Game machine

The gaming machine addresses the issue of obscured light emission by using a movable member to visibly indicate the number of game balls acquired, enhancing player satisfaction through clear ball output visualization.

JP2024170988AInactive Publication Date: 2024-12-11SANSEI R&D KK
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Patent Information

Application Number
JP2023087802
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-05-29
Publication Date
2024-12-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Recent pachinko machines with large LCD screens and numerous light-emitting devices obscure the effect of light emission from the light emitting section, making it difficult to visually distinguish the number of game balls acquired by players, thus lacking a clear indication of ball output and failing to provide a sense of achievement.

Method used

A gaming machine with a movable member on the front frame that moves based on the number of game media acquired, allowing the game media to be positioned away from the table and clearly visible to players, enhancing the visibility of ball output and providing a sense of superiority.

Benefits of technology

The movable member effectively highlights the number of balls output, providing players with a clear indication of their winnings and a sense of accomplishment.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2024170988000001_ABST
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Patent Text Reader

Abstract

To provide a game machine that can show a put-out ball quantity in an easy-to-understand manner even to a person away from the game machine, and can give a feeling of ball acquisition and a feeling of superiority to a player.SOLUTION: A movable member is provided in a front frame that can be visually recognized by a player and a person around the player, and the number of game media obtained by the player is counted on the basis of a game result. In the meanwhile, at the stage that the number of counted game media reaches a fixed threshold, for example, the movable member is caused to be operated so that the number of put-out balls obtained by the player is notified to the surroundings.SELECTED DRAWING: Figure 29
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] As an example of a gaming machine, a pachinko gaming machine is known in which a game is played using gaming balls (pachinko balls). In this pachinko gaming machine, a gaming area is formed on the front side of a gaming board arranged inside the machine, and multiple types of ball entrances are scattered in the gaming area. In addition, the pachinko gaming machine is configured to award prize balls according to the type of ball entrance when a gaming ball enters the ball entrance.

[0003] Conventionally, the game balls acquired by the player in the above manner were stored in a special case and piled up around the player's feet, but in recent years, in order to improve convenience, pachinko machines equipped with a personal system that installs a counter at each game table and counts the game balls on the spot without storing them in a case, and smart pachinko machines that circulate game balls internally without dispensing them to the outside, etc. have appeared. These pachinko game machines eliminate the need to pack game balls into a case or carry the case to the counter, improving convenience, but there is a problem that the player does not feel like he has won a lot of balls even when he has won a large number of balls. Therefore, for example, JP 2012-34980 A proposes a technology that creates a feeling of winning by illuminating a light-emitting part according to the amount of game balls acquired by the player. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2012-34980 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, recent pachinko gaming machines are equipped with a large-sized liquid crystal screen in the center, and many light-emitting devices such as LED lamps are installed in addition to the liquid crystal screen, and these are illuminated in various colors and patterns during play. As a result, even if the light-emitting part is illuminated according to the amount of game balls won by the player as in the above Patent Document 1, it is buried in the light, and there is a problem that a sufficient effect cannot be obtained.

[0006] The present invention has been made to solve the above-mentioned problems in the conventional gaming machine, and aims to provide a gaming machine that makes it possible to clearly appeal to people who are far away from the machine about the number of balls that have been won by moving a movable member attached to the front frame in accordance with the number of gaming media acquired by the player, thereby giving the player a sense of winning balls and a sense of superiority. [Means for solving the problem]

[0007] In order to achieve the above-mentioned object, the gaming machine of the present invention is characterized in having a gaming board having a gaming area in which a gaming ball rolls, a front frame arranged on the front of the gaming board and having a transparent area which allows the gaming area to be viewed from the player's side, a movable member provided on the front frame, a counting means which counts the number of gaming media acquired by a player based on the game result, and an operation control means which operates the movable member in accordance with the number of gaming media counted by the counting means. Effect of the Invention

[0008] According to the gaming machine of the present invention having the above-mentioned configuration, by moving the movable member provided on the front frame according to the number of gaming media acquired by the player, it is possible to clearly appeal to those who are located far away from the machine about the number of balls that have been won, thereby giving the player a sense of winning and a sense of superiority. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Diagram 2]2 is a top view of the operation console of the pachinko gaming machine shown in FIG. 1. [Diagram 3] 2 is an explanatory diagram showing an enlarged view of displays provided in the pachinko gaming machine shown in FIG. 1. [Figure 4] FIG. 2 is a diagram showing the inner frame of a pachinko game machine. [Diagram 5] A diagram showing the flow of game balls circulating in the ball circulation mechanism. [Figure 6] 2 is an explanatory diagram showing, in blocks, the electrical configuration of a main control board, a frame control board, and peripheral devices provided in the pachinko gaming machine shown in FIG. [Figure 7] 2 is an explanatory block diagram showing the electrical configuration of a sub-control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Figure 8] FIG. 13 is an explanatory diagram of a jackpot determination table. [Figure 9] An explanatory diagram of a jackpot type determination table. [Figure 10] FIG. 13 is an explanatory diagram of a reach determination table. [Figure 11] FIG. 13 is an explanatory diagram of a special chart variation pattern selection table. [Figure 12] An explanatory diagram showing the memory contents of the first special chart reservation memory unit. [Figure 13] An explanatory diagram showing the memory contents of the second special chart reservation memory unit. [Figure 14] An explanatory diagram of the first special chart hold performance memory unit. [Figure 15] An explanatory diagram of the second special chart hold performance memory unit. [Figure 16] 13 is a flowchart of the main control processing executed by the game control microcomputer. [Figure 17] 17 is a flowchart of a main side timer interrupt process executed by a game control microcomputer in the main side main control process shown in FIG. 16. [Figure 18] 18 is a flowchart of the start port sensor detection process executed by the game control microcomputer in the main side timer interrupt process shown in FIG. [Figure 19]This is a flowchart of the V winning detection processing executed by the game control microcomputer in the main side timer interrupt processing shown in Figure 17. [Figure 20] 18 is a flowchart of a special pattern waiting process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Figure 21] 21 is a flowchart of a second special symbol jackpot determination process executed by a game control microcomputer in the special symbol waiting process shown in FIG. 20. [Figure 22] 21 is a flowchart of a second special symbol variation pattern selection process executed by a game control microcomputer in the special symbol waiting process shown in FIG. 20. [Figure 23] This is a continuation of the flowchart in Figure 22. [Figure 24] 18 is a flowchart of a special pattern change process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Diagram 25] This is a flowchart of the difference ball related processing executed by the game control microcomputer in the main side timer interrupt processing shown in Figure 17. [Figure 26] 13 is a flowchart of a control process executed by a frame control microcomputer. [Figure 27] 27 is a flowchart of an interrupt process executed by the frame control microcomputer in the control process shown in FIG. 26. [Figure 28] This is a flowchart of the ball count management process executed by the frame control microcomputer in the interrupt process shown in Figure 27. [Figure 29] 28 is a flowchart of the winning ball notification process executed by the frame control microcomputer in the interrupt process shown in FIG. 27. [Diagram 30] A diagram showing the operating pattern of the upper movable member installed on the front frame. [Diagram 31] 13A and 13B are diagrams showing the operating patterns of the left and right movable members installed on the front frame. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko gaming machine will be described as a gaming machine according to an embodiment of the present invention. In the following description, the directions of each part of the pachinko gaming machine are based on the direction as seen by a player playing opposite the pachinko gaming machine. Specifically, the left-right and up-down directions of each part of the pachinko gaming machine are the left-right and up-down directions as seen by the player. In addition, the direction approaching the player is defined as the front, and the direction moving away from the player is defined as the rear.

[0011] [Major components of a pachinko machine] As shown in Fig. 1, the pachinko gaming machine 1 has a gaming machine frame 16. The gaming machine frame 16 is composed of, in order from the front side, a front frame (door frame) 18, an inner frame 27 (see Fig. 4 for the inner frame), and an outer frame (not shown). In addition, on the left side of the pachinko gaming machine 1, a card unit 28 is disposed, which is an external unit into which an IC card such as a prepaid card or a membership card (hereinafter, collectively referred to as a gaming card) serving as a storage medium is inserted, reads and writes information stored in the inserted gaming card, and can communicate with the pachinko gaming machine 1 and a hall computer (not shown) installed in the gaming parlor.

[0012] Here, the pachinko game machine 1 of this embodiment is a so-called "managed game machine" (also called "smart pachinko") in which a predetermined number of game balls (for example, 45 balls) enclosed inside the machine are circulated by an internal ball circulation mechanism (see Figs. 4 and 5). In this type of game machine, the "number of balls owned (the number of game media owned by the player)" by the player is electromagnetically stored and managed, and game balls are not physically dispensed. For example, in the pachinko game machine 1, when a ball lending operation or a replay operation is performed by the player, a predetermined number of game balls for the player are added to the number of balls owned in the data and updated. Specifically, the ball lending operation or the replay operation is an operation in which the ball lending button 281 or the replay button 284 on the card unit 28 is pressed when the game card inserted in the card unit 28 has a balance or balls. In addition, the current number of balls held in the pachinko gaming machine 1 is stored in a memory area provided in the frame control board 150 described below.

[0013] On the other hand, when a game ball is used (fired) in a game, the pachinko game machine 1 subtracts the number of game balls from the number of balls stored in the memory area and updates the number. Similarly, when a prize ball is awarded as a result of a game by a player, the number of game balls equivalent to the prize ball is added to the number of balls stored in the memory area and updates the number. When the count value (stored value) of the number of balls is 0, the player does not own any game balls to use in the game, and the player cannot play. In this way, since the player does not need to directly handle the game balls, the pachinko game machine 1 does not have a ball tray for storing game balls so that they can be inserted and removed, as described later, and instead, the operation console 25 (FIG. 1) is arranged to be located at the bottom of the front frame 18.

[0014] Here, the operation console 25 is provided so as to protrude forward from the lower part of the front frame 18, that is, so as to be close to the player. The operation console 25 is provided with a handle 4, a performance button 9, a performance lever 6, a count button 251, a cross key 252, and a game ball number display 26.

[0015] The handle 4 is provided on the right side of the operation console 25 (the lower right side of the front frame 18), that is, in a position where a player facing the pachinko game machine 1 can grip it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 6), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located in a position where the right hand of the player gripping the handle 4 can touch it. The firing lever 4a is for adjusting the strength of the game balls fired by a firing device 90 (see FIG. 5) described later, and is provided rotatably on the handle 4. The firing stop button 4b is for stopping the firing of the game balls when they are being fired, and is provided in a position where it can be operated by the thumb of the right hand gripping the handle 4.

[0016] The effect button 9 is provided on the upper surface of the operation console 25. In other words, the effect button 9 is provided at a position where the player can press it with the right or left hand, and where the player who is operating the handle 4 with his / her right hand can press it with his / her left hand. In this embodiment, the effect button 9 is a push-on button switch. The effect button 9 has a built-in effect button lamp 9c (FIG. 7) and an effect button vibration motor 9b (FIG. 7). The effect button lamp 9c lights up or flashes when the effect button 9 is pressed during the period when the pressing operation of the effect button 9 is valid. The surface of the effect button 9 is formed of a translucent material, and is designed so that the light emitted by the effect button lamp 9c can be seen by the player. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing during the period when the pressing operation of the effect button 9 is valid. In this embodiment, the effect button lamp 9c is an LED. The effect button 9 has a built-in elastic member such as a spring (not shown) for returning the pressed effect button 9 to the position before it was pressed, and when the pressed state is released, the effect button 9 returns to the state before it was pressed by the restoring force of the elastic member. When a player presses the effect button 9 while the pressing operation of the effect button 9 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a result of the operation of the effect button 9 is referred to as a button effect.

[0017] The effect lever 6 is provided at the lower left of the operation console 25, that is, near the lower left end of the front frame 18. In other words, the effect lever 6 is provided at a position where a player who is operating the handle 4 or effect button 9 with his / her right hand can press the effect lever 6 with his / her left hand. The effect lever 6 is formed in a rod shape that can be grasped with the left hand, and can be rotated clockwise or counterclockwise, as well as pushed backward. The effect lever 6 is also provided with an effect lever vibration motor 6d (Fig. 7). The effect lever vibration motor 6d vibrates the effect lever 6, and vibrates at a predetermined timing during the period during which operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period during which operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed in response to operation of the effect lever 6 is referred to as a lever effect.

[0018] The cross key 252 is provided on the left side of the upper surface of the operation console 25 of the front frame 18. The cross key 252 can be operated to specify each direction of up, down, left, and right, and can be operated not only during play but also when a menu screen for performing various settings while not playing is displayed on the performance display device 7.

[0019] On the other hand, the count button 251 is provided on the right side of the upper surface of the operation console 25 of the front frame 18. This count button 251 is operated by the player when the player's balls (data) stored in the pachinko game machine 1 (frame control board 150 described later) are stored in a storage medium such as a game card and taken out. The specific number of balls of the player stored in the pachinko game machine 1 (frame control board 150) at the present time is displayed on the game ball number display 26. In addition, the game card is held inside the card unit 28. When the count button 251 is operated, the pachinko game machine 1 (frame control board 150) subtracts an amount according to the operation mode from the balls (data) stored at that time. In this case, the subtracted amount of balls is counted by the card unit 28, and the counted amount of balls is stored (added) to the game card. In this way, by operating the count button 251, the balls (data) of the player are transferred from the pachinko game machine 1 (frame control board 150) to the game card of the card unit 28. However, the number of balls is not directly stored on the game card, but may be linked to the identification information of the game card and stored in an external server of the management company.

[0020] In the pachinko game machine 1 of this embodiment, one ball (data) is moved toward the storage medium in response to detection of a short press (e.g., a press operation for less than 1000 ms) of the counting button 251. On the other hand, when a long press (e.g., a press operation for 1000 ms) of the counting button 251 is detected, 250 balls (data) are moved toward the storage medium.

[0021] As described above, in the gaming establishment, a vertically long card unit 28 is arranged on the side (left side) of the pachinko gaming machine 1, and this card unit 28 is electrically connected to the pachinko gaming machine 1. Although the specific structure is not shown, it is equipped with an insertion slot for inserting bills and an insertion / removal slot 283 for inserting and removing gaming cards, as well as a ball lending button 281, a return button 282, and a replay button 284 that can be operated by the player (see FIG. 1). Inside this card unit 28, a lending board (SC board, lending control board, not shown) is arranged. The lending board is electrically connected to the pachinko game machine 1 (frame control board 150), and performs control such as managing the player's amount information, outputting a ball lending signal to the pachinko game machine 1 (lending game balls to the player), storing the balls (data) notified from the pachinko game machine 1 in response to operation of the counting button 251 as described above on a game card (counting the balls), and obtaining various information regarding the game situation from the pachinko game machine 1 and outputting it to the game parlor's management device (hall computer).

[0022] The card unit 28 also stores in the gaming card the amount information corresponding to the bill inserted into the slot, and accepts the loan of gaming balls up to the number corresponding to the stored amount information (or the amount information stored in the storage medium). For example, if the amount information is 1000 yen, the loan of gaming balls is permitted up to the number of gaming balls corresponding to the 1000 yen (for example, 250 balls). In this case, when a player operates the ball loan button 281 (ball loan operation) to request the loan of gaming balls worth 500 yen, the number of gaming balls equivalent to the 500 yen (for example, 125 balls) is transmitted as loan ball information (data) to the pachinko gaming machine 1 (frame control board 150), and the number of balls held by the player stored in the pachinko gaming machine 1 is increased by the number of loaned balls. On the other hand, when a player operates the replay button 284 while the balls are stored in the game card, a predetermined number of game balls (for example, 125 balls) is sent as replay information (data) to the pachinko game machine 1 (frame control board 150), and the number of balls stored in the pachinko game machine 1 by the player is increased by the predetermined number. Also, when a player operates the return button 282, if the game card stores the balls (data) or the amount information at the time of the operation, a part of the game card that stores the balls (data) or the amount information is exposed from the insertion / removal slot so that it can be taken out. Then, by inserting the ejected game card into the card unit of another pachinko game machine, the balls can be moved between multiple game machines to play (however, this is limited to stores where machine transfer is permitted).

