, but as shown in FIG. 52(B), an operation attention drawing performance would be executed. That is, an operation attention drawing image HT would be displayed on the display screen 50a, a voice message saying "Do not turn the handle" would be output from the speaker 52, and the frame lamp 53 and the board lamp 54 would all be fully lit in red. This would allow the player to more reliably understand that the game is impossible to play.
[0321] 11.Example of changes The following describes modified examples. In the description of the modified examples, the same components as those in the pachinko game machine PY1 of the above embodiment are given the same reference numerals and the description is omitted. Of course, the modified examples may be appropriately combined to form a configuration. Furthermore, the technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0322] <First Modification> In the above embodiment, the machine is configured as a gaming machine (type 1 gaming machine) in which a jackpot game (type 1 jackpot game) is executed when a jackpot is won in a lottery of a special symbol. In contrast, the first modified example is configured as a so-called type 1 / type 2 mixed machine. That is, when a small jackpot is won in a lottery of a special symbol, a small jackpot game is executed in which the large prize opening is opened for a maximum of 1.8 seconds. In this case, when a game ball that enters the large prize opening by executing the small jackpot game passes through a specific area in the large prize opening, a jackpot game (type 2 jackpot game) is executed. Thus, in the first modified example, the machine is configured as a gaming machine (type 1 / type 2 mixed machine) in which a jackpot game (type 1 jackpot game) is executed when a jackpot is won in a lottery of a special symbol, and a jackpot game (type 2 jackpot game) is executed when a game ball passes through a specific area in the large prize opening.
[0323] In the first modified example, when a small prize is won in the drawing of the special chart 2, the two-type jackpot game is essentially always executed (the game ball can pass through the specific area) as long as the game is played correctly. In other words, winning a small prize in the drawing of the special chart 2 means the execution of the jackpot game. Here, as shown in FIG. 53, when the high base state (time-saving state) is shifted to the normal game state, the number of reserved special charts 2 is the maximum of four (a predetermined number). Then, the drawing of the special chart 2 is executed with priority over the drawing of the special chart 1, and is set to be more advantageous for the player than the drawing of the special chart 1. In this case, when the high base state is shifted to the normal game state, the drawing of the special chart 2 is executed four times, and it is still easy for the player to execute the jackpot game. Therefore, even after the transition to the normal game state, it can be said that it is an advantageous period (advantageous game state) in which the jackpot game is easy to execute for the player until the drawing of the special chart 2 is no longer executed.
[0324] In this first modified example, it is assumed that the excessive prize ball prevention function is activated when the game is switched to the normal game state as described above. In this case, even though the situation (advantageous period) in which the jackpot game is likely to be executed continues for the player even in the normal game state, the game suddenly becomes impossible to be executed. Therefore, in this first modified example, as shown in FIG. 53, the excessive prize ball prevention function does not operate even when the game is switched to the normal game state, and when the remaining special pattern 2 reserve (special pattern 2 remaining reserve) is all consumed when the game is switched to the normal game state, the excessive prize ball prevention function is activated. In other words, when the special pattern 2 remaining reserve is all consumed (when the variable display and stop display of the second special pattern based on the special pattern 2 remaining reserve all end), the game is made impossible to be executed.
[0325] In this way, even if the game state transitions to the normal game state after the difference in the number of balls becomes 80,000 or more, the player can continue playing until the advantageous period (advantageous game state) in which it is easy to win the 2nd type jackpot game ends. In the first modified example, the lottery for special chart 2 is executed with priority over the lottery for special chart 1, but the lottery for special chart 1 may be executed with priority over the lottery for special chart 2, or the lottery for special chart 1 or the lottery for special chart 2 may be executed in the order in which the game balls enter the first start hole 11 or the second start hole 12.
[0326] Next, in the first modified example, the performance after transition from the high base state (time-saving state) to the normal game state will be described. If there is a special pattern 2 remaining reservation when transitioning to the normal game state, the remaining reservation special performance shown in FIG. 54 will be executed until all of the special pattern 2 remaining reservations are consumed. This remaining reservation special performance is a performance that suggests whether or not a small win has been won in the lottery of special pattern 2, and is an performance that is not executed in the high base state and is not executed in the lottery of special pattern 1. In other words, the remaining reservation special performance (advantageous performance) is a special performance that indicates a chance to win a type 2 jackpot game only from transition to the normal game state until all of the special pattern 2 remaining reservations are consumed (until the variable display of the second special pattern is executed four times).