[0023] On the other hand, the game ball number display 26 is provided on the upper surface of the operation console 25 (to the right of the performance button 9) so that the display surface is horizontal or at a slightly downward angle. In other words, the display surface of the game ball number display 26 faces the side where the face of the player is located, and is easy to see when the player lowers his / her gaze. The game ball number display 26 displays the above-mentioned "number of balls in possession" which corresponds to the number of game balls owned by the player stored in the pachinko game machine 1 (frame control board 150). On the other hand, the "number of balls difference" which corresponds to the number of game balls that is the difference between the number of balls acquired and the number of balls consumed by playing on the pachinko game machine 1 is also counted, and further, the "maximum number of balls difference" which is the difference between the minimum and maximum values ​​in the transition of the "number of balls difference" on the day is also counted. In addition, a transition to a non-playable state described later is made based on the "maximum number of balls difference". The "number of balls difference" and the "maximum number of balls difference" may also be displayed on the game ball number display 26.

[0024] Here, the "number of balls in possession" is calculated by the formula "number of balls in possession + number of balls in possession - number of balls in possession" based on the relationship between the number of balls in possession, which is the number of game balls in possession lent in response to the ball lending operation or the replay operation, the number of game balls in possession, which is the number of game balls given as prize balls in response to the game, and the number of balls in possession. As described above, when the player finishes playing, that is, when the counting button 251 is operated, the data on the number of balls in possession is output to the card unit 28 and is finally transferred to the game card, which is a storage medium. The current "number of balls in possession" is stored, for example, in the RAM (RWM) of the frame control board 150. On the other hand, the "difference in number of balls" is the number of balls calculated by the formula "number of balls acquired - number of balls consumed" in relation to the total number of balls acquired and the total number of balls consumed by the game performed from the start of operation to the end of operation in the pachinko game machine 1. The transition (history) of the "difference in number of balls" up to the present, including the "difference in number of balls" at the present time, is stored, for example, in the RAM (RWM) of the main control board 60. Unlike the number of balls possessed described above, the transition of this difference in number of balls is not reset when the player finishes playing, but is reset based on a predetermined operation performed by an employee of the game establishment. There is also no output (transfer to a storage medium) to the card unit 28. In other words, the transition of the "difference in number of balls" is not counted and stored on a player-by-player basis, but the transition of the difference in number of balls based on the game results of multiple players who played on the same game machine from a predetermined counting start timing (specifically, the time of the previous reset) is counted and stored. In this embodiment, for example, the transition of the difference in number of balls is reset by turning on the power of the pachinko game machine 1. However, the trend in the difference in the number of balls may be reset only when the power is turned off, or when a special operation is performed in addition to turning the power on.

[0025] Furthermore, the pachinko game machine 1 of this embodiment is configured to transition to an unplayable state (a state in which the game for that day has ended) in which the player cannot play when the maximum difference in the number of balls (the difference between the minimum and maximum values ​​in the transition of the difference in the number of balls from the timing at which counting started) reaches a predetermined "reference value" due to an increase in the number of acquired balls. For example, the reference value is set to 95,000, but the reference value can be changed as appropriate. In addition, "reaching the reference value" basically assumes that the maximum difference in the number of balls reaches the reference value due to an increase in the number of balls (maximum value = current difference in the number of balls), but may also include a case in which the maximum difference in the number of balls reaches the reference value due to a decrease in the number of balls (minimum value = current difference in the number of balls). In that case, the game will transition to an unplayable state when the maximum difference in the number of balls reaches the predetermined "reference number" due to an increase in the number of consumed balls. After the pachinko game machine 1 has entered the unplayable state, not only the player who was playing but also new players cannot play on that machine, and the unplayable state is released by a special operation by an employee of the game establishment, for example, by starting the machine with the RAM clear switch 185 of the frame control board 150 pressed (RAM clear). However, considering the purpose of the transition to the unplayable state (suppression of gambling), it is preferable to avoid releasing the unplayable state until the end of business hours on the day of the transition to the unplayable state. Basically, the unplayable state is released after business hours have ended and before the start of the next business hours.

[0026] Incidentally, the maximum difference in the number of balls is basically counted on a business day basis, and the maximum difference in the number of balls across dates is not counted (however, exceptions are made for special business formats such as all-night operations). In other words, play on the pachinko gaming machine 1 for that day is ended according to the results of the change in the difference in the number of balls for each business day (each operation) of the gaming establishment. Therefore, in order to do this, when an employee of the gaming establishment resets the past change in the difference in the number of balls, this operation must usually be performed after the end of business hours (operation time of the pachinko gaming machine 1) on each business day and before the start of the next business hours.

[0027] In addition, the left side lamp 23a is provided on the left side of the front frame 18, and the right side lamp 23b is provided on the right side. The front frame 18 where the left side lamp 23a and the right side lamp 23b are provided has translucency, and a plurality of LEDs are arranged inside the translucent portion. Each LED can emit light of a plurality of colors, and lights up or blinks according to the content of the performance, and further changes the light emission color. The speakers 8 are provided in the upper left and right corners of the front frame 18, respectively, and output sounds such as music, sound effects, and notification sounds according to the content of the performance.

[0028] In addition, a key insertion section 29 is provided on the right side of the front frame 18 for operating a locking device (not shown) that locks the inner frame 27 and the front frame 18. When a specific key is inserted into the key insertion section 29 and turned in a specific direction, for example, to the right, the locking device is unlocked and only the front frame 18 opens. On the other hand, when a key is inserted into the key insertion section 29 and turned in the opposite direction to the specific direction, for example, to the left, the locking device is unlocked and the inner frame 27 and the front frame 18 open together. When performing the ball removal work of the launching device and the lifting device described later, only the front frame 18 is opened and closed, and when performing the ball removal switch to switch to the ball removal mode, the count clear switch to clear the held balls, the power switch, and the like, the inner frame 27 and the front frame 18 are opened together.

[0029] Meanwhile, an upper movable member 161, a left movable member 162, and a right movable member 163 are provided on the upper, left, and right parts of the front frame (front frame) 18, respectively. Here, each movable member has a shape imitating, for example, the head, left arm, and right arm of a character, and is normally stored in a storage section and cannot be seen by the player. This movable member basically operates in a notice performance or a reach performance for notifying the result of a big win (or a small win) executed in the pachinko game machine 1 in accordance with the variation of the special pattern. In addition to the notice performance and the reach performance, it may also be operated in a promotion performance executed after a big win or during a big win game.

[0030] For example, in the case of the upper movable member 161 imitating the head of a character, when a notice performance or reach performance that has a high expectation of a big win is performed, the movable member is rotated forward by an internal drive motor at a specific timing determined in advance. As a result, a member imitating the face of a character hidden inside appears, thereby suggesting to the player that the current fluctuation is a fluctuation that has a high expectation of a big win. However, in this embodiment, as described later, in addition to the notice performance or reach performance, each movable member is configured to operate according to the number of game balls that the player has acquired so far (basically the "number of balls difference" which is the difference between the number of balls acquired by the game and the number of balls consumed, but it may be the "number of balls held" including the number of loaned balls or the "number of balls acquired" which does not consider the number of balls consumed). Details will be described later.

[0031] The pachinko game machine 1 also includes a game board 2, a glass plate 5, and an effect display device (image display device) 7. The game board 2 is disposed approximately at the center of the game board 2, that is, at a position approximately directly facing the face of the player. The effect display device 7 is disposed on the rear side of the game board 2, and its screen is exposed from approximately the center of the game board 2. The game board 2 includes a fixed winning device 10, a first big winning device 30, a second big winning device (V attacker) 33, a gate 12, a normal variable winning device (normal electric role, also called electric chute) 20, a normal winning port 13, displays 50, a center decorative body 14, and a rail member 17.

[0032] A game area 3 in which game balls flow (roll) is formed on the surface of the game board 2. The game area 3 has a left game area 3a formed on the left side of the screen of the performance display device 7 and a right game area 3b formed on the right side of the screen of the performance display device 7. A plurality of game nails (not shown) for changing the flow direction of the game balls are driven into the surface of the game board 2. The front of the surface of the game board 2 is covered with a transparent glass plate 5. Although not shown in FIG. 1, LEDs are provided at multiple locations on the game board 2. These LEDs are collectively referred to as board lamps (indicated by symbol 2a in FIG. 7). Each LED constituting the board lamp 2a can emit multiple colors, and lights up or blinks depending on the performance content, and further changes the emitted color. That is, during game control, the pachinko gaming machine 1 lights up or blinks the left side lamp 23a, the right side lamp 23b and the board lamp 2a according to the content of the performance, and outputs sounds from each speaker 8.

[0033] The fixed winning device 10 is disposed in the approximate center of the lower side of the game board 2. The fixed winning device 10 has a first starting hole 11 through which game balls can enter (enter) one by one. The first starting hole 11 is always open, and the probability that a game ball will enter the first starting hole 11 does not change. The gate 12 is disposed in the right game area 3b, and is configured so that game balls flowing down the right game area 3b can pass through. The normal variable winning device 20 is disposed below the gate 12 in the right game area 3b. The normal variable winning device 20 includes a movable member (electric tulip) 21. The movable member 21 is configured to be rotatable around a base end as a rotation axis, and the second starting hole 22 opens and closes as the movable member 21 opens and closes. When the movable member 21 is opened, the second starting hole 22 is opened, and the game balls are easily allowed to enter the second starting hole 22 one by one. When the movable member 21 is closed, the second starting hole 22 is closed, and the game balls are unable to enter the second starting hole 22. In the example shown in FIG. 1, the normal variable winning device 20 is disposed on the right side of the play area 3, but it may be disposed on the lower side of the play area 3.

[0034] The first large prize winning device 30 is disposed to the right of the fixed prize winning device 10 on the game board 2, and the second large prize winning device 33 is disposed above the first large prize winning device 30. The first large prize winning device 30 is provided with a first opening / closing member 31 for opening and closing the first large prize winning opening 32, and the second large prize winning device 33 is provided with a second opening / closing member 34 for opening and closing the second large prize winning opening 35. The first large prize winning opening 32 and the second large prize winning opening 35 are each formed to a size that allows multiple game balls to win (enter) at the same time. In this embodiment, the first opening / closing member 31 and the second opening / closing member 34 are each formed in a plate shape that is long in the left-right direction, and are configured to be rotatable around the left and right lower ends as rotation axes. Hereinafter, when describing matters common to the first large prize winning opening 32 and the second large prize winning opening 35, they will simply be referred to as large prize winning openings. Inside the second large prize winning device 33, there are formed a specific area (also called a V prize winning area, not shown) through which a gaming ball that has won in the second large prize winning opening 35 can pass, and a non-specific area (not shown). Inside the second large prize winning device 33, there is also provided a distribution member (not shown) that distributes the gaming ball that has won in the second large prize winning opening 35 to the specific area or the non-specific area, and a distribution member solenoid 35d (FIG. 6) that drives this distribution member.

[0035] The display devices 50 are provided on the game board 2 outside the game area 3 and below the first big winning device 30. As shown in FIG. 3, the display devices 50 include a first special symbol display device 51 that variably displays a first special symbol (also called a first special symbol), a second special symbol display device 52 that variably displays a second special symbol (also called a second special symbol), and a normal symbol display device 53 that variably displays a normal symbol (also called a normal symbol). Furthermore, the display devices 50 include a first special symbol reserved display device 51a that displays the number of reserved activations of the first special symbol display device 51, a second special symbol reserved display device 52a that displays the number of reserved activations of the second special symbol display device 52, and a normal symbol reserved display device 53a that displays the number of reserved activations of the normal symbol display device 53. Hereinafter, when matters common to the first special symbol and the second special symbol are described, they will simply be referred to as special symbols. In addition, when explaining matters common to the first special pattern display device 51 and the second special pattern display device 52, they will simply be referred to as special pattern display devices.

[0036] In this embodiment, the first special symbol display 51 and the second special symbol display 52 are each composed of eight LEDs. The lit LEDs (□) and the unlit LEDs (■) represent special symbols, and the state in which the lit LEDs move in a predetermined direction (for example, from left to right) represents the changing display of the special symbols. Hereinafter, the changing pattern of the special symbols from when the special symbols start to change and are displayed is referred to as the special symbol changing pattern. In this embodiment, the normal symbol display 53 is composed of two LEDs. The lit LED (□) and the unlit LED (■) represent normal symbols, and the alternating lit states of the LEDs represent the variable display of the normal symbols. When the game ball passes through the gate 12, a lottery is performed for determining whether or not a win has been won, and the normal symbol display 53 displays the normal symbol in a variable manner. After a predetermined time has elapsed since the normal symbol display 53 started to display the variable normal symbol, the normal symbol display 53 displays the normal symbol corresponding to the lottery result of the normal symbol. If the normal symbol displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 is activated to open and close the movable member 21, and the second starting hole 22 is opened and closed.

[0037] When the game ball enters the first starting hole 11, a jackpot determination (also called a jackpot lottery) is performed to determine whether or not a jackpot has been won, and the first special symbol display 51 variably displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variably display of the first special symbol was started. If the first special symbol displayed as a definite result is a special symbol indicating a jackpot, a jackpot occurs, the first big prize device 30 is activated, the first opening / closing member 31 is opened and closed, and the first big prize hole 32 is opened and closed. Also, if a small prize is won as described later, the second big prize device 33 is activated, the second opening / closing member 34 is opened and closed, and the second big prize hole 35 is opened and closed. When the first special symbol display 51 is variably displaying the first special symbol and the game ball enters the first starting hole 11, the operation of the first special symbol display 51 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the first special symbol reserved display 51a. Hereinafter, the memory number of reserved operations of the first special symbol display 51 is referred to as the first special symbol reserved number.

[0038] In addition, when the game ball enters the second start hole 22, a jackpot determination (also called a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variable display of the second special symbol was started. Here, if the second special symbol displayed as determined is a special symbol indicating a jackpot, a jackpot occurs, and the first big prize winning device 30 is operated to open and close the first opening and closing member 31, and the first big prize winning hole 32 is opened and closed. In addition, as described later, if a small prize is won, the second big prize winning device 33 is operated to open and close the second opening and closing member 34, and the second big prize winning hole 35 is opened and closed. Furthermore, the distribution member solenoid 35d is operated in accordance with the opening of the second big prize winning hole 35, and the game ball is allowed to pass through the specific area (V prize winning area) only for a predetermined period of time. When the game ball enters the second starting hole 22 while the second special symbol display 52 is variably displaying the second special symbol, the operation of the second special symbol display 52 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the second special symbol reserved display 52a. Hereinafter, the memory number of reserved operations of the second special symbol display 52 is referred to as the second special symbol reserved number. Also, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it is simply referred to as the special symbol reserved number.

[0039] Hereinafter, the period from when the special symbol display starts to display the special symbol to when the special symbol is fixed is called one change of the special symbol. The number of reserved special symbols decreases by one each time the special symbol is changed is called the consumption of the reserved special symbol number. The period from when the large prize opening opens to when it closes is called the opening period of the large prize opening, and the period from when the large prize opening opens to when it opens again is called a round. The game from the start of the first round to the end of the final round is called a jackpot game. If a jackpot is determined in the jackpot determination, the type of jackpot is determined by lottery. The opening period of the large prize opening and the maximum number of rounds that can be executed vary depending on the type of jackpot. In addition to the jackpot, the pachinko game machine 1 also has a type of jackpot called a small jackpot. If a small jackpot is won, the jackpot game is not played, but the large prize opening is only open for a specified period. Particularly in this embodiment, the first large prize opening 32 is opened in a big prize game, and the second large prize opening 35 is opened in the event of a small prize game.

[0040] In addition, in the pachinko game machine 1 of this embodiment, in addition to when a jackpot is determined in a normal jackpot determination, a jackpot game is also started when a game ball that entered the second large winning port 35 during play passes through the specific area (V entry) described above. The pachinko game machine 1 of this embodiment is a type of machine that is so-called a type 1 / type 2 mixed machine. In addition, the probability of being determined to be a jackpot in the jackpot determination (hereinafter, referred to as the jackpot probability) is basically fixed, and this model does not have a high probability state in which the jackpot probability is higher than normal.

[0041] The general winning opening 13 is disposed to the left of the fixed winning device 10 on the game board 2. The rail member 17 is disposed along the periphery of the game board 2. The rail member 17 guides game balls launched by a launching device 90 (FIG. 5) described below to the game area 3. An outlet 19 is opened in the center of the lower part of the game board 2 for discharging game balls that have not won anywhere. The center decorative body 14 is disposed at the upper part of the game board 2. The center decorative body 14 is translucent, and on its inside are provided multiple LEDs that light up or flash depending on the performance content. The pachinko game machine 1 also includes a movable body 15. The movable body 15 is disposed behind the center decorative body 14. Fig. 1 shows a state in which the movable body 15 is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the content of the performance, and displaces into a state visible to the player.