[0327] Specifically, as shown in FIG. 54(A), when the game moves from the high base state (time-saving state) to the normal game state, a remaining chance number image LA showing "last 4 times" is displayed on the display screen 50a. This makes the player aware that he or she still has 4 chances to win the 2nd type jackpot game. Then, as shown in FIG. 54(A), the display screen 50a displays a main character appearance image BA1 in which a transformed main character appears in a state in which a reach state is formed by the left performance pattern EZ1 showing "5" and the right performance pattern EZ3 showing "5". In addition, a remaining change number image LB showing "remaining 4 times" is displayed in the upper right part of the display screen 50a, showing how many times the second special pattern change display will be executed.
[0328] Next, as shown in FIG. 54(C), a special battle image BA2 is displayed, which indicates that the transformed hero character and the enemy character are fighting. After that, if the small win or big win is won in the lottery of the special chart 2, a special battle victory image WI is displayed, which indicates that the transformed hero character has won against the enemy character, as shown in FIG. 54(D-1). At this time, the small performance pattern KZ, which was displayed variably, is stopped and displayed in the winning mode "555", which is a double number, in the upper left of the display screen 50a. In this way, it is possible for a player who sees the special battle victory image WI and the small performance pattern KZ, which is a double number, to understand that he or she has won a small win or a big win. After that, if the small win is won, the player can win a type 2 big win game by passing the game ball through a specific area during the execution of the small win game. If the player has won a big win, the player can win a type 1 big win game.
[0329] On the other hand, if the drawing of the special chart 2 is a miss, as shown in FIG. 54 (D-2), a special battle defeat image LO is displayed, indicating that the transformed hero character has been defeated by the enemy character. Also, at this time, the small performance pattern KZ, which was displayed in a variable manner, is stopped and displayed at "545", which is a reach miss, in the upper left corner of the display screen 50a. In this way, it is possible for a player who sees the special battle victory image WI and the reach miss small performance pattern KZ to understand that it is a miss. In this way, if the drawing of the special chart 2 is a miss, the remaining reserve special performance shown in FIG. 54 is repeatedly executed until all the remaining reserves of the special chart 2 are consumed. Then, if all the results of the drawing of the special chart 2 are misses, the advantageous period (advantageous game state) ends. After that, in the normal game state, the remaining reserve special performance is not executed, and the variable performance based on the drawing of the special chart 1 is executed.
[0330] In this first modified example, when the difference in the number of balls is less than 80,000, the remaining reserve special effect shown in FIG. 54 is executed during the advantageous period (advantageous game state) from when the game state is switched to the normal game state until all of the special chart 2 remaining reserves are consumed. On the other hand, even if the difference in the number of balls is 80,000 or more, the remaining reserve special effect shown in FIG. 54 is executed during the advantageous period from when the game state is switched to the normal game state until all of the special chart 2 remaining reserves are consumed (see FIG. 53). In this way, as long as the remaining reserve special effect, which indicates that the situation is advantageous for the player, continues after the game state is switched to the normal game state, the over-prize ball prevention function will not be activated. Therefore, even if the difference in the number of balls becomes 80,000 or more, it is possible to allow the player to enjoy the remaining reserve special effect after the game state is switched to the normal game state. In other words, even if the difference in the number of balls is 80,000 or more and the game state is switched to the normal game state, the remaining reserve special effect before the game becomes impossible to be executed is executed as it is, so that the timing when the game becomes impossible to be executed and the timing when the remaining reserve special effect ends can be matched.
[0331] <Second Modification> In the above-mentioned form, when the difference in the number of balls becomes 80,000 or more, for example, a red-bordered image EFb or a game stop notice image KH (see FIG. 28(B)) is displayed, and the performance is executed. However, even if the difference in the number of balls becomes 80,000 or more, the performance itself is not replaced and executed. In contrast, in the second modified example, when the difference in the number of balls becomes 80,000 or more from a state where the difference in the number of balls is less than 80,000, the performance itself is replaced and executed. In this second modified example, as in the first modified example, it is assumed that the machine is configured as a one-type two-type mixed machine. Then, the performance of the second modified example will be explained using an example where the difference in the number of balls reaches 80,000 in the middle of the big win game state shown in FIG. 53.
[0332] As a prerequisite, a jackpot game is being executed in a state where the difference in the number of balls is less than 80,000. At this time, as shown in FIG. 55(A), a round performance is being executed on the display screen 50a. That is, on the display screen 50a, a round image G109, a prize ball number image G110, and a round background image G114 are displayed. Here, as shown in FIG. 53, it is assumed that the difference in the number of balls reaches 80,000 in the middle of a jackpot game state. At this time, the game control microcomputer 101 transmits an over-prize ball notification command (see step S312) to the performance control microcomputer 121, and the performance control microcomputer 121 grasps the situation where the difference in the number of balls has become 80,000 or more. As a result, the performance control microcomputer 121 executes the round substitute performance shown in FIG. 55(B).
[0333] Specifically, in the round substitution performance, as shown in Fig. 55(B), the round background image G114 showing a town is switched to a round substitution background image G116 showing a dark Western-style mansion. Then, the round image G109 and the number of winning balls image G110 are displayed on top of the round substitution background image G116, and a game stop notice image KI showing "game stopped at the end of the advantageous period" is displayed. Furthermore, a warning display image G115 showing a police lamp and the word "DANGER" is displayed at the frontmost side of the display screen 50a to attract the player's attention.
[0334] In this way, when the difference in the number of balls becomes 80,000 or more, a round substitute performance in which the performance mode is significantly changed is executed from the round performance, so that the player can be more strongly aware of the situation in which the game cannot be executed. That is, for a player who does not fully understand the excessive prize ball prevention function, even if the red-bordered image EFb or the game stop notice image KH is displayed in addition to the round performance (see FIG. 28(B)), he or she may mistake it for a simple performance and not fully understand the situation in which the game cannot be executed. Therefore, in the second modified example, instead of the round performance, a round substitute performance shown in FIG. 55(B) is executed, so that the player can easily recognize that the situation has changed significantly.
[0335] Next, as shown in Fig. 53, when the game state shifts from the big win game state to the high base state (time-saving state), the time-saving mode alternative effect shown in Fig. 55(C) is executed on the display screen 50a. Specifically, in the time-saving mode alternative effect, as shown in Fig. 55(C), a time-saving alternative background image G117 showing dark clouds and thunder is displayed. Then, the effect pattern EZ and a game stop notice image KI are displayed superimposed on the time-saving alternative background image G117. Furthermore, a warning display image G115 showing a police lamp and the word "DANGER" is displayed at the frontmost side of the display screen 50a to attract the player's attention.
[0336] Thus, even in the high base state (time-saving state) because the difference in the number of balls is 80,000 or more, the time-saving mode presentation shown in FIG. 18 (B-5) is not executed, but the time-saving mode alternative presentation shown in FIG. 55 (C) is executed. This makes it possible to make the player more aware of the situation in which the game cannot be played. In other words, it is possible to make a player who does not fully understand the excessive prize ball prevention function easily recognize that the game is stopped even though it is easy to win the two-type jackpot game.
[0337] After that, as shown in FIG. 53, the game moves from the high base state (time-saving state) to the normal game state, and the number of reserved balls in the special symbol 2 when the game moves to the normal game state is "4". In this case, the remaining reserved substitute special effect shown in FIG. 56 is executed on the display screen 50a. Specifically, in the remaining reserved substitute special effect (special effect), as shown in FIG. 56(A), when the game moves from the high base state (time-saving state) to the normal game state, a game stop remaining number image LH1 indicating "last 4 times until game is stopped" is displayed on the display screen 50a. This allows the player to accurately grasp the number of times the special symbol will change until the game can no longer be executed. The number of times shown in the game stop remaining number image LH1 is "4" to "1" depending on the remaining reserved number in the special symbol 2. In this way, in the second modified example, it is possible to provide the player with a novel effect of informing the player of the remaining number of times the special symbol will change until the game is stopped.