[0042] The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 variably displays performance (decorative) symbols as performance images in synchronization with the variable display of special symbols. In this embodiment, the performance symbols are symbols representing Arabic numerals 1 to 9. The performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. In this embodiment, the left performance symbol display region, the middle performance symbol display region, and the right performance symbol display region are set in order from the left as regions in which the performance display device 7 variably displays the performance symbols. The left performance symbol 9L is variably displayed in the left performance symbol display region, the middle performance symbol 9C is variably displayed in the middle performance symbol display region, and the right performance symbol 9R is variably displayed in the right performance symbol display region. In the following, when describing matters common to the left performance pattern display area, the middle performance pattern display area, and the right performance pattern display area, they will simply be referred to as the performance pattern display area.

[0043] In this embodiment, the main variation pattern (variation mode) of each performance symbol is a variation pattern in which the numbers represented by the performance symbols move from the top to the bottom of the screen in ascending order, that is, a variation pattern in which the symbols scroll vertically. In addition, as the variation pattern, a horizontal scroll method in which the performance symbols move from one side of the screen to the other, a method in which the performance symbols are displayed in ascending order of numbers at the same display position, etc. can also be used. In addition, the performance display device 7 displays a background image as a performance image on the background of each performance symbol. For example, the background image is a moving image such as a TV drama or movie, a moving image that has been animated from that moving image, an animation, an original moving image of a pachinko game machine manufacturer, etc. In this embodiment, the performance display device 7 is a liquid crystal display device. In addition, as the performance display device 7, an organic EL display device, a display device using a dot matrix LED, etc. can also be used. The performance display device 7 displays each performance symbol in synchronization with the display of the special symbol, and displays each performance symbol at the same time as the special symbol is displayed and determined, and displays the result of the big win determination. Here, the determined display is a state in which the performance symbol stops completely without swinging up and down or changing again.

[0044] Hereinafter, the performance pattern that indicates that the result of the jackpot determination is a jackpot is referred to as a jackpot performance pattern, and the performance pattern that indicates that the result of the jackpot determination is a miss is referred to as a miss performance pattern. In this embodiment, the jackpot performance pattern is a state in which each performance pattern is aligned with a performance pattern that represents the same number, that is, a state of a set of numbers. For example, as shown in FIG. 1, the left performance pattern 9L, the middle performance pattern 9C, and the right performance pattern 9R are aligned with "7". Also, the miss performance pattern is a state in which each performance pattern is not aligned with a performance pattern that represents the same number, that is, a pattern that is not aligned with a set of numbers. For example, the left performance pattern 9L is "7", the middle performance pattern 9C is "6", and the right performance pattern 9R is "7". Hereinafter, the effect pattern that the effect display device 7 changes and displays in synchronization with the special pattern is called the effect pattern change pattern, and the image displayed in the background of the effect pattern change pattern is called the background image. The background image is a still image or a moving image.

[0045] The effect symbol variation pattern is displayed in synchronization with the variation display of the special symbol variation pattern, and when the operation of the special symbol display device is suspended, the operation of the effect display device 7 is also suspended. In other words, the number of operations suspended for the special symbol display device and the number of operations suspended for the effect display device 7 match. The number of operations suspended for the effect display device 7 corresponding to the first special symbol reservation number and the number of operations suspended for the effect display device 7 corresponding to the second special symbol reservation number are displayed on the effect display device 7 by reserved images. Therefore, by counting the number of reserved images displayed on the effect display device 7, the player can know the number of reserved first special symbols and the number of reserved second special symbols, and can know the number of operations suspended for the effect display device 7 caused by the number of reserved first special symbols and the number of reserved second special symbols. The number of operations suspended for the effect display device 7 may not be displayed on the effect display device 7, but may be notified to the player by using a lamp or the like located around the effect display device 7.

[0046] In addition to the notification of the result of the jackpot determination by the above-mentioned performance symbols, the pachinko game machine 1 notifies the result of the jackpot determination by using a combination of the background image displayed on the performance display device 7, the sound output from the speaker 8, the lighting of the board lamp 2a, the operation of the role objects, etc. Specifically, various performances such as advance notice performance and reach performance are included.

[0047] Furthermore, in the pachinko gaming machine 1 of this embodiment, the current status of the maximum difference in the number of balls reaching the reference value is displayed on the performance display device 7. As described above, the pachinko gaming machine 1 transitions to an unplayable state in which playing with the gaming machine is not possible when the maximum difference in the number of balls reaches the set reference value, so the player can predict in advance that the transition to the unplayable state will occur by visually checking the status of the maximum difference in the number of balls reaching the reference value displayed on the performance display device 7. The status of the maximum difference in the number of balls reaching the reference value may be displayed on the performance display device 7 at all times while the player is playing, or may be displayed only at specific times.

[0048] (Ball circulation mechanism) Next, the outline of the ball circulating mechanism 130 provided in the inner frame 27, particularly in the area below the area that holds the game board 2, will be described with reference to Figures 4 and 5. Here, Figure 4 is a front view of the inner frame 27 with the game board 2 and the performance display device 7 removed. Figure 5 is a diagram showing the flow of game balls circulating in the ball circulating mechanism 130.

[0049] The ball circulation mechanism 130 is a mechanism for circulating a predetermined number of game balls (circulating balls) (for example, 45 balls) inside the pachinko game machine 1, and as shown in Fig. 5, includes a collection section 131, a collection section 132, a lifting device 134, a launching device 90, a return section 138, and a circulating ball tray 139. In addition, a collection sensor 132a is arranged in the collection section 132, a shot sensor 143b is arranged in the passage where the balls are shot out from the launching device 90, and a foul ball sensor 138a is arranged in the return section 138.

[0050] Here, the collecting section 131 is formed in a groove shape that opens upward so as to receive game balls that fall from above (the rear surface of the game board 2). The bottom surface of the collecting section 131 is inclined downward from both ends in the left and right direction toward the center, and the center side, which is the downstream end, opens downward. The collecting section 131 collects game balls that enter any of the multiple winning holes (mentioned above) provided in the game area 3 and are discharged outside the game area 3 (the rear surface side of the game board 2) and game balls that are discharged outside the game area 3 (the rear surface side of the game board 2) through the outlet 19 on the bottom surface, and guides them to the collecting section 132 by dropping them from the opening on the bottom surface.

[0051] The recovery section 132 forms a recovery passage R1 inside through which game balls can flow down in a line, and the upstream end of this recovery passage R1 is connected to the opening on the bottom surface of the collection section 131 described above. A recovery sensor 132a is arranged in the middle of the recovery passage R1, and game balls passing through the recovery passage R1 are detected one by one by the recovery sensor 132a. That is, game balls flowing down the game area 3 gather at the collection section 131, flow into the recovery passage R1 of the recovery section 132, form a line, and are detected one by one by the recovery sensor 132a, regardless of whether they enter the winning hole (described above) or are discharged from the out hole 19. When the game balls are normally circulated by the ball circulation mechanism 130, the number of game balls shot in response to the operation of the handle 4 by the player (the number of actual shots, the number detected by the actual shot sensor 143b described later) will match the number of game balls detected by the recovery sensor 132a thereafter. The downstream end of the recovery section 132 is connected to the lower part of a vertically long box-shaped lifting device 134. As a result, the game balls that have passed through the recovery passage R1 flow into the lower part of the lifting device 134.

[0052] The lifting device 134 has a vertically extending lifting passage R2 formed therein, and the lower end of this lifting passage R2 is connected to the recovery passage R1 of the recovery section 132 described above. The lifting device 134 also houses a cylindrical lifting shaft 134a that extends vertically along the lifting passage R2 and is rotatable therein. The lifting shaft 134a has a spiral ball holding piece 134b formed on its outer circumferential surface, and rotates forward and backward in response to the forward and reverse rotation of the lifting motor 134c. Here, the game balls held by the ball holding piece 134b at the lower end of the lifting shaft 134a are configured to move upward through the lifting passage R2 as the lifting motor 134c rotates forward. The lifting device 134 has a launch waiting passage R3 formed on the inside, which slopes downward from the right end to the left end, in order to guide the game balls that have moved upward along the lifting shaft 134a to the game ball inlet of the launching device 90, and the upper end of the lifting passage R2 is connected to the launch waiting passage R3. In other words, the game balls that have moved upward in the lifting passage R2 due to the forward rotation of the lifting shaft 134a are guided into the inside of the launch waiting passage R3. On the other hand, when removing balls from the ball circulation mechanism 130 described later, a game store staff member or the like performs a predetermined operation described later to reverse the lifting motor 134c, so that the game balls in the lifting passage R2 move downward and are discharged from the ball outlet 134d to the circulating ball tray 139 described later.

[0053] The downstream side of the launch waiting passage R3 opens forward, and this opening is further connected to the upstream end of an internal passage R4 of the launch device 90, which will be described later.

[0054] Here, the launching device 90 is a box-shaped unit consisting of a ball sending section 136 located on the front side (player side) and a launching section 137 located on the rear side and causing the launching hammer 90a to collide with the game ball sent to the launch position by the ball sending section, which are assembled and fixed in the front-rear direction. First, the ball sending section 136 will be described. The ball sending section 136 has an internal passage R4 formed therein, and a ball sending member 136c and a ball sending solenoid 136b are attached thereto. The internal passage R4 is formed with a passage width through which game balls pass in a line, and its upstream end (right end) is connected to the above-mentioned launch waiting passage R3, and the ball sending member 136c is arranged opposite the downstream end (left end). In addition, an outlet 136a (for game balls from the ball sending section 136) is formed below the downstream end of this internal passage R4, penetrating in the front-rear direction. As shown in Fig. 5, the ball sending member 136c is configured so that the right end side (C-shaped part) capable of holding one game ball can swing up and down around the left end when viewed from the front as an axis. When the ball sending member 136c is at the swing upper end position, it can receive a game ball from the downstream end of the internal passage R4, and can send the received game ball to the outlet 136a of the ball sending section 136 by moving to the swing lower end position.

[0055] The internal passage R4 is also provided with a drop port 136d for guiding the game balls stored in the launching device 90 to a discharge port 140 for discharging the game balls to the outside of the launching device 90. The drop port 136d is normally closed by an opening / closing member 136e, but when performing a ball removal operation to remove the game balls circulating in the pachinko game machine 1 from the pachinko game machine 1, the opening / closing member 136e can be opened by an operator (such as a maintenance worker or an employee of a game parlor, the same applies below) to open the drop port 136d. The drop port 136d and the discharge port 140 are connected by a discharge passage 140a. A ball removal lever 141 is disposed on the wall surface on the front side of the ball sending section 136. This ball removal lever 141 can be operated only when the front frame 18 is opened to expose the launching device 90. That is, while it is difficult to operate when the front frame 18 is closed, it becomes operable when the front frame 18 is opened, and basically becomes an operating means that can be operated only by the operator who performs the ball removal operation. In addition, the ball removal lever 141 is always biased to the left (the direction in which the opening and closing member 136e closes) by a spring. Then, when the lever 141 is operated to the right while game balls are stored in the internal passage (game ball passage) R4, the opening and closing member 136e opens and the drop port 136d opens, and the game balls stored in the launching device 90 can be discharged to the outside from the discharge port 140 through the discharge passage 140a. The game balls discharged from the discharge port 140 of the launching device 90 are discharged to the circulating ball receiving tray 139 described later, in the same manner as the game balls discharged from the ball port 134d of the lifting device 134.

[0056] Here, the circulating ball tray 139 is arranged in the space below the lifting device 134 and the launching device 90 inside the pachinko game machine 1, and is configured to be able to accommodate all the game balls (circulating balls) discharged from the ball ejection port 134d of the lifting device 134 and the ejection port 140 of the launching device 90 by the ball ejection operation. This circulating ball tray 139 is easily detachable from the ball circulating mechanism 130 with the front frame 18 open, so it is convenient to carry all the game balls that have been removed at once. When returning game balls to the ball circulating mechanism 130, the tapered end (pouring spout) of the circulating ball tray 139 containing the required number of game balls is brought close to the out port 19 at the lower end of the play area 3 to pour the game balls in.

[0057] On the other hand, the launching section 137, which is the other member constituting the launching device 90 together with the ball sending section 136, is described. The launching section 137 is provided with a launching hammer 90a and a launching rail 143. The launching hammer 90a is configured to launch the game balls supplied one by one to the hitting position 143a by the ball sending member 136c of the ball sending section 136 toward the game area 3 by a launching operation accompanied by the driving of the launching motor 91. The hitting position 143a is a stopping position of the game ball to be hit by the launching hammer 90a, and is provided at the lower right end (downstream end) on the launching rail 143 provided on the left upward. The game ball at the hitting position 143a slides on the launching rail 143 upon being hit by the launching hammer 90a, flies in the extension direction (upper left), enters the launch ball guide passage 17a of the game board 2, and flows into the game area 3 beyond that.

[0058] With the above configuration, the game balls that flow through the launch waiting passage R3 of the lifting device 134 flow in a single file into the internal passage R4 within the launching device, and are supplied one by one from the outlet 136a of the ball sending section 136 to the hitting position 143a by the operation of the ball sending member 136c in conjunction with the drive of the ball sending solenoid 136b, and are moved from the launching rail 143 to the game area 3 via the launch ball guide passage 17a by the operation of the launching hammer 90a in conjunction with the drive of the launching motor 91.

[0059] Also, an actual shot sensor 143b is disposed on the destination side of the game ball from the launch rail 143 (in this embodiment, near the entrance of the launched ball guide passage 17a). This actual shot sensor 143b is provided to detect the game ball moving from the hit position toward the game area 3 (i.e., the game ball actually launched). Here, the pachinko game machine 1 performs control so that one detection by the actual shot sensor 143b is judged to be equivalent to the occurrence of one consumed ball. In other words, when one detection occurs by the actual shot sensor 143b, the count value of the number of balls held stored in the pachinko game machine 1 (frame control board 150 described later) is decremented by one.

[0060] As shown in FIG. 5, the launch rail 143 and the game board 2 (launched ball guide passage 17a) are spaced apart, and a return section 138 is provided below the space. This return section 138 forms a foul ball passage R5 for guiding the game ball that was launched by the launch hammer 90a and flew but did not reach the game area 3 to the lifting device 134. The foul ball passage R5 extends downward from between the launch rail 143 and the game board 2 (launched ball guide passage 17a), extends slightly backward from there, and further extends downward to the right, where it connects to the lifting passage R2. A foul ball sensor 138a is provided midway along the foul ball passage R5 to detect the game ball (foul ball) passing through the foul ball passage R5. When a foul ball (detected by the foul ball sensor 138a) occurs, the count value of the number of balls held stored in the pachinko game machine 1 (the frame control board 150 described later) is increased by one (one ball is returned).

[0061] [Main electrical configuration of a pachinko machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIG. 6 and FIG. The pachinko game machine 1 is equipped with a main control board 60 (Figure 6), a frame control board 150 (Figure 7), a sub control board 100 (Figure 7), an image control board 200 (Figure 7), a lamp control board 79 (Figure 7), and an audio control board 78 (Figure 7).

[0062] As shown in FIG. 6, a one-chip microcomputer for game control (hereinafter, referred to as a microcomputer for game control) 61 is mounted on the main control board 60. The microcomputer for game control 61 includes a CPU 62, a ROM 63, a RAM 64, and an input / output circuit 65. The CPU 62 executes detection of winning, jackpot determination, updating of various random numbers, etc. The ROM 63 stores various tables such as a computer program executed by the CPU 62, a jackpot determination table Ta1 (FIG. 8), a normal winning determination table Ta2, a jackpot type determination table Ta3 (FIG. 9), a reach determination table Ta4 (FIG. 10), and a special winning pattern selection table Ta5 (FIG. 11). The microcomputer for game control 61 generates random numbers used in various determinations (lotteries), such as a jackpot random number, a jackpot type random number, a reach random number, and a change pattern random number.

[0063] The RAM 64 is used as a work memory when the CPU 62 executes a computer program. The RAM 64 is also provided with a first special chart reservation memory section 64a, a second special chart reservation memory section 64b, and a normal chart reservation memory section 64c. As shown in FIG. 12, the first special chart reservation memory section 64a has first to fourth memory areas. That is, the maximum number of first special charts that can be reserved is four. In each memory area, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number obtained by the game control microcomputer 61 due to the game ball entering the first starting hole 11 (FIG. 1) are stored. When the game ball enters the first starting hole 11 (Figure 1) while the first special pattern display 51 (Figure 3) is displaying the first special pattern in a changing manner, the display of the first special pattern resulting from that winning is temporarily suspended (activation suspended), and the jackpot random number etc. obtained as a result of that winning are stored in the first special pattern reservation memory unit 64a.