[0338] Next, as shown in FIG. 56(B), the display screen 50a displays the special effect symbols TZ1 and TZ2 in a variable manner, and the bottom of the display screen 50a displays an explanatory image SM indicating "If V is aligned, it is a big win?" This explanatory image SM allows the player to understand that if "V" is aligned in the special effect symbols TZ1 and TZ2, a big win game will be executed. In addition, the upper part of the display screen 50a displays a game stop remaining number image LN1 indicating "4 times remaining until game is stopped". This allows the player to be aware of the remaining number of times the special symbol will change until the game is stopped, even during the variable display of the special symbol (second special symbol). The number of times indicated by the game stop remaining number image LN1 is "4" to "1" depending on the number of reserved special symbols 2. The display of this game stop remaining number image LN1 corresponds to the "unable to play notice performance".
[0339] Next, as shown in FIG. 56(C), on the display screen 50a, the special performance symbol TZ1 on the left side stops at "V", while the special performance symbol TZ2 on the right side continues to change. After that, if the player wins a small win or a big win in the lottery of the special chart 2, the special performance symbol TZ2 on the right side stops at "V" as shown in FIG. 56(D-1), and the "V"s are aligned. At this time, the small performance symbol KZ, which was changing, stops at the upper left of the display screen 50a in the winning mode "555", which is a double number. In this way, it is possible for a player who sees the special performance symbols TZ1 and TZ2 showing "VV" and the double number small performance symbol KZ to understand that he or she has won a small win or a big win. After that, if the player wins a small win, the player can win a two-type big win game by passing the game ball through a specific area during the execution of the small win game. Also, if you win a jackpot, you can win a type 1 jackpot game.
[0340] On the other hand, if the lottery for the special chart 2 is a miss, as shown in FIG. 56 (D-2), the special effect pattern TZ2 on the right side stops at "1" and "V" is not aligned. At this time, the small effect pattern KZ, which was displayed in a variable manner, stops at "545", which is a reach miss, in the upper left corner of the display screen 50a. In this way, it is possible for a player who sees the special effect patterns TZ1 and TZ2 indicating "V1" and the reach miss small effect pattern KZ to understand that it is a miss. In addition, a remaining number image NC indicating "3 chances remaining" is displayed in the lower right corner of the display screen. This makes it possible for a player to understand that the over-prize ball prevention function is approaching activation (game stop). After that, the remaining reserve replacement special effect shown in FIG. 56 is repeatedly executed in the special chart 2 remaining reserve. If all the results of the lottery for Special Pattern 2 are losses, the excess prize ball prevention function is activated when the advantageous period (advantageous game state) ends (when the stop time of the second special pattern has elapsed), and the game is controlled so that it cannot be played.
[0341] As described above, when the difference in the number of balls is 80,000 or more, the remaining reserve special effect, which has a significantly different presentation mode, is executed instead of the remaining reserve special effect, so that the player can be more strongly aware of the situation in which the game cannot be played. In other words, if the difference in the number of balls is 80,000 or more and the remaining reserve special effect shown in FIG. 54 is executed after the high base state (time-saving state) is switched to the normal game state, the player may misunderstand that the over-prize ball prevention function has not yet been activated. In other words, in the remaining reserve special effect, even if the special chart 2 reserved balls are all consumed and the advantageous period ends, the player is likely to have the impression that the game can still be continued by switching to the normal game state. Therefore, in the second modified example, the remaining reserve special effect shown in FIG. 56 is executed instead of the remaining reserve special effect, so that the player can easily understand the situation in which the game cannot be played due to the activation of the over-prize ball prevention function unless the player wins the two-type jackpot game.
[0342] <Third Modification> In the above embodiment, when the difference in the number of balls is 80,000 or more and the game state shifts from a high base state (high probability high base state or low probability high base state) to a normal game state (see FIG. 25), the excessive prize ball prevention function is activated. In contrast, in the third modified embodiment, as shown in FIG. 57, when the difference in the number of balls is 80,000 or more and the special symbol variable display is executed 30 times (prescribed number of times) after the game state shifts from the high base state to the normal game state (when a prescribed condition is met), the excessive prize ball prevention function is activated. In this third modified embodiment, the same as the above embodiment, it is assumed to be configured as a type 1 game machine.
[0343] In the third modified example, as shown in FIG. 57, after the high probability high base state is switched to the normal game state, the mode is set to the normal transition dedicated mode until the number of times the special symbol changes becomes 30 times. In addition, after the low probability high base state is switched to the normal game state, the mode is set to the normal transition dedicated mode until the number of times the special symbol changes becomes 30 times. In other words, even if the high base state is switched to the normal game state, the mode is not set to the normal performance mode for a while, but is set to the normal transition dedicated mode. Then, when the number of times the special symbol changes exceeds 30 times after the transition to the normal game state, the mode is set to the normal performance mode.
[0344] Next, in the first modified example, the performance in the dedicated mode after normal transition will be explained. In the dedicated mode after normal transition, the same performance is executed even if there is a special symbol 2 remaining reservation when transitioning to the normal game state and the second special symbol is displayed in a variable manner, or there is no special symbol 2 remaining reservation when transitioning to the normal game state and the first special symbol is displayed in a variable manner.
[0345] Specifically, when the game is switched to the dedicated mode after normal transition, a mode transition image MT indicating "entering the dedicated mode after normal transition" is displayed on the display screen 50a as shown in FIG. 58(A). This allows the player to believe that the high base state has ended, but that the game has transitioned to a special presentation mode. Then, as shown in FIG. 58(B), the display screen 50a displays a special background image G121 representing the surface of a special planet, and the presentation pattern EZ is displayed in a variable manner. After that, if the special pattern is not drawn, the presentation patterns EZ1, EZ2, and EZ3 are displayed in a stop state of "8", which is a miss, as shown in FIG. 58(C). In this way, the presentation in which the presentation pattern EZ is displayed in a variable manner and then stopped while the special background image G121 is displayed is called the "dedicated presentation after normal transition". As a result, after the transition from the high base state to the normal game state, as long as the special symbol lottery is a miss, the special symbol variable display is executed 30 times, and the special effect after the transition to the normal game state is executed. In this way, after the transition to the normal game state, the player is shown a new special effect after the transition to the normal mode, not the familiar normal mode effect (see FIG. 18 (B-1) (B-2) (B-3)). As a result, it is possible to give the player the impression that the advantageous situation may still continue.
[0346] In this third modified example, when the difference in the number of balls is less than 80,000, the special after-normal transition performance shown in FIG. 58 is executed until the variable display of the special symbol is executed 30 times after the transition to the normal game state. On the other hand, even if the difference in the number of balls is 80,000 or more, the special after-normal transition performance shown in FIG. 58 is executed until the variable display of the special symbol is executed 30 times after the transition to the normal game state (see FIG. 57). In this way, as long as the special after-normal transition performance continues after the transition to the normal game state, the excessive ball prevention function does not operate. Therefore, even if the difference in the number of balls becomes 80,000 or more, it is possible to allow the player to enjoy the novel special after-normal transition performance after the transition to the normal game state. Then, when the variable display of the special symbol is executed 30 times after the transition to the normal game state, the excessive ball prevention function operates at the same time as the end of the special after-normal transition performance. In this way, it is possible to match the timing when the game becomes impossible to execute and the end timing of the special after-normal transition performance.
[0347] <Fourth Modification> In the third modified example, even if the difference in the number of balls becomes 80,000 or more, the special effect after normal transition shown in FIG. 58 is executed until the variable display of the special symbol is executed 30 times after the transition to the normal game state. In contrast, in the fourth modified example, when the difference in the number of balls becomes 80,000 or more, the substitute effect after normal transition shown in FIG. 59 is executed instead of the special effect after normal transition until the variable display of the special symbol is executed 30 times after the transition to the normal game state. In this fourth modified example, as in the third modified example, it is assumed that the machine is configured as a type 1 gaming machine. The effect of the fourth modified example will be explained using the case where the difference in the number of balls reaches 80,000 in the middle of the big win game state shown in FIG. 57 as an example.