[0064] On the other hand, as shown in Fig. 13, the second special symbol reservation memory section 64b has first to fourth memory areas. That is, the maximum number of second special symbols that can be reserved is four. In each memory area, the jackpot random number, jackpot type random number, reach random number, and variable pattern random number acquired by the game control microcomputer 61 due to the game ball winning the second start hole 22 (Fig. 1) are stored. When the game ball wins the second start hole 22 (Fig. 1) while the second special symbol display device 52 (Fig. 3) is displaying the second special symbol, the display of the second special symbol caused by the winning is temporarily reserved (operation reserved), and the jackpot random number acquired due to the winning is stored in the second special symbol reservation memory section 64b.

[0065] The jackpot random numbers and the like are stored in the order of occurrence of the reserved operation, that is, in the order of acquisition by the game control microcomputer 61, from the first storage area of ​​the first special symbol reserved storage unit 64a and the second special symbol reserved storage unit 64b. Therefore, when the jackpot random numbers and the like are stored in the first to fourth storage areas, the jackpot random numbers and the like stored in the fourth storage area are the newest information in terms of time, and the jackpot random numbers and the like stored in the first storage area are the oldest information in terms of time. The jackpot random numbers and the like stored in each storage area are shifted one by one to the storage area with the oldest storage order every time the variable display of the special symbol is completed. For example, the jackpot random numbers and the like stored in the second storage area are shifted to the first storage area. In addition, the judgment (lottery) based on the jackpot random numbers and the like stored in the first storage area is executed when the variable display of the special symbol by the special symbol display device is completed and before the next variable display begins.

[0066] The regular symbol reservation memory unit 64c (FIG. 6) stores the regular winning random number (random number for judging (lottery) whether the regular symbol is a winning symbol or not) acquired by the game control microcomputer 61 due to the game ball passing through the gate 12 (FIG. 1). When the game ball passes through the gate 12 while the regular symbol display device 53 is displaying a regular symbol in a variable manner, the operation of the regular symbol display device 53 due to the passing is temporarily reserved (operation reserved), and the regular winning random number acquired due to the passing is stored in the regular symbol reservation memory unit 64c. The reserved variable display of the regular symbol is performed next after the currently performed variable display of the regular symbol is completed. In this embodiment, the regular symbol reservation memory unit 64c has a memory area for performing a total of four reservations, and the maximum number of reserved operations of the regular symbol display device 53 is four. Hereinafter, the number of reserved operations of the regular symbol display device 53 is referred to as the regular symbol reservation number.

[0067] The difference ball number storage unit 64d (FIG. 6) is a storage unit that stores the transition (history) of the difference ball number up to the present, including the difference ball number at the present time. The difference ball number is the number of balls calculated by the formula of "acquired ball number-consumed ball number" as described above, and the difference ball number stored in the difference ball number storage unit 64d is subtracted according to the detection by the actual shooting sensor 143b (occurrence of the consumed ball number). In addition, when a game ball enters a specific winning hole, the difference ball number is increased by the number of prize balls corresponding to the winning winning hole. For example, when a game ball enters the first start hole 11, three game balls (prize balls) are awarded, and as a result, the difference ball number increases by "3". In addition, when a game ball enters the general winning hole 13, five game balls (prize balls) are awarded, and as a result, the difference ball number increases by "5". Also, when a game ball enters the second start opening 22, three game balls (prize balls) are awarded, and as a result, the number of difference balls increases by "3". Also, when a game ball enters the first large winning opening 32, fifteen game balls (prize balls) are awarded, and as a result, the number of difference balls increases by "15". Also, when a game ball enters the second large winning opening 35, one game ball (prize ball) is awarded, and as a result, the number of difference balls increases by "1". Note that the number of balls described here is merely an example and can be changed as appropriate. Also, when the maximum number of difference balls based on the updated number of difference balls reaches a predetermined reference value, the machine transitions to a non-playable state in which the player cannot play. Note that the number of difference balls memory unit 64d may be stored not in the main control board 60 but in the frame control board 150 described later.

[0068] The main control board 60 is electrically connected to the display devices 50. The main control board 60 is further electrically connected to the first start hole sensor 11a, the second start hole sensor 22a, the gate sensor 12a, the first large prize hole sensor 32a, the second large prize hole sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, the general prize hole sensor 13a, the electric chute solenoid 20a, the first large prize hole solenoid 30a, the second large prize hole solenoid 33a, and the distribution member solenoid 35d via the relay board 74.

[0069] The first start hole sensor 11a is provided directly below the first start hole 11 (FIG. 1) and outputs a signal indicating that the game ball has entered the first start hole 11 to the main control board 60. The second start hole sensor 22a is provided directly below the second start hole 22 (FIG. 1) and outputs a signal indicating that the game ball has entered the second start hole 22 to the main control board 60. The gate sensor 12a is provided in the game ball passage area of ​​the gate 12 (FIG. 1) and outputs a signal indicating that the game ball has passed through the gate 12 to the main control board 60. The first large prize hole sensor 32a is provided directly below the first large prize hole 32 (FIG. 1) and outputs a signal indicating that the game ball has entered the first large prize hole 32 to the main control board 60. The second large prize opening sensor 35a is provided directly below the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has won the second large prize opening 35 to the main control board 60. The specific area sensor 35b is provided in a specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in a non-specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the non-specific area to the main control board 60. The general prize opening sensor 13a is provided directly below the general prize opening 13 (FIG. 1) and outputs a signal indicating that the game ball has won the general prize opening 13 to the main control board 60.

[0070] The electric chute solenoid 20a drives the movable member 21 (Fig. 1) of the normal variable winning device 20 to open and close. The first large prize opening solenoid 30a drives the first opening and closing member 31 (Fig. 1) of the first large prize winning device 30 to open and close. The second large prize opening solenoid 33a drives the second opening and closing member 34 (Fig. 1) of the second large prize winning device 33 to open and close. The distribution member solenoid 35d drives the distribution member provided inside the second large prize winning device 33. In particular, when a small prize is won, the distribution member solenoid 35d operates as the second large prize winning device 33 opens, and the game ball can pass through the specific area (V winning area) only for a predetermined period of time. When the predetermined period has passed, the specific area returns to a state in which the game ball cannot pass through.

[0071] Furthermore, the main control board 60 is electrically connected to the launch control circuit 75 (see FIG. 6) via the frame control board 150. When the main control board 60 is in a playable state in which a game can be played, it outputs a launch permission signal to the launch control circuit 75 via the frame control board 150. The launch control circuit 75 is electrically connected to the launch device 90 described above. The launch device 90 is equipped with a launch motor 91 that drives a launch hammer 90a (FIG. 5) that strikes and launches a game ball, a touch switch 92 that outputs a signal indicating that a player has touched the handle 4, a launch volume 93 that adjusts the strength with which the launch hammer 90a strikes the game ball according to the amount of displacement accompanying the rotation of the launch lever 4a, and a ball feed solenoid 136b for swinging a ball feed member 136c that sends the game ball in the internal passage R4 to the ball hitting position 143a as shown in FIG. 5. The launch control circuit 75, when receiving a launch permission signal and a signal from the touch switch 92 indicating the player's touch of the handle 4, drives the ball sending solenoid 136b to send the game balls in the internal passage R4 one by one to the hitting position 143a, and further controls the launch motor 91 to drive the launch hammer 90a with a striking strength according to the displacement of the launch volume 93, to launch the game balls periodically (for example, at 0.6 second intervals). On the other hand, the launch control circuit 75 stops driving the launch motor 91 when the launch permission signal is not received (a non-playable state described later).

[0072] 6, in addition to the above-mentioned launch control circuit 75, the frame control board 150 is electrically connected with the card unit 28, the count button 251, the cross key 252, the game ball number display 26, the lifting motor 134c, the recovery sensor 132a, the actual shot sensor 143b, the foul ball sensor 138a, the upper movable member drive motor 161a, the left movable member drive motor 162a, the right movable member drive motor 163a, etc. The frame control board 150 is equipped with a one-chip microcomputer for frame control (hereinafter referred to as the microcomputer for frame control) 151.

[0073] The frame control microcomputer 151 includes a CPU 152, a ROM 153, a RAM 154, and an input / output circuit 155. The CPU 152 of the frame control microcomputer 151 executes transmission and reception of information with the card unit 28 (signal input / output), display control of the game ball count display 26, etc. The ROM 153 stores a computer program executed by the CPU 152. The RAM 154 is used as a work memory or the like when the CPU 152 executes the computer program. The RAM 154 also includes a ball count storage unit 154a for storing the number of balls held.

[0074] In the pachinko game machine 1 of this embodiment, the frame control board 150 and the sub-control board 100 are connected, and the frame control board 150 is configured to be able to output information on the number of balls held and information on an abnormal state of the ball circulation mechanism to the sub-control board 100. On the other hand, time information from an RTC (real-time clock) 124 (described later) mounted on the sub-control board 100 can be input to the frame control board 150. However, the RTC 124 may be provided on the frame control board 150. Also, input and output of information between the frame control board 150 and the sub-control board 100 may be performed via the main control board 60.

[0075] In addition, the frame control board 150 is electrically connected to a door open sensor 18c that detects the open state of the front frame 18, the electrical components that make up the ball circulation mechanism 130 (lifting motor 134c, recovery sensor 132a, actual shot sensor 143b, foul ball sensor 138a), and drive means for operating the upper movable member 161, left movable member 162, and right movable member 163 (upper movable member drive motor 161a, left movable member drive motor 162a, right movable member drive motor 163a), and is also electrically connected to the lending board of the card unit 28 via a connection terminal board, etc.

[0076] The card unit 28 identifies the amount (balance) by identifying the bill inserted into the slot or by reading a storage medium such as a gaming card inserted into the slot, and outputs the amount information to the pachinko gaming machine 1. This amount information is input to the frame control microcomputer 151 of the frame control board 150. The frame control microcomputer 151 identifies the amount (balance) from the amount information from the card unit 28, and controls the provision of loan balls (lending of gaming balls) in response to the operation of the ball loan button 281 (FIG. 1) by the player within the range of the number of gaming balls corresponding to the amount. In the case of providing loan balls, the frame control microcomputer 151 lends gaming balls to the player by adding the number of loan balls to the number of balls stored in the number of balls held memory unit 154a. In addition, it also controls the movement of the balls held to the gaming machine (playing with balls held) in response to the operation of the replay button 284 (FIG. 1) by the player when the balls held are stored in the gaming card. In this case of the movement of the balls, the frame control microcomputer 151 adds a predetermined number of game balls (for example, 125 balls) to the number of balls stored in the number of balls memory unit 154a, thereby allowing the player to replay with the balls. In addition, the frame control microcomputer 151 subtracts an amount according to the operation mode from the balls (data) stored in the number of balls memory unit 154a in response to the operation of the counting button 251 by the player. In addition, while subtracting the number of balls, the frame control microcomputer 151 outputs the subtracted number of balls (data) to the card unit 28. Then, the subtracted amount of the balls is counted (counted) by the card unit 28, and the counted amount of the balls is stored (added) to the game card. In this way, by operating the counting button 251, the balls (data) of the player are moved from the pachinko game machine 1 (frame control board 150) to the game card of the card unit 28. In the pachinko game machine 1 of this embodiment, one ball (data) is moved toward the storage medium in response to detection of a short press (e.g., a press operation for less than 1000 ms) of the counting button 251. On the other hand, when a long press (e.g., a press operation for 1000 ms) of the counting button 251 is detected, 250 balls (data) are moved toward the storage medium.

[0077] Furthermore, on the frame control board 150 of this embodiment, a count clear switch 183, a ball removal switch 184, a RAM clear switch 185, etc. are arranged.

[0078] The count clear switch 183 is operably provided on the frame control board 150. When the pachinko game machine 1 is started (the power switch 72 is turned ON) with the count clear switch 183 pressed, it outputs a count clear signal to the frame control microcomputer 151 (CPU 152) to clear the number of possessed balls stored in the possessed ball number storage unit 154a of the RAM 154 and return it to the initial value "0".

[0079] The ball removal switch 184 is also operably provided on the frame control board 150. When the frame control microcomputer 151 is started (power switch 72 is turned ON) with the ball removal switch 184 pressed, it outputs a ball removal mode transition signal to the frame control microcomputer 151 (CPU 152) and transitions the drive control mode of the ball circulation mechanism 130 (FIG. 5) from normal mode to ball removal mode. In this ball removal mode, the lifting motor 134c of the ball circulation mechanism 130 rotates in the reverse direction, allowing the lifting shaft 134a to move the circulating ball to the ball outlet 134d and discharge it into the circulating ball tray 139 (ball removal).

[0080] However, the transition to the ball removal mode is basically only made when the number of balls stored in the ball number storage unit 154a is the initial value (i.e., 0). In other words, if the number of balls stored in the ball number storage unit 154a is 1 or more, the mode will not transition to the ball removal mode even if the ball removal switch 184 is pressed and the device is started (the power switch 72 is turned ON).

[0081] The RAM clear switch 185 is also operably provided on the frame control board 150. When the pachinko game machine 1 is started with the RAM clear switch 185 pressed, it initializes the RAM 64 of the main control board 60 and the RAM 120 (FIG. 7) of the sub-control board 100. Also, when the maximum difference in the number of balls reaches a reference value and the machine transitions to an unplayable state, it is possible to release the unplayable state by starting the machine with the RAM clear switch 185 pressed. The RAM clear switch 185 may be provided on the main control board 60.

[0082] The frame control board 150 is configured to be able to output information to the sub-control board 100 via the main control board 60. For example, the frame control board 150 can output to the sub-control board 100 information relating to the number of game balls (number of balls held), operation information of the RAM clear switch 185, the transition of the ball circulating mechanism 130 to ball removal mode, information relating to an abnormal state of the ball circulating mechanism 130, etc. In addition, the frame control board 150 and the sub-control board 100 may be directly wired and information may be output directly from the frame control board 150 to the sub-control board 100.

[0083] The pachinko game machine 1 also includes a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the frame control board 150. The power supply board 70 also supplies power to each device electrically connected to the frame control board 150 via the frame control board 150. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power to the display devices 50 electrically connected to the main control board 60 via the main control board 60. The power supply board 70 is provided with a backup power supply circuit 71. When power is not being supplied from the outside to the pachinko gaming machine 1, the backup power supply circuit 71 supplies power necessary for retaining information to the RAM 64 of the main control board 60 and the like. A power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.

[0084] The main control board 60 transmits various commands to the sub-control board 100 (FIG. 7). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is one-way communication in which only transmission from the main control board 60 to the sub-control board 100 is possible.

[0085] As shown in FIG. 7, a one-chip microcomputer for effect control (hereinafter referred to as the microcomputer for effect control) 101 is mounted on the sub-control board 100. The microcomputer for effect control 101 includes a CPU 102, a ROM 110, a RAM 120, and an input / output circuit 103. The CPU 102 controls the effect in accordance with the game. The ROM 110 stores various tables such as a effect selection table Ta6 (not shown) in addition to a computer program for the CPU 102 to control the effect. The RAM 120 is used as a work memory when the CPU 102 executes the computer program. The RAM 120 also includes a first special chart reserved effect storage unit 121, a second special chart reserved effect storage unit 122, and a variable effect storage unit 123. The microcomputer for effect control 101 is an example of the control means of the present invention.

[0086] 14, the first special chart hold effect storage unit 121 has four storage areas consisting of the first to fourth storage areas, and each storage area stores the first start winning command and the like output from the main control board 60. The first start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number, and reach random number acquired by the game control microcomputer 61 when the game ball wins the first start hole 11. 15, the second special chart hold effect memory unit 122 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the second start winning command and the like output from the main control board 60. The second start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number, and reach random number acquired by the game control microcomputer 61 when the game ball wins the second start hole 22. The variable performance memory unit 123 stores the first start winning command or the second start winning command used for the variable performance pattern. The input / output circuit 103 transmits and receives data to and from each board connected to the sub-control board 100 .

[0087] The image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with an image control CPU 202, a VDP 201 (Video Display Processor), a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the performance display device 7 to display performance images such as a variable performance pattern, a button performance image, a lever performance image, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP201 reads image data from the CGROM205 in accordance with a display list created by the image control CPU202, and loads the read image data in a load area in the VRAM206. The VDP201 then synthesizes the image data loaded in the VRAM206, and stores the synthesized image data in a frame buffer in the VRAM206. The VDP201 then converts the image data stored in the frame buffer in the VRAM206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image. The CGROM205 is an example of a performance storage means of the present invention.

[0088] The left side lamp 23a, the right side lamp 23b, and the panel lamp 2a are electrically connected to the sub-control board 100 via the lamp control board 79. The performance control microcomputer 101 creates light emission pattern data that determines the light emission mode of each lamp using data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data. The left side lamp 23a, the right side lamp 23b, the panel lamp 2a, the performance button lamp, and the lamp control board 79 are examples of the performance means of the present invention. The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. A device (not shown) for operating the movable body 15 is connected to the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The performance control microcomputer 101 creates operation pattern data that determines the operation pattern of the movable body 15 using the data stored in the ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, the lamp control board 79 that receives the operation pattern data drives the movable body motor via the relay board 77 in accordance with the operation pattern, thereby controlling the operation of the movable body 15.

[0089] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on a command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs a sound indicated by the input audio signal.

[0090] In addition, the sub-control board 100 is electrically connected to the effect button detection switch 9a, the effect lever push detection switch 6g, the effect lever rotation detection switch 6h, the effect button vibration motor 9b, and the effect lever vibration motor 6d. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100, and the effect control microcomputer 101 executes a button effect based on the signal input from the effect button detection switch 9a. The effect lever push detection switch 6g outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is pushed based on the signal input from the effect lever push detection switch 6g. The effect lever rotation detection switch 6h outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is rotated based on the signal input from the effect lever rotation detection switch 6h.

[0091] The effect button vibration motor 9b is a member that vibrates the effect button 9, and is housed inside the effect button 9. The effect lever vibration motor 6d is a member that vibrates the effect lever 6, and is provided in a portion that contacts the effect lever 6 or inside the effect lever 6. The ROM 110 stores operation pattern data that determines the operation pattern of the effect button vibration motor 9b and operation pattern data that determines the operation pattern of the effect lever vibration motor 6d. The effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect button 9, and drives and controls the effect button vibration motor 9b based on the read operation pattern data. Also, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect lever 6, and drives and controls the effect lever vibration motor 6d based on the read operation pattern data.

[0092] In addition, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current date and time (date and time). For example, when power is supplied from an external power supply device to the pachinko game machine 1, the RTC 124 operates using the power, and when power is not supplied from the external power supply device, the RTC 124 operates using power supplied from a backup power supply circuit 71 provided in the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power supply of the pachinko game machine 1 is not turned on. Note that a backup power supply circuit that supplies power to the RTC 124 may be provided in the sub-control board 100.

[0093] [Game status explanation] Next, we will explain the game state of the pachinko gaming machine 1. The normal symbol display 53 of the pachinko gaming machine 1 does not have a probability variation function, but only has a variation time shortening function. On the other hand, the special symbol display also does not have a probability variation function, but only has a variation time shortening function. In addition, the state in which the time-saving function of the special symbol display is activated is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the time required for the special symbol to change (the time required from the start of the change display to the final display) is shorter than in the non-time-saving state.

[0094] The time-shortening function of the normal symbol display 53 operates in synchronization with the time-shortening function of the special symbol display. In other words, the time-shortening function of the normal symbol display 53 operates in the time-shortening state and does not operate in the non-time-shortening state. In the time-shortening state, the time-shortening of the normal symbol is shorter than in the non-time-shortening state. For example, the time-shortening of the normal symbol is 10 seconds in the non-time-shortening state, but 1 second in the time-shortening state.

[0095] In addition, in the time-saving state, the probability of being judged as a winning in the lottery for the normal pattern is the same as in the non-time-saving state, but when a winning is judged, the operation pattern of the movable member 21 of the normal variable winning device 20 is significantly different between the time-saving state and the non-time-saving state as described above. In the non-time-saving state, the movable member 21 opens the second start hole 22 only for a very short time when it is practically impossible for a game ball to enter the second start hole 22, while in the time-saving state, the movable member 21 of the normal variable winning device 20 is in the open state for a longer period of time than in the non-time-saving state, making it very easy for a game ball to enter the second start hole 22. In other words, in the time-saving state, the opening time extension function of the normal variable winning device 20 is activated.

[0096] When the normal symbol display 53's variable time shortening function and the normal variable winning device 20's opening time extension function are in operation, the normal variable winning device 20 is opened more frequently than when these functions are not in operation, and game balls enter the second starting hole 22 more frequently. As a result, the ratio of the number of winning balls to the number of shot balls becomes higher, so the player can aim for a big win without significantly reducing the number of game balls he has. Note that, in this way, when the normal symbol display 53's variable time shortening function and the normal variable winning device 20's opening time extension function are in operation, the control that supports the normal variable winning device 20 in winning the second starting hole 22 is called electric support control.

[0097] In the pachinko game machine 1 of this embodiment, when a jackpot is won by a lottery using the first special symbol and the second special symbol (including a jackpot by winning the V prize), a certain percentage of electric support control is performed after the jackpot game ends, and the game transitions to a time-saving state (hereinafter, this state is called a time-saving game state). This time-saving game state (also called a time-saving) ends when the variable display of the special symbol is executed for the number of time-saving times (for example, 40 times) set based on the type of jackpot, or when a jackpot is won (including a jackpot by winning the V prize) within the number of time-saving times and the jackpot game is executed. Since the pachinko game machine 1 of this embodiment is a type-one, type-two mixed machine, there is no probability of a special jackpot state, but the lottery for the second special symbol is set to have a higher probability of a small jackpot than the lottery for the first special symbol, and if the player does not make any mistakes in the operation after that, the small jackpot won during the time-saving game state will be a jackpot with a substantially 100% probability. That is, in this embodiment, the time-saving gaming state corresponds to a rush state in which it is easier for a player to win a jackpot than in the normal gaming state. When playing the pachinko game machine 1 for the first time, the game state after power is turned on is not electric support control and is in a non-time-saving state.

[0098] [Jackpot Judgment Table] The jackpot determination table Ta1 shown in FIG. 8 is a table that the game control microcomputer 61 (FIG. 6) refers to when executing the jackpot determination of whether or not there is a jackpot. The jackpot determination table Ta1 is configured by associating the type of lottery (lottery of special chart 1 or lottery of special chart 2) with the jackpot random number. The jackpot random number is a predetermined random number selected from the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63, and the jackpot random number counter operates and generates a jackpot random number by executing the computer program by the CPU 62. The jackpot random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the jackpot random number counter counts a total of 65536 jackpot random numbers from 0 to 65535. In other words, it generates a total of 65536 jackpot random numbers from 0 to 65535. In this embodiment, a total of 205 jackpot random numbers from 0 to 204 are set in the jackpot determination table Ta1 as random numbers corresponding to a jackpot at the time of drawing the first special symbol (drawing the special symbol 1). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that there is a jackpot in the jackpot determination, and when the jackpot random number is any number other than 0 to 204 among 0 to 65535, it determines that there is no jackpot, that is, that there is a miss.

[0099] On the other hand, in the jackpot determination table Ta1, a total of 205 jackpot random numbers from 0 to 204 are set as random numbers corresponding to the jackpot at the time of drawing the second special symbol (drawing the special symbol 2). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that the jackpot is a jackpot in the jackpot determination, and when the jackpot random number is other than 0 to 204 among 0 to 65535, it determines that the jackpot is not a jackpot, that is, that the jackpot is a miss. In addition, when the jackpot random number obtained from the jackpot random number counter is any of 205 to 2216, it is determined that the jackpot is a small win. In other words, the probability of determining that the jackpot is a jackpot is the same between the drawing of the special symbol 1 and the drawing of the special symbol 2, but the probability of determining that the jackpot is a small win is higher than that of the drawing of the special symbol 1. In addition, the probability of winning a small win in the drawing of the special symbol 2 is about 1 / 30, which is set to be much higher than that of a jackpot. In particular, the small win on Special Chart 2 is a win that activates the second large prize device 33 in an opening pattern that allows the game ball to pass through to a specific area (V prize area).

[0100] [Big win type determination table] The jackpot type determination table Ta3 shown in FIG. 9 is a table that the game control microcomputer 61 (FIG. 6) refers to when executing the jackpot type determination when a jackpot is determined. The jackpot type determination table Ta3 is configured by associating the type of lottery (lottery of special chart 1, lottery of special chart 2, or jackpot by V winning) with the jackpot type random number. The jackpot type random number is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in the ROM 63, and the jackpot type random number counter operates and generates a jackpot type random number by the CPU 62 executing the computer program. The jackpot type random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 10 jackpot type random numbers from 0 to 9. That is, it generates a total of 10 jackpot type random numbers from 0 to 9. In the pachinko game machine 1 of this embodiment, there are three types of jackpots: "5R jackpot (no time reduction)", "5R jackpot (time reduction up to 40 times after jackpot play)", and "10R jackpot (time reduction up to 40 times after jackpot play)". In the pachinko game machine 1, as shown in FIG. 6, if the jackpot type random number is a value within the range of 0 to 4, it is determined that the "5R jackpot (no time reduction)" has been won, and if the jackpot type random number is 5 to 9, it is determined that the "5R jackpot (time reduction up to 40 times after jackpot play)" has been won. On the other hand, in the lottery for the second special symbol (including the jackpot due to the V prize), it is determined that the "10R jackpot (time reduction up to 40 times after jackpot play)" has been won regardless of the jackpot type random number.

[0101] In addition, the jackpot type determination table Ta3 can also change the allocation of the jackpot type depending on the presence or absence of a time-saving state at the time of winning the jackpot (at the time of V winning in the case of a jackpot by V winning) in addition to the type of special chart. In addition, in the case of a jackpot by V winning, the number of jackpot rounds includes the number of lands for the opening of the large winning port (small winning game) for winning the V before the start of the jackpot game.

[0102] As described above, the number of times the time-saving a-timer is set for each type of jackpot after the jackpot game is played. The number of times the time-saving a-timer is set indicates the upper limit for the time-saving game state (rush state) in which the electric support control is performed after the jackpot game is finished and the time-saving game state is in the time-saving state. For example, if the number of times the time-saving is 40, the time-saving game state is maintained with the upper limit of the number of times that the special pattern is displayed 40 times. However, even after the time-saving game state is finished after the time-saving game state is finished by performing the time-saving game state 40 times, a lottery is performed using the second special pattern for the remaining reserved. Although the time-saving game state is not in the time-saving game state while the remaining reserved is consumed after the time-saving game state is finished, it may be included in the rush state because it is easier for the player to win a jackpot than in the normal game state. In addition, if a jackpot is won (including a jackpot due to a V winning) before the upper limit of the number of times the time-saving a-timer is played, the jackpot game is executed and the time-saving a-timer is temporarily ended.

[0103] [Reach Judgment Table] The reach judgment table Ta4 shown in FIG. 10 is a table that the game control microcomputer 61 (FIG. 6) refers to when judging whether or not to select a special pattern variation pattern in which a reach appears when the result of the jackpot judgment is a miss. Here, the reach is a state in which there is only one special pattern remaining among the multiple special patterns that are variably displayed, and depending on which special pattern is displayed as the variably displayed special pattern, a combination of special patterns that indicates a jackpot will be formed. Also, the reach is a state in which there is only one performance pattern remaining among the performance patterns that are variably displayed in each of the multiple display areas of the performance display device 7, and depending on which performance pattern is displayed as the variably displayed special pattern, a combination of performance patterns that indicates a jackpot will be formed. For example, when one of the combinations of the big win performance symbols is "777", "7" is displayed as the left performance symbol 9L in the left performance symbol display area, "7" is displayed as the right performance symbol 9R in the right performance symbol display area, and the middle performance symbol 9C is displayed in a variable manner in the middle performance symbol display area. The concept of reach includes the state in which the middle performance symbol 9C is scrolling, shaking, and repeatedly expanding and contracting.

[0104] The reach random number is a random number for determining whether or not to select a special chart variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table Ta4 is configured by associating a game state with a reach random number. The reach random number is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In this embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 256 are generated. A computer program for operating the reach random number counter is stored in the ROM 63, and the reach random number counter operates and generates a reach random number by the CPU 62 executing the computer program. In this embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random numbers when the game state is in a non-time-saving state. When the game state is in a non-time-shortened state and the reach random number obtained from the reach random number counter is any of 0 to 27, the game control microcomputer 61 determines that there is a reach in the reach judgment, and when the reach random number is any number other than 0 to 27 among 0 to 255, it determines that there is no reach.

[0105] In this embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random numbers when the game state is in the time-saving state. When the game state is in the time-saving state, the game control microcomputer 61 determines that there is a reach in the reach judgment if the reach random number acquired from the reach random number counter is any of 0 to 11, and determines that there is no reach if the number is any of 0 to 255 other than 0 to 11. The reach random number that is determined to be in reach is set lower in the time-saving state than in the non-time-saving state. As a result, the probability of being determined to be in reach in the time-saving state is lower than in the non-time-saving state. In other words, since the probability of being determined to be not in reach is higher, the probability of selecting a special chart variation pattern that is not in reach is higher. Therefore, in the time-saving state, the pace of consumption of the reserved number of special charts is faster.

[0106] 10 shows a reach determination table that basically corresponds to the first special symbol. The reach determination table that corresponds to the second special symbol may be the same as the first special symbol, or may be a different table.

[0107] [Special chart variation pattern selection table] The special chart variation pattern selection table Ta5 shown in Fig. 11 is a table that the game control microcomputer 61 (Fig. 6) refers to when determining the special chart variation pattern by lottery. The special chart variation pattern selection table Ta5 is configured by associating the game state, the judgment (jackpot judgment and reach judgment) result, the number of reserved special charts, the variation pattern random number, the special chart variation pattern, the variation time, and the stop time. It is also possible to associate the jackpot type.

[0108] In addition, in the pachinko game machine 1 of this embodiment, when a player plays in accordance with the intention of the developers, the first special pattern mainly changes in the non-time-saving state, and the second special pattern changes in the time-saving state. Therefore, in the example shown in Figure 8, a special pattern change pattern selection table corresponding to the first special pattern in the non-time-saving state and a special pattern change pattern selection table corresponding to the second special pattern in the time-saving state will be used as an example to explain this.

[0109] The variation performance pattern in the special chart variation pattern selection table Ta5 is a variation performance pattern that the performance display device 7 varies and displays in response to the selected special chart variation pattern, and is described for reference. The variation pattern random number is a predetermined random number selected from the variation pattern random numbers generated by the variation pattern random number counter. In this embodiment, the variation pattern random number counter counts a total of 100 variation pattern random numbers from 0 to 99. In other words, a total of 100 variation pattern random numbers from 0 to 99 are generated. A computer program for operating the variation pattern random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, causing the variation pattern random number counter to operate and generate a variation pattern random number.

[0110] When the game state is not in the time-saving state, if the first special symbol is judged to be a jackpot in the jackpot judgment and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 94, the special symbol variation pattern P1 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P1 is selected is 95%. Also, if the variation pattern random number is any of 95 to 99, the special symbol variation pattern P2 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P2 is selected is 5%. The variation time of the special symbol variation pattern P1 is 400,000 ms, and the stop time of the special symbol, that is, the time during which the special symbol is displayed, is 500 ms. The variation time of the special symbol variation pattern P2 is 150,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special symbol variation pattern P1 is selected, the performance display device 7 displays the SP (super) reach developed from the reach state as a variation performance pattern. In addition, when the special chart change pattern P2 is selected, the performance display device 7 displays a normal reach as the change performance pattern.

[0111] In addition, when the game state is judged as a miss when the time-saving state is not in effect, and when the reach judgment judges that there is a reach, that is, when there is a reach and there is a miss, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 9, the special chart variation pattern P3 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P3 is selected is 10%. In addition, when the variation pattern random number is any one of 10 to 99, the special chart variation pattern P4 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P4 is selected is 90%. The variation time of the special chart variation pattern P3 is 400,000 ms, and the stop time of the special pattern is 500 ms. The variation time of the special chart variation pattern P4 is 150,000 ms, and the stop time of the special pattern is 500 ms. In addition, when the special chart variation pattern P3 is selected, the performance display device 7 displays the SP reach that has developed from the reach state as a variation performance pattern. Also, when the special chart change pattern P4 is selected, the performance display device 7 displays a normal reach as the change performance pattern.

[0112] Also, when the game state is judged as a miss when the time-saving state is not in effect, and the reach judgment judges that there is no reach, that is, when there is no reach and there is a miss, and the number of reserved special symbols is 0 to 2, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P5 is selected. In other words, the probability that the special symbol variation pattern P5 is selected is 100%. Also, when the number of reserved special symbols is 3 to 4, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P6 is selected. In other words, the probability that the special symbol variation pattern P6 is selected is 100%. The variation time of the special symbol variation pattern P5 is 10,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special symbol variation pattern P6 is 5,000 ms, and the stop time of the special symbol is 500 ms. In addition, when the special chart change pattern P5 or the special chart change pattern P6 is selected, the performance display device 7 displays normal change as the change performance pattern.