[0348] When the difference in the number of balls is 80,000 or more and the game transitions from the high probability high base state to the normal game state, first, as shown in FIG. 59(A), the remaining number of times to stop the game LH2, which indicates "30 times left until the game is stopped", is displayed on the display screen 50a. This allows the player to accurately grasp the number of times the special symbol will change until the game can no longer be played. In this way, in the fourth modified example, when the game transitions to the normal game state, it is possible to provide the player with a novel presentation in which the remaining number of times the special symbol will change until the game is stopped is notified.
[0349] Next, as shown in FIG. 59(B), the display screen 50a displays the effect pattern EZ while displaying a light ray background image G122 showing a flowing light ray. A mini character image MN1 showing a mini character is displayed at the bottom right of the display screen 50a. Furthermore, a game stop remaining number image LN2 showing "30 times remaining until game is stopped" is displayed at the top of the display screen 50a. This allows the player to be aware of the remaining number of times the special pattern will change before the game is stopped, even during the special pattern change display. The number of times shown in the game stop remaining number image LN2 is counted down from "30" to "1" each time the special pattern change display is executed.
[0350] Next, as shown in FIG. 59(C), the display screen 50a displays a character appearance image TN1 representing a grown-up character. Thus, in the normal transition substitute performance, the characters appearing in the present pachinko game machine PY1 are introduced one by one by displaying the mini character image MN1 and the character appearance image TN1, each time the variable display of the special symbol is executed. By executing such a character introduction performance, it is possible to make the player think that it is an ending performance until the game is stopped. In other words, by introducing the characters appearing in the present pachinko game machine PY1 one by one, it is possible to make it look as if the end of the game is gradually approaching.
[0351] If the special symbol lottery is a miss, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as "145", which is a miss pattern, as shown in FIG. 59(D). As a result, when the difference in the number of balls is 80,000 or more, the normal transition substitute effect is executed from the transition to the normal game state until the variable display of the special symbol is executed 30 times. In this way, the normal transition substitute effect shown in FIG. 59 is executed from the transition to the normal game state until the game is stopped, so that it is easier for the player to understand the situation in which the game becomes impossible to be executed than when the normal transition dedicated effect shown in FIG. 58 is executed. In other words, the normal transition substitute effect shown in FIG. 59 makes it easier for the player to understand that the situation in which the game becomes impossible to be executed is gradually approaching.
[0352] <Fifth Modification> In the above embodiment, as shown in FIG. 32, before the excessive prize ball prevention function is activated (the game stop flag is OFF), the game control microcomputer 101 executes the launch control process (S109), and after the excessive prize ball prevention function is activated, the game control microcomputer 101 does not execute the launch control process (S109). In contrast, in the fifth modified example, as shown in FIG. 60, the launch control process (S109) is not provided in the main timer interrupt process (S006). That is, the game control microcomputer 101 does not execute the launch control process (S109) regardless of the activation of the excessive prize ball prevention function. In this fifth modified example, the launch of game balls is controlled by the payout control microcomputer 171 provided in the payout control board 170.
[0353] In short, in the above embodiment, after the excessive prize ball prevention function is activated, the game control microcomputer 101 does not execute the launch control process (S109), so the game ball is not launched toward the game area 6. In contrast, in the fifth modified example, after the excessive prize ball prevention function is activated, the game control microcomputer 101 does not stop controlling the launch of the game ball, so the game ball is launched toward the game area 6. In this case, even though the game is not executable, the player may misunderstand that the game may be executable because the game ball can be launched.
[0354] Therefore, in the fifth modified example, after the game becomes impossible to execute, the player touches the handle 72k, and a contact attention-calling performance (attention-calling performance) is executed. In the fifth modified example, a handle contact detection sensor is provided on the handle 72k. The handle contact detection sensor detects the contact of the human body with the handle 72k. In other words, the handle contact detection sensor detects the contact with the handle 72k by the player simply touching the handle 72k before rotating the handle 72k. In this way, when the player touches the handle 72k, a detection signal from the handle contact detection sensor is output to the performance control microcomputer 121. Below, based on FIG. 61, a contact attention-calling performance executed after the excessive prize ball prevention function is activated will be described.