[0113] When the game state is in the time-saving state, if the second special symbol is judged to be a big win and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special symbol variation pattern P11 is selected. In addition, if the second special symbol wins a small win, it will be a big win if the player does not make any mistake in operation after that, so even if a small win is won, the same special symbol variation pattern as when a big win is judged will be selected.

[0114] In addition, when the game state is in the time-saving state and it is determined that it is neither a miss nor a small win, and the reach judgment determines that there is a reach, that is, in the case of a reach and miss, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any one of 0 to 99, the special chart fluctuation pattern P12 is selected.

[0115] In addition, when the game state is determined to be neither a miss nor a small win when the time-saving state, and the reach judgment determines that there is no reach, that is, in the case of a miss without a reach, the number of reserved second special symbols is 0, and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 99, the special symbol variation pattern P13 is selected. Furthermore, when the game state is determined to be neither a miss nor a small win when the time-saving state, and the reach judgment determines that there is no reach, that is, in the case of a miss without a reach, the number of reserved second special symbols is 1 to 4, and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 99, the special symbol variation pattern P14 is selected. The variation times of the special symbol variation pattern P11 and the special symbol variation pattern P12 are 30,000 ms, and the stop times of the special symbols are 500 ms, respectively. The variation times of the special symbol variation pattern P13 are 10,000 ms, and the stop times of the special symbols are 500 ms, respectively. The variation time of the special pattern variation pattern P14 is 3,000 ms, and the stop time of the special pattern is 500 ms. In addition, when the special pattern variation patterns P11 and P12 are selected, the performance display device 7 displays a reach dedicated to the rush state as a variation performance pattern. In addition, when the special pattern variation patterns P13 and P14 are selected, the performance display device 7 displays a normal variation as a variation performance pattern.

[0116] As mentioned above, the probability of selecting the SP reach progression in the non-time-saving state is 95% when the jackpot judgment determines that there is a jackpot, but 10% when the jackpot judgment determines that there is a miss and there is a reach. Also, the probability of selecting the normal reach stop in the non-time-saving state is 5% when the jackpot judgment determines that there is a jackpot, but 90% when the jackpot judgment determines that there is a miss and there is a reach. In other words, when the effect display device 7 develops into the SP reach as a variable effect pattern, the probability of a big win occurring is high. In other words, the SP reach is a variable effect pattern in which the expectation of a big win occurring is higher than when the normal reach is the only effect.

[0117] In addition, the special chart change pattern selection table corresponding to the time-save state of the first special pattern and the special chart change pattern selection table corresponding to the non-time-save state of the second special pattern will be omitted, but they may be the same as the special chart change pattern selection table corresponding to the non-time-save state of the first special pattern and the special chart change pattern selection table corresponding to the time-save state of the second special pattern, or they may be different tables.

[0118] [Main processing of the gaming control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 (FIG. 6) will be described with reference to the drawings. (Main side main control processing) First, the main control process executed by the game control microcomputer 61 will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 61 reads out the computer program of the main control process shown in FIG. 16 from the ROM 63 (FIG. 6) and executes it. The game control microcomputer 61 first performs initialization. However, when the power supply is turned on with the RAM clear switch 185 pressed (S1: YES), the initialization (deletion of the stored contents) of the RAM (RWM) 64 is also performed. Furthermore, a command is sent to the sub-control board 100, and the RAM (RWM) 120 of the sub-control board 100 is also initialized. On the other hand, when the power supply of the game machine is turned on with the RAM clear switch 185 not pressed (S1: NO), the initialization of the RAM 64 and the RAM 120 is not performed (i.e., the reserved information, the game state such as time reduction and probability change, and the count of the number of variations stored in the RAM 64 are maintained in the state before the power supply is turned off). However, the trend (history) of the difference in the number of balls up to the present time stored in the difference in the number of balls memory unit 64d of RAM 64 is reset (initialized) when the power is turned on regardless of whether the RAM clear switch 185 is operated or not. Note that by resetting the trend of the difference in the number of balls, the maximum difference in the number of balls, which is the difference between the minimum and maximum values ​​in the trend of the difference in the number of balls, is also reset. However, the trend of the difference in the number of balls may be reset only when a special operation is performed in addition to turning on the power. Note that it is also possible to store the difference in the number of balls memory unit 64d in the RAM 154 of the frame control board 150 instead of the main control board 60, and in that case, a difference in the number of balls reset command is sent to the frame control microcomputer 151 when the power is turned on to request the reset of the trend of the difference in the number of balls up to the present time.

[0119] The change in the number of balls difference indicates the change in the difference between the number of balls acquired, which is the total number of game balls acquired by playing from a predetermined counting start timing (specifically, the time of the previous reset) to the present time, and the number of balls consumed, which is the total number of game balls consumed in playing, as described above, and is updated in real time using the detection results of various sensors in the difference ball related process (S20) described later. Also, the change in the number of balls difference is not counted on a player-by-player basis, but the change in the number of balls difference based on the game results of multiple players who played on the same game machine from the counting start timing is recorded and counted.

[0120] In this initial setting (S2, S3), in addition to initializing the RAM 64 and RAM 120, for example, stack setting, constant setting, interrupt time setting, CPU 62 setting, SIO (System Input / Output), PIO (Parallel Input / Output), and CTC (Counter / Timer Circuit: a circuit for managing interrupt time) setting are performed.

[0121] Furthermore, when the power is turned on with the RAM clear switch 185 pressed (S1: YES), and the game has transitioned to a non-playable state in the difference ball related processing (FIG. 25) described later, the game is configured to return from the non-playable state to a playable state (S4). Specifically, all detections of the multiple winning detection sensors are enabled, and the driving means such as the first large winning port solenoid 30a and the electric chute solenoid 20a are enabled, enabling the launching operation of the game ball by the launching device 90 (launching hammer 90a). In addition, all LEDs of the display devices 50 (special symbol display devices 51, 52, normal symbol display device 53, etc.) are returned to a lit state. Then, the game returns to a state in which the special symbol variation display and the normal symbol variation display during execution can be displayed. In addition, the game control microcomputer 61 also transmits a playable notification command to the sub-control board 100 indicating that the game has returned to a playable state.

[0122] Next, the game control microcomputer 61 executes interrupt prohibition (S5) and executes normal and special symbol main random number update processing (S6). In this normal and special symbol main random number update processing, the initial value of each random number counter that generates the jackpot random number, jackpot type random number, reach random number, and variable pattern random number is updated by adding "1" to each. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is added "1" again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number counter may be updated by adding a value of "2" or more to the count value. Also, each random number may be a so-called hardware random number generated by using a known random number generating circuit made of a counter IC or the like. When this hardware random number is used, the random number update processing by software (S6) is not necessary.

[0123] Next, the game control microcomputer 61 executes interrupt permission (S7). During interrupt permission, execution of the main timer interrupt process (S8) becomes possible. The main timer interrupt process (S8) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle. Then, during the period from when the main timer interrupt process (S8) ends until the next main timer interrupt process (S8) starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S6). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S8) is not started immediately, but is started after the interrupt permission (S7) is executed.

[0124] (Main timer interrupt processing) Next, the contents of the main timer interrupt process (S8 in FIG. 16) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 executes an output process (S10). In this output process, commands set in an output buffer provided in the RAM 64 (FIG. 6) of the main control board 60 in each process described below are output to the sub-control board 100 (FIG. 7) or the frame control board 150 (FIG. 6). In particular, in this embodiment, when the normal symbol starts to change, a normal symbol change start command indicating that the normal symbol has started to change, and when the special symbol starts to change, a special symbol change start command indicating that the special symbol has started to change are also output. Next, the game control microcomputer 61 executes an input process (S11). In this input process, each detection signal detected by various sensors (the first start hole sensor 11a, the second start hole sensor 22a, the first big winning hole sensor 32a, the second big winning hole sensor 35a, the gate sensor 12a, etc. (FIG. 6)) mainly attached to the pachinko game machine 1 is read. Next, the game control microcomputer 61 executes a timer update process (S12). In this timer update process, the subtraction counter operating as a timer is updated (decremented). Next, the game control microcomputer 61 executes a prize ball control process (S13). In this prize ball control process, a payout command for paying out prize balls according to the type of winning port is set in the output buffer of the RAM 64 based on the detection signals of various sensors read in the input process (S11). The payout command is a command output to the frame control board 150. However, since the pachinko game machine 1 of this embodiment is a so-called "managed game machine", the payout is performed by adding the number of game balls equivalent to the prize balls to the number of balls held in the data and storing it without physically paying out the game balls. Next, the game control microcomputer 61 executes a normal pattern / special pattern main random number update process (S14). This normal / special symbol main random number update process is the same as the normal / special symbol main random number update process (S6) executed in the main control process on the main side in Fig. 16. In other words, the update process of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt process (S8) and during other periods (the period from the end of the main side timer interrupt process (S8) to the start of the next main side timer interrupt process (S8)).

[0125] Next, the game control microcomputer 61 executes the start hole sensor detection process (S15), the V winning detection process (S16), the normal operation process (S17), the special symbol waiting process (S18), the special symbol variation process (S19), the difference ball related process (S20), and other processes (S21) described below, and ends the main side timer interrupt process (S8). The other processes (S21) are a security control process that detects and notifies of illegal winning, a magnetic detection process that detects and notifies of illegal acts using magnetism, a door opening process that detects and notifies of the opening of the front frame 18 (FIG. 1) or the inner frame, an illegal radio wave detection process that detects and notifies of illegal acts using radio waves, and an impact detection process that detects and notifies of illegal acts that vibrate the pachinko game machine 1. Then, the processes of S5 to S7 of the main-side main control process are repeatedly executed (FIG. 16) until the next interrupt pulse is input to the CPU 62, and when the interrupt pulse is input (approximately 4 msec later), the main-side timer interrupt process (S8) is executed again. In the output process (S10) of the main-side timer interrupt process (S8) executed again, the commands and the like set in the output buffer of the RAM 64 (FIG. 6) in the previous main-side timer interrupt process (S8) are output to a specified board.

[0126] (Start port sensor detection process) Next, the contents of the start hole sensor detection process (S15 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has passed through the gate 12 (FIG. 1) (S30), and if it judges that the game ball has passed through (S30: Yes), executes a gate passing process (S31). In this gate passing process, it judges whether the number of reserved normal symbols is 4 or more, and if the number of reserved normal symbols is not 4 or more, it adds "1" to the number of reserved normal symbols and executes a process of acquiring and storing a winning random number for drawing a normal symbol.

[0127] Also, in S30, if it is determined that the game ball has not passed through the gate 12 (S30: No), it is determined whether or not the game ball has entered the second starting hole 22 (FIG. 1) (S32). Here, if it is determined that the game ball has entered the second starting hole 22 (S32: Yes), it is determined whether or not the second special chart reserved number U2 has reached the upper limit value of "4" (S33). Here, if it is determined that the second special chart reserved number U2 has reached "4" (S33: Yes), it proceeds to S38, but if it is determined that the second special chart reserved number U2 has not reached "4" (S33: No), it adds 1 to the second special chart reserved number U2 (S34). Next, the game control microcomputer 61 executes a second special chart related random number acquisition process (S35). In this second special chart related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, and the fluctuation pattern random number counted by the fluctuation pattern random number counter are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current second special chart reserved number in the second special chart reserved storage unit 64b (FIG. 13). For example, when the current second special chart reserved number is "3", each random number is stored in the fourth storage area.

[0128] Next, the game control microcomputer 61 executes a second start winning command creation process (S36). In this second start winning command creation process, a second start winning command is created based on each random number group stored in the second special chart reservation memory unit 64b in S35. This second start winning command is composed of data indicating that the game ball has entered the second start hole, data indicating each random number stored in the second special chart reservation memory unit 64b in S35, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S36 in the output buffer of the RAM 64 (S37). This set second start winning command is output to the sub-control board 100 (FIG. 7) in the output process (S10 in FIG. 15), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.

[0129] Next, the game control microcomputer 61 judges whether the game ball has entered the first starting hole 11 (FIG. 1) (S38). If it is judged that the game ball has entered the first starting hole 11 (S38: Yes), it judges whether the first special symbol reservation number U1 has reached the upper limit value of "4" (S39). If it is judged that the first special symbol reservation number U1 has reached "4" (S39: Yes), this start hole sensor detection process is terminated, but if it is judged that the first special symbol reservation number U1 has not reached "4" (S39: No), 1 is added to the first special symbol reservation number U1 (S40). Next, the game control microcomputer 61 executes the first special symbol related random number acquisition process (S41). In this first special chart related random number acquisition process, the jackpot random number, the jackpot type random number, the reach random number, and the variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current number of first special charts reserved in the first special chart reserved storage unit 64a. For example, when the current number of first special charts reserved is "3", each random number is stored in the fourth storage area.

[0130] Next, the game control microcomputer 61 executes a first start winning command creation process (S42). In this first start winning command specification process, the first start winning command is created based on each random number group stored in the first special symbol reservation memory unit 64a in S41. This first start winning command is composed of data indicating that the game ball has won the first start hole 11, data indicating each random number stored in the first special symbol reservation memory unit 64a in S41, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S42 in the output buffer of the RAM 64 (S43). This set first start winning command is output to the sub-control board 100 (FIG. 13) in the output process (S10 in FIG. 15), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command.

[0131] (V winning detection process) Next, the contents of the V winning detection process (S16 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the game ball has passed through a specific area provided in the second large prize opening 35 (S50), and if it is determined that the game ball has passed through (S50: Yes), proceeds to S51. The specific area sensor 35b detects that the game ball has passed through the specific area provided in the second large prize opening 35. If it is determined that the game ball has not passed through the specific area provided in the second large prize opening 35 (S50: No), the V prize detection process ends.

[0132] When the game control microcomputer 61 judges that the game ball has passed through a specific area provided in the second large winning opening 35, that is, when it judges that a jackpot has been won, it reads out the jackpot type random number stored in the first storage area of ​​the special winning symbol reservation storage unit, and judges the type of jackpot by referring to the jackpot type judgment table Ta3 (FIG. 9) in which the type of jackpot is set (S51). The jackpot pattern of the special symbol, the stop pattern of the special symbol, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different depending on the type of jackpot. In addition, the presence or absence of a time reduction after the end of the jackpot game and the number of time reductions are also determined depending on the type of jackpot. Here, the distribution rate is the probability that a predetermined jackpot is selected from among the multiple types of jackpots set in the jackpot type judgment table. In addition, the maximum number of rounds is the maximum number of rounds that can be executed in the jackpot game. However, the judgment of the jackpot type may be performed when the small jackpot immediately before the trigger of opening the second large winning opening 35 is won (i.e., when the special symbol is won).

[0133] Next, the game control microcomputer 61 turns on a big win flag indicating that a big win has been determined (S52), and ends this V winning detection process.

[0134] (Normal operation processing) Next, the contents of the normal operation process (S17 in FIG. 17) executed by the game control microcomputer 61 will be described. The game control microcomputer 61 performs processes such as adding the number of reserved normal symbols, displaying the changing normal symbols using the normal symbol display 53, determining whether the normal symbol is a win or not, and opening and closing the normal variable winning device 20 when the result of the win determination is a win.

[0135] (Special pattern waiting process) Next, the contents of the special symbol waiting process (S18 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the second special chart reserved number U2 is "0" or not (S60), and when it judges that it is not "0" (S60: No), executes the second special chart big win judgment process (Fig. 19) described later (S61). Next, the game control microcomputer 61 executes the second special chart change pattern selection process (Fig. 22, Fig. 23) described later (S62). Next, the game control microcomputer 61 subtracts "1" from the second special chart reserved number U2 (S63), and shifts each data stored in each memory area of ​​the second special chart reserved memory unit 64b (Fig. 13) one by one to the memory area with the oldest memory order, that is, to the side to be read (S64). Next, the game control microcomputer 61 executes the second special chart change start process (S65). That is, the second special symbol display 52 performs the variable display of the second special symbol in the order that the game control microcomputer 61 performs the hit / miss judgment based on the jackpot random number stored in the second special symbol reservation storage unit 64b (FIG. 13). Also, each time the second special symbol display 52 performs the variable display of the second special symbol, each data stored in each storage area of ​​the second special symbol reservation storage unit 64b is shifted to the storage area with the oldest storage order. In this second special symbol variation start process, a variation start command is set in the output buffer of the RAM 64 to start the variation display of the second special symbol. The variation start command set in the output buffer of the RAM 64 includes data on the special symbol stop pattern set in the second special symbol big win determination process (FIG. 21) described later and data on the special symbol variation pattern set in the second special symbol variation pattern selection process (FIG. 22, FIG. 23).

[0136] In addition, in S40, when the second special chart reserved number U2 is judged to be "0" (S60: Yes), the game control microcomputer 61 judges whether the first special chart reserved number U1 is "0" or not (S66), and when it is judged not to be "0" (S66: No), executes the first special chart big win judgment process (Fig. 21) described later (S67). Next, the game control microcomputer 61 executes the first special chart change pattern selection process (Fig. 22, Fig. 23) described later (S68). Next, the game control microcomputer 61 subtracts "1" from the first special chart reserved number U1 (S69), and shifts each data stored in each memory area of ​​the first special chart reserved memory unit 64a (Fig. 12) one by one to the memory area with the oldest memory order, that is, to the side to be read (S70). Next, the game control microcomputer 61 executes the first special chart change start process (S71). That is, the first special symbol display 51 performs the variance display of the first special symbol in the order that the game control microcomputer 61 executes the hit / miss judgment based on the jackpot random number stored in the first special symbol reservation storage unit 64a (FIG. 12). Also, each time the first special symbol display 51 performs the variance display of the first special symbol, each data stored in each storage area of ​​the first special symbol reservation storage unit 64a is shifted to the storage area with the oldest storage order. In this first special symbol variation start process, a variation start command is set in the output buffer of the RAM 64 to start the variation display of the first special symbol. The variation start command set in the output buffer of the RAM 64 includes data on the special symbol stop pattern set in the first special symbol big win determination process (FIG. 21) described later and data on the variation pattern set in the first special symbol variation pattern selection process (FIG. 22, FIG. 23).

[0137] In addition, in S46, when the game control microcomputer 61 judges that the first special symbol reserved number U1 is "0" (S66: Yes), it judges whether the performance display device 7 is displaying a standby screen (a demo screen for waiting for customers) (S72). If it judges that the standby screen is displayed (S72: Yes), it ends this special symbol standby process, and if it judges that the standby screen is not displayed (S72: No), it executes a standby screen setting process (S73). In this standby screen setting process, it waits for a predetermined standby time to elapse, and sets a customer standby command for displaying the standby screen in the output buffer of the RAM 64. In this embodiment, the variable display of the first special pattern based on the first special pattern reservation is performed only when the second special pattern reservation number U2 is "0" (S60: Yes). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation. However, if any of the special symbols is changing, the process from S60 onwards is not performed and the special symbol waiting process is terminated.

[0138] (2nd special chart big win determination process (1st special chart big win determination process)) Next, the contents of the second special chart big win determination process (first special chart big win determination process: S61 in FIG. 20) executed by the game control microcomputer 61 will be described with reference to FIG. 21. The second special chart big win determination process (S61 in FIG. 20) and the first special chart big win determination process (S67 in FIG. 20) have the same process flow, so they will be described together. In addition, when describing matters common to the first special chart reservation storage unit 64a and the second special chart reservation storage unit 64b, they will simply be referred to as the special chart reservation storage unit.

[0139] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area of ​​the special symbol reservation storage section of the RAM 64 (S80) and refers to the jackpot determination table Ta1 (S81). Next, the game control microcomputer 61 refers to the jackpot random number in the jackpot determination table Ta1 and judges whether or not there is a random number identical to the jackpot random number read out in S80, that is, judges whether or not there is a jackpot (S82). For example, if the jackpot random number read out in S80 in the jackpot determination process of the second special symbol is "7", then it is judged as a jackpot because "7" exists among the jackpot random numbers 0 to 204 in the jackpot determination table Ta1 (S82: Yes).

[0140] When the game control microcomputer 61 judges that a jackpot has been obtained in S82 (S82: Yes), it reads out the jackpot type random number stored in the first storage area of ​​the special symbol reservation storage section, and judges the type of jackpot by referring to a jackpot type judgment table Ta3 in which multiple types of jackpots are set (S83). The jackpot pattern of the special symbol, the stop pattern of the special symbol, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different depending on the type of jackpot. In addition, the number of times the a time reduction is changed after the jackpot game ends is also determined depending on the type of jackpot. Here, the distribution rate is the probability that a predetermined jackpot is selected from the multiple types of jackpots set in the jackpot type judgment table. In addition, the maximum number of rounds is the maximum number of rounds that can be executed in the jackpot game.

[0141] Next, the game control microcomputer 61 turns on the jackpot flag indicating that a jackpot has been determined in the jackpot determination (S84), sets the special symbol stop pattern data for determining and displaying the jackpot pattern of the special symbol according to the type of jackpot determined in S83 in the special symbol buffer provided in the RAM 64 (FIG. 6) (S85), and ends this second special symbol jackpot determination process. Also, if it is determined in S82 that it is not a jackpot, that is, a miss (S82: No), it further refers to the range of random numbers corresponding to the small win in the jackpot determination table Ta1, and determines whether or not there is a random number that is the same as the jackpot random number read in S80, that is, whether or not it is a small win (S86). For example, if the jackpot random number read out in S60 in the jackpot determination process for the second special chart is "1234", then it is determined to be a small jackpot (S86: Yes) because "1234" is within the random number range 205-2216 corresponding to a small jackpot in the jackpot determination table Ta1.

[0142] When the game control microcomputer 61 judges that a small win has occurred in S86 (S86: Yes), it turns on a small win flag (S87) indicating that a small win has occurred. In addition, in a one-type two-type mixed machine, a small win is also essentially a big win, so the type of big win may be judged at the time when a small win has occurred in the same way as a big win.

[0143] On the other hand, if it is determined in S86 that the winning combination is not a small win (S86: No), the special chart stop pattern data for confirming and displaying the losing pattern of the special chart is set in the special chart buffer (S85), and the second special chart big win determination process is terminated.

[0144] (Second special chart fluctuation pattern selection process (first special chart fluctuation pattern selection process)) Next, the contents of the second special chart variation pattern selection process (first special chart variation pattern selection process: S62, S68 in FIG. 20) executed by the game control microcomputer 61 will be described with reference to FIG. 22 and FIG. 23. The second special chart variation pattern selection process (S62 in FIG. 20) and the first special chart variation pattern selection process (S68 in FIG. 20) have the same process flow, so they will be described together. In addition, when describing matters common to the first special chart reservation storage unit 64a and the second special chart reservation storage unit 64b, they will simply be referred to as the special chart reservation storage unit.

[0145] The game control microcomputer 61 judges whether the game state is in the time-saving state (S90), and if it is judged not to be in the time-saving state (S90: No), it judges whether the jackpot flag is ON (S91). Here, if it is judged that the jackpot flag is ON (S91: Yes), it refers to the special chart fluctuation pattern selection table Ta5 (Fig. 11) and selects the special chart fluctuation pattern (S92). In detail, it refers to the fluctuation pattern random number in the special chart fluctuation pattern selection table Ta5 in the case of a jackpot in the non-time-saving state. Then, it acquires the fluctuation pattern random number stored in the first storage area (Figs. 12 and 13) of the special chart reserve storage unit, and selects the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 6) (S96), and ends this second special chart variation pattern selection process.

[0146] In addition, when the game control microcomputer 61 determines in S91 that the jackpot flag is not ON, that is, that it is a miss (S91: No), it acquires the reach random number stored in the first storage area (FIGS. 12 and 13) of the special chart reservation storage unit, and determines whether the acquired reach random number is a reach establishment random number (S93). In other words, it determines whether the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is a reach random number set in the non-time-saving state in the reach determination table Ta4 (FIG. 10). For example, if the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is "20", the reach random number "20" exists in the reach random numbers 0 to 27 set in the non-time-saving state, so it is determined to be a reach establishment random number (S93: Yes). Here, when the game control microcomputer 61 judges that the reach random number is a reach establishment random number (S93: Yes), it refers to the special chart change pattern selection table Ta5 (Fig. 11) and selects a special chart change pattern (S94). In detail, it refers to the change pattern random number in the special chart change pattern selection table Ta5 in the case of reach with miss in the non-time shortening state. Then, it acquires the change pattern random number stored in the first storage area of ​​the special chart reserve storage section, and selects the special chart change pattern associated with the same change pattern random number as the acquired change pattern random number. Next, the game control microcomputer 61 sets the change pattern data indicating the selected change pattern in the special chart change pattern buffer provided in the RAM 64 (Fig. 6) (S96), and ends this second special chart change pattern selection process.

[0147] In addition, if the game control microcomputer 61 determines in S93 that the reach random number is not a reach establishment random number (S93: No), it selects a special chart change pattern by referring to the special chart change pattern selection table Ta5 (Figure 11) (S95). Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 6) (S96), and ends this second special chart variation pattern selection process.

[0148] In addition, when the microcomputer 61 for game control judges that the time-saving state is in progress in S70 (S90: Yes), it judges whether the jackpot flag is ON or not (S97 in FIG. 21). Here, when it judges that the jackpot flag is ON (S97: Yes), it refers to the special chart fluctuation pattern selection table Ta5 (FIG. 11) and selects the special chart fluctuation pattern (S98). In detail, it refers to the fluctuation pattern random number in the special chart fluctuation pattern selection table Ta5 in the case of a jackpot in the time-saving state. Then, it acquires the fluctuation pattern random number stored in the first storage area of ​​the special chart reserve storage unit, and selects the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number. Next, the microcomputer 61 for game control sets the fluctuation pattern data indicating the selected fluctuation pattern in the special chart fluctuation pattern buffer provided in the RAM 64 (FIG. 6) (S96 in FIG. 22), and ends this second special chart fluctuation pattern selection process.

[0149] In addition, when the game control microcomputer 61 judges that the jackpot flag is not ON in S97, that is, that it is a miss (S97: No), it acquires the reach random number stored in the first storage area (FIGS. 12 and 13) of the special chart reservation storage unit, and judges whether the acquired reach random number is a reach establishment random number (S99). In other words, it judges whether the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is a reach random number set in the time-saving state in the reach judgment table Ta4 (FIG. 10). For example, if the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is "8", the reach random number "8" exists in the reach random numbers 0 to 11 set in the time-saving state, so it is judged to be a reach establishment random number (S99: Yes). Here, when the game control microcomputer 61 judges that the reach random number is a reach establishment random number (S99: Yes), it refers to the special chart change pattern selection table Ta5 (Fig. 11) and selects a special chart change pattern (S100). In detail, it refers to the change pattern random number in the special chart change pattern selection table Ta5 when there is a reach and a miss in the time-saving state. Then, it acquires the change pattern random number stored in the first storage area of ​​the special chart reserve storage unit, and selects the special chart change pattern associated with the same change pattern random number as the acquired change pattern random number. Next, the game control microcomputer 61 sets the change pattern data indicating the selected change pattern in the special chart change pattern buffer provided in the RAM 64 (Fig. 6) (S96 in Fig. 22), and ends this second special chart change pattern selection process.

[0150] Also, when the game control microcomputer 61 judges in S99 that the reach random number is not a reach establishment random number (S99: No), it refers to the special chart change pattern selection table Ta5 (Fig. 11) and selects a special chart change pattern (S101). In detail, it refers to the change pattern random number in the special chart change pattern selection table Ta5 in the case of a time-saving state and a miss without a reach. Then, it acquires the change pattern random number stored in the first storage area (Figs. 12 and 13) of the special chart reserve storage section, and selects the special chart change pattern associated with the same change pattern random number as the acquired change pattern random number. Next, the game control microcomputer 61 sets the change pattern data indicating the selected change pattern in the special chart change pattern buffer provided in the RAM 64 (Fig. 6) (S96 in Fig. 22), and ends this second special chart change pattern selection process.

[0151] The variation pattern data set in the special pattern variation pattern buffer in S96 is included in the variation start command set in S65 (FIG. 20) of the special pattern standby process described above, and is output to the sub-control board 100 (FIG. 7) by the output process of the main side timer interruption process (S10 in FIG. 17). The first special pattern variation pattern selection process is also executed in the same flow as the second special pattern variation pattern selection process, and the variation pattern data set in the special pattern variation pattern buffer in S96 is included in the variation start command set in S71 (FIG. 20) of the special pattern standby process described above, and is output to the sub-control board 100 (FIG. 7) by the output process of the main side timer interruption process (S10 in FIG. 17).

[0152] Although the explanation is omitted, even in the case of a small win, the special pattern variation pattern selection table Ta5 is referenced to select the special pattern variation pattern corresponding to the small win. In particular, in a 1-type 2-type mixed machine, even if the second special pattern wins a small win, it is essentially a big win, so the same performance as in the case of a big win will be selected.

[0153] (Special pattern change processing) Next, the contents of the special symbol variation process (S19 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the special symbol variation time (variation time determined according to the special symbol variation pattern selected in S62 or S68 in FIG. 20, see FIG. 11) has ended (S110). If it is judged that the special symbol variation time has not ended (S110: No), the special symbol variation process is terminated. This allows the special symbol variation display to continue. On the other hand, if it is judged that the special symbol variation time has ended (S110: Yes), a variation stop command for stopping the special symbol variation display is set in a command buffer provided in the RAM 64 (FIG. 6) (S111). Next, the game control microcomputer 61 executes a special symbol stop process (S112) that stops the special symbol variation display at a pattern (a special symbol jackpot pattern or a special symbol losing pattern) according to the special symbol stop pattern data set in S85 (FIG. 21) of the second special symbol jackpot judgment process (first special symbol jackpot judgment process). This determines the special symbol. In addition, the special pattern remains stopped (the special pattern remains confirmed) for the stop time (e.g., 500 ms) corresponding to the variation pattern selected in the special pattern variation pattern selection table Ta5, and then the next variation of the special pattern begins.

[0154] Next, the game control microcomputer 61 executes a game state management process. In this game state management process, for example, it is determined whether or not the time-saving flag is ON, and if it is ON, that is, if it is determined that the game is in the time-saving state, the value of the time-saving counter, which counts the number of times the special pattern changes during the time-saving state by a subtraction method, is subtracted by 1. The time-saving counter is set to a predetermined value (in this embodiment, at the end of the jackpot game, "0 (no time-saving)" or "1") at the end of the jackpot game. If the time-saving flag is ON and the value of the time-saving counter becomes "0", it indicates that the change of the number of times the time-saving is decided according to the type of jackpot after the jackpot game ends (i.e., the final change of the time-saving game state) has ended, so the time-saving flag is turned OFF when the current change ends.

[0155] The game control microcomputer 61 sets the game state designation command including the information of each flag in the output buffer of the RAM 64, and ends the game state management process. The game state designation command set in the output buffer of the RAM 64 is output to the sub-control board 100 in the output process of the main side timer interrupt process (S10 in FIG. 15).

[0156] Next, the game control microcomputer 61 judges whether the big win flag is ON or not (S114), and if it is judged to be ON (S114: Yes), executes a game state reset process (S115). In this game state reset process, it judges whether the time-saving flag is ON or not, and if it is judged to be ON, it turns the time-saving flag OFF. In other words, during the execution of the big win game, it is controlled to the normal probability state and the non-time-saving state. Next, the game control microcomputer 61 performs a jackpot opening setting in order to start a jackpot game (S116) and sets an opening command for executing a jackpot opening (S117). A jackpot opening is a performance in which a performance image celebrating the occurrence of a jackpot is displayed on the performance display device 7 and music celebrating the occurrence of a jackpot is played from each speaker 8. In the opening setting, a predetermined timer is set to the execution time of the opening of the jackpot game. Next, the game control microcomputer 61 sets the value of the special electric role operation valid counter (S118) and ends this special symbol variation process. The special electric role operation valid counter is a counter that counts the remaining number of rounds in the big win game. Also, if it is determined in S114 that the big win flag is not ON (S114: No), this special symbol variation process ends.

[0157] In the pachinko machine of the present embodiment, a jackpot with time reduction is won by drawing a lottery for the first special symbol from the normal state, and after the jackpot game ends, the machine transitions to a time reduction state (a time reduction). In the a time reduction state, electric support control is performed, so it becomes easier for the ball to enter the second starting hole 22, and the player plays the game aiming at the second starting hole 22. The number of a time reductions varies depending on the type of jackpot, and is selected by drawing lots from, for example, 0 times (no time reduction) and 40 times. For example, if 40 times is selected, the time reduction state (rush state) continues until the special symbol changes a maximum of 40 times. If a jackpot is won during the 40 changes (including a jackpot due to a V prize), the machine will enter the time reduction state again after the jackpot game (however, if the lottery for the first special symbol is won, the machine will not necessarily transition to the time reduction state).