[0355] Fig. 61 is a diagram showing a case where a contact warning presentation (warning presentation) is executed after the excessive prize ball prevention function is activated. First, when the excessive prize ball prevention function is activated, the presentation control microcomputer 121 displays a red background image RE and an error release method image ERX on the display screen 50a as shown in Fig. 61(A), and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the board lamps 54 are turned off.
[0356] After that, when the player touches the handle 72k, the performance control microcomputer 121 inputs a detection signal from the handle contact detection sensor. As a result, the performance control microcomputer 121 executes a contact attention drawing performance in a state where a red background image RE and an error release method image ERX are displayed on the display screen 50a as shown in FIG. 61(B). That is, the display screen 50a displays a contact attention drawing image HU indicating "Please release your hands from the handle". Furthermore, the speaker 52 outputs a voice saying "Please release your hands from the handle" and the frame lamp 53 and the board lamp 54 are all fully lit in red. This contact attention drawing performance makes it possible to make the player more aware that he cannot touch the handle 72k and cannot play the game.
[0357] After that, when the player stops touching the handle 72k, the performance control microcomputer 121 stops inputting the detection signal from the handle contact detection sensor. As a result, the performance control microcomputer 121 stops the contact attention presentation as shown in Fig. 61 (C). Thus, in this embodiment, after the excessive prize ball prevention function is activated, the contact attention presentation is executed as long as the player is touching the handle 72k.
[0358] Fig. 62 is a diagram showing a case where a contact warning effect (warning effect) is executed after an illegal magnetism is detected. First, when an illegal magnetism is detected, the effect control microcomputer 121 displays a red background image RE and an error release method image ER1 on the display screen 50a as shown in Fig. 62(A), and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 are lit in white, and all the board lamps 54 are turned off.
[0359] After that, when the player touches the handle 72k, the microcomputer 121 for controlling the performance inputs a detection signal from the handle contact detection sensor. As a result, the microcomputer 121 for controlling the performance executes a contact attention presentation in a state where a red background image RE and an error release method image ER1 are displayed on the display screen 50a as shown in FIG. 62(B). That is, the microcomputer 121 for controlling the performance executes a contact attention presentation in a state where a red background image RE and an error release method image ER1 are displayed on the display screen 50a. In addition, the speaker 52 outputs a voice saying "Please release your hands from the handle" and the frame lamp 53 and the board lamp 54 are all fully lit in red. This contact attention presentation makes the player more aware that he cannot touch the handle 72k and cannot play the game.
[0360] After that, when the player stops touching the handle 72k, the performance control microcomputer 121 stops inputting the detection signal from the handle contact detection sensor. As a result, the performance control microcomputer 121 stops the contact warning performance, as shown in Fig. 62(C). Thus, in this embodiment, the contact warning performance is executed as long as the player is touching the handle 72k after the illegal magnetism is detected.
[0361] In this fifth modified example, even if the excessive prize ball pre...
Claims
1. A game control means capable of controlling the game, In a gaming machine equipped with a displayable means, The aforementioned game control means is The identification symbols indicating the result of the hit detection process can be displayed in a variable manner. It is possible to calculate a specific number based on the number of prize balls awarded to the player. The number of balls fired by the player can be measured. The aforementioned display means is When the aforementioned identification pattern is not displayed in a changing state and the customer is waiting, the specific number of measurements can be displayed in a manner that allows for the determination of the number of measurements. A gaming machine characterized in that, when in the aforementioned waiting state for customers, the specific number of balls launched is displayed in the aforementioned recognition method, and the specific number of balls launched is not displayed in the aforementioned recognition method.
2. In the gaming machine described in Claim 1, The aforementioned display means is A gaming machine characterized in that, when the customer waiting state is in place, if the number of balls launched is equal to or greater than a predetermined number, the proportion of time spent displaying the specific measured number in the recognition mode is increased compared to when the number of balls launched is less than the predetermined number.