[0158] On the other hand, if the jackpot is not won within 40 tries, the time-saving state will end and a lottery will be held based on the remaining reserved second special symbols. If the jackpot is won (including a V-winning jackpot) during the change in the remaining reserved second special symbols, the time-saving state will be resumed after the jackpot is played.

[0159] (Difference ball related processing) Next, the contents of the ball difference related process (S20 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. In the ball difference processing, the game control microcomputer 61 first judges whether or not a game ball has been detected by the actual shot sensor 143b (FIG. 5) provided on the launch rail 143 or the sensor corresponding to each winning hole provided in the game area 3 (for example, the first starting hole sensor 11a, the general winning hole sensor 13a, the second starting hole sensor 22a, the first large winning hole sensor 32a, and the second large winning hole sensor 35a). The actual shot sensor 143b detects game balls that have passed through the launch rail 143 and been launched into the game area 3, that is, game balls that have been consumed in the game. On the other hand, the sensor corresponding to each winning hole provided in the game area 3 detects that a game ball has won a prize in each winning hole.

[0160] Then, if it is determined that a game ball has been detected by the actual shot sensor 143b provided on the launch rail 143 or the sensor corresponding to each winning hole provided in the game area 3 (S120: Yes), the process proceeds to S121, and the change (history) of the difference in the number of balls stored in the difference in the number of balls storage unit 64d of the RAM 64 is updated. More specifically, the number of game balls acquired by the player by winning a winning hole and the number of game balls consumed by the player by playing are counted, and the current difference in the number of balls is updated based on the counting results. For example, the difference in the number of balls is subtracted according to the number of game balls detected by the actual shot sensor 143b. Also, when a game ball wins the first starting hole 11, three game balls (prize balls) are given, so the difference in the number of balls per one game ball detected by the first starting hole sensor 11a is increased by "3". In addition, when a game ball enters the general winning hole 13, five game balls (prize balls) are awarded, so the difference in number of balls per game ball detected by the general winning hole sensor 13a is increased by "5". In addition, when a game ball enters the second starting hole 22, three game balls (prize balls) are awarded, so the difference in number of balls per game ball detected by the second starting hole sensor 22a is increased by "3". In addition, when a game ball enters the first large winning hole 32, fifteen game balls (prize balls) are awarded, so the difference in number of balls per game ball detected by the first large winning hole sensor 32a is increased by "15". In addition, when a game ball enters the second large winning hole 35, one game ball (prize ball) is awarded, so the difference in number of balls per game ball detected by the second large winning hole sensor 35a is increased by "1".

[0161] Thereafter, the game control microcomputer 61 reads out the change (history) in the difference in number of balls stored in the difference in number of balls storage unit 64d of the RAM 64, and judges whether or not the maximum difference in number of balls, which is the difference between the minimum and maximum values, has reached a "reference value" (S122). The reference value is, for example, 95,000, but the reference value can be changed as appropriate. Furthermore, "reaching the reference value" basically assumes that the maximum difference in number of balls reaches the reference value by increasing the difference in number of balls, but may also include the case where the maximum difference in number of balls reaches the reference value by decreasing the difference in number of balls.

[0162] When it is determined in S122 that the maximum difference in the number of balls has reached the "reference value" (S122: YES), the game control microcomputer 61 further determines whether or not a jackpot game is currently being played on the pachinko game machine 1 (S123). When it is determined in S122 that the maximum difference in the number of balls has not reached the "reference value" (S122: No) or when it is determined that a jackpot game is being played even if the reference value has been reached (S123: YES), the game ends without transitioning to an unplayable state. When it is determined that a jackpot game is being played even if the reference value has been reached (S123: YES), the game transitions to S124 at the timing when the jackpot game ends. That is, for a jackpot game that started before the maximum difference in the number of balls reached the reference value, even if the maximum difference in the number of balls reached the reference value during the jackpot game, the game is not forcibly ended during the jackpot game, and the game can be continued at least until the jackpot game ends.

[0163] On the other hand, when it is determined that the maximum difference in the number of balls reaches the "reference value" and the jackpot game is not in progress (S123: No), a process is executed to transition from the playable state to the non-playable state. Specifically, a game stop process is executed first (S124). In this game stop process, the detection of all winning detection sensors that detect winning in each winning port of the game board 2 is disabled, and the execution of processes such as S15 to S19 in the main side timer interrupt process (FIG. 17) described above is stopped. As a result, it becomes impossible to detect winning in each winning port, the jackpot winning port and the second starting port 22 remain closed, the LEDs of the display devices 50 (special pattern display devices 51, 52 and normal pattern display device 53, etc.) are turned off (the special and normal pattern variable displays are not displayed), and the measurement of the variable time for the special and normal pattern variable displays that were being executed is stopped (or interrupted). When this game stop process (S124) is completed, the game control microcomputer 61 then executes a launch stop process (S125). In this launch stop process, the launch permission signal that is always output in the normal state (playable state) is stopped. This stops the drive control of the launch device 90 by the launch control circuit 75, and the game ball launch operation becomes impossible. In this way, the game control microcomputer 61 executes the game stop process (S124) and the launch stop process (S125), thereby transitioning from the playable state to the unplayable state. Note that the transition to the unplayable state may be executed by only one of the game stop process and the launch stop process.

[0164] In addition, once the game goes from playable to unplayable, the unplayable state will continue even if the maximum number of balls difference is reset by simply turning the power on after that. The unplayable state will continue until the power is turned on with the RAM clear switch 185 pressed (RAM clear) (S4).

[0165] When S125 ends, the game control microcomputer 61 sets a play-disabled notification command for executing a notification regarding a play-disabled state under the control of the presentation control microcomputer 101 (S126). This play-disabled notification command is transmitted to the sub-control board 100 (presentation control microcomputer 101) and the frame control board 150 in the output process (S10) of the main-side timer interrupt process (FIG. 17) described above.

[0166] Then, the sub-control board 100 that has received the unplayable notification command displays an image informing the player that the gaming machine is in an unplayable state. When the frame control board 150 transitions to an unplayable state, the frame control board 150 may automatically count the number of balls held stored in the RAM 154 (transfer to the card unit 28).

[0167] (Control processing of frame control board) Next, the control process executed by the frame control microcomputer 151 (FIG. 6) will be described with reference to FIG.

[0168] When the power supply of the pachinko game machine 1 is turned on and power is supplied to the frame control microcomputer 151, various initial setting processes (S150) are performed. For example, the frame control microcomputer 151 first permits access to the RAM 154, making it possible to write and read information to and from the RAM 154.

[0169] Thereafter, it is determined whether or not the power is turned on with the count clear switch 183 in the ON state (S151). If it is determined that the power is turned on with the count clear switch 183 in the ON state (S151: Yes), the number of balls stored in the number of balls memory unit 154a of the RAM 154 is cleared (S152). In other words, the number of balls is reset to the initial value of "0".

[0170] Next, in S1535, the frame control microcomputer 151 judges whether the power was turned on with the ball removal switch 184 in the ON state (S153). If it is judged that the power was turned on with the ball removal switch 184 in the ON state (S153: Yes), it further reads the number of balls stored in the number of balls memory unit 154a of the RAM 154, and judges whether the number of balls is the initial value "0" or not (S154).

[0171] If it is determined that the number of balls held is the initial value "0" (S154: Yes), the mode of the pachinko game machine 1 is switched to a ball removal mode in which a ball removal operation is performed to remove the game balls enclosed in the game machine (S155). The ball removal mode is used, for example, when performing maintenance on the ball circulation mechanism 130 or when replacing the game machine, that is, in situations where it is necessary to remove the game balls enclosed in the game machine. When the mode is switched to the ball removal mode, guidance is output from the performance display device 7 and the speaker that provides instructions on how to perform the ball removal operation to remove the game balls enclosed in the game machine and points to note, and the operator basically performs the ball removal operation by following the guidance.

[0172] When the ball removal mode is to be entered in S155, a command indicating that the mode is to be entered is sent to the game control microcomputer 61 and the performance control microcomputer 101. During the ball removal mode, the pachinko-related games described above are not played (for example, the selection of special or normal games, the variation of the game patterns, the payout of prize balls, etc. are not performed), and the mode ends when a predetermined time has elapsed since the mode was entered, or when the mode is terminated by the operator's operation. After the ball removal mode ends, the mode transitions to a game mode in which the pachinko-related games can be played.

[0173] On the other hand, even if the power is turned on with the ball removal switch 184 in the ON state, if the number of balls held is not the initial value "0" (S154: No), the game is controlled to the normal game mode without switching to the ball removal mode. Therefore, basically, in order to switch to the ball removal mode when the number of balls held is not the initial value "0", it is necessary to first clear the number of balls held by turning on the power with the count clear switch 183 in the ON state, turn off the power, and then turn on the power again with the ball removal switch 184 in the ON state.

[0174] After completing the processes of S150 to S155, the frame control microcomputer 151 loops and transitions to a state in which it executes an interrupt process (frame control side interrupt process) that occurs at regular intervals (for example, every 300 ms) (S156).

[0175] (Frame control side interrupt processing) Next, the frame control side interrupt process (S156 in FIG. 26) executed by the frame control microcomputer 151 will be described with reference to FIG. In the frame control side interruption process, the frame control microcomputer 151 first executes a game information acquisition process (S170). In this game information acquisition process, the frame control microcomputer 151 acquires various game information based on a command from the game control microcomputer 61. In this case, the game information that can be acquired includes, for example, information on the number of awarded balls, information on the current number of balls difference, information on the fact that game control has been stopped, information on the current game state, information on the fact that a special chart change display or a normal chart change display has been performed, information on the number of times a big win game state or a small win state has occurred, and information on an abnormal state determined by the game control microcomputer 61. The frame control microcomputer 151 stores the acquired game information in the RAM 154 and ends this game information acquisition process (S170).

[0176] Next, the frame control microcomputer 151 performs a ball count management process (S171) to be described later, and further performs an acquired ball notification process (S172) to operate the movable member according to the number of acquired game balls to be described later. After that, it executes a ball circulation drive process (S173), a control of the game ball count display 26 (S174), and other processes (S175) in that order. Then, it ends the frame control side interrupt process.

[0177] In the ball circulation drive process (S173), the frame control microcomputer 151 controls the drive (forward rotation) of the lifting motor 134c. In addition, in a state where a launch permission signal and a signal from the touch switch 92 indicating the touch of the player to the handle 4 are input, the ball feed solenoid 136b is driven to send the game balls in the internal passage R4 to the hitting position 143a one by one, and further, the launch motor 91 is controlled to drive the launch hammer 90a with a striking strength according to the displacement amount of the launch volume 93, and the game balls are periodically launched (for example, at 0.6 second intervals). This causes the game balls to circulate in the ball circulation mechanism 130. However, when the number of balls stored in the number of balls held memory unit 154a of the RAM 154 is 0, the ball feed solenoid 136b and the launch motor 91 are controlled not to be driven (the game balls are not launched) even if the handle is operated. The details of the ball circulating mechanism 130 have already been explained with reference to FIG. 5 and will not be described here.

[0178] In addition, since there is a risk of malfunction occurring when the lifting motor 134c is driven with the front frame 18 open, the lifting motor 134c is controlled not to be driven when the front frame 18 is open. That is, when the front frame 18 is open, the flow of game balls stops at the lifting device 134, and the ball circulation mechanism 130 does not circulate the game balls. However, in the above-mentioned ball removal mode, there are exceptional cases where the lifting motor 134c is driven and controlled in the reverse rotation direction even when the front frame 18 is open. The open / closed state of the front frame 18 can be detected by the door opening sensor 18c. In accordance with this specification, an error notification regarding the circulation of game balls is not made when the front frame 18 is open and for a certain period of time after it is closed. In other processing (S175), for example, an error notification regarding the circulation of game balls is made.

[0179] (Number of balls managed) Next, the possessed ball count management process (S171 in FIG. 27) executed by the frame control microcomputer 151 will be described with reference to FIG. In the game ball number management process, the frame control microcomputer 151 first judges whether or not a loan signal or a replay signal is input from the card unit 28 (loan board) in response to a ball loan operation (operation of the ball loan button 281) or a replay operation (operation of the replay button 284) by the player (S180). If it is judged that a loan signal or a replay signal is input (S180: Yes), the microcomputer 151 adds the number of loaned balls (for example, 125 balls) in response to the loan signal or the replay signal to the number of balls stored in the ball number storage unit 154a of the RAM 154 (S181), and proceeds to S182. On the other hand, if it is judged that a loan signal or a replay signal is not input in S180 (S181: No), the microcomputer 151 proceeds directly to S182.

[0180] In S182, the frame control microcomputer 151 judges whether or not a counting signal corresponding to the counting operation (operation of the counting button 251) by the player is input. If it is judged that a counting signal is input (S182: Yes), the number of balls corresponding to the counting signal is subtracted from the number of balls stored in the number of balls memory unit 154a of the RAM 154 (S183). Note that the counting operation by the player is a short press operation of the counting button 251 to count one ball, and a long press operation to count 250 balls at once. In this case, the number of balls corresponding to the count is subtracted from the number of balls stored in the number of balls memory unit 154a, and the number of balls corresponding to the subtraction is output to the card unit 28 (S184). As a result, the subtraction amount of the balls is counted by the card unit 28, and the counted amount of the balls is stored (added) to the game card. As a result, by operating the count button 251, the balls (data) held by the player are transferred from the pachinko game machine 1 (frame control board 150) to the game card of the card unit 28. However, the number of balls held may not be stored directly on the game card, but may be linked to the identification information of the game card and stored in an external server of the management company.

[0181] Next, in S185, the frame control microcomputer 151 judges whether or not a prize ball has been generated (whether or not a prize ball command has been received from the game control microcomputer 61). If it is judged that a prize ball has been generated (S185: Yes), the number of prize balls is added to the number of possessed balls stored in the possessed ball number storage unit 154a of the RAM 154 (S186).

[0182] In S186, the frame control microcomputer 151 judges whether the actual shot sensor 143b detects a game ball shot in response to the player's shooting operation (operation of the handle 4). If it is judged that the actual shot sensor 143b has detected a game ball (S187: Yes), the number of balls (1 ball) detected by the actual shot sensor 143b is subtracted from the number of balls stored in the number of balls held memory unit 154a of the RAM 154 (S188).

[0183] Next, in S188, the frame control microcomputer 151 judges whether the foul ball sensor 138a has detected the game ball shot in response to the player's shooting operation (operation of the handle 4). If it is judged that the foul ball sensor 138a has detected the game ball (S189: Yes), the number of balls (1) detected by the foul ball sensor 138a is added to the number of balls stored in the number of balls held memory unit 154a of the RAM 154 (S190). Then, other processes (S191) are performed.

[0184] (Acquired ball notification processing) Next, the acquired ball notification process (S172 in FIG. 27) executed by the frame control microcomputer 151 will be described with reference to FIG. In the winning ball notification process, the frame control microcomputer 151 first obtains the number of game balls that the player has won based on the game results up to now (S200). The number of balls that is obtained in S200 is basically the "number of balls difference", which is the difference between the number of balls won by the game and the number of balls consumed. The number of balls difference may be obtained from the main control board 60, or may be calculated by the frame control board 150. The "number of balls difference" may be the difference between the number of balls won and the number of balls consumed by the game (regardless of the change in the player) from the opening time of the day to the present, the difference between the number of balls won and the number of balls consumed by the game from the start of the game by the current player to the present, or the difference between the number of balls won and the number of balls consumed by the game from the most recent transition from the normal state to the time-saving game state (rush state) to the present. However, when obtaining the difference between the number of balls acquired and the number of balls consumed in play from the most recent transition from the normal state to the time-saving game state (rush state) to the present, it is assumed that the current game state is the time-saving game state, and if the current game state is not the time-saving game state, it is desirable to set the difference in the number of balls to 0 (i.e., reset the difference in the number of balls when the time-saving game state ends). In addition, detection of whether the player playing has changed may be detected, for example, by a certain interval or more in the operation of shooting game balls, or by ejection or insertion of an IC card in the card unit 28.

[0185] In the above example, the difference between the number of balls acquired by the game and the number of balls consumed is acquired as the number of game balls acquired by the player based on the game results up to now, but the number of balls owned, including the number of loaned balls, or the number of balls acquired (total number of game balls paid out as prize balls) not considering the number of balls consumed may be acquired instead. Here, the number of balls owned is calculated by the formula "number of balls loaned + number of balls acquired - number of balls consumed" in relation to the number of loaned balls, which is the number of game balls loaned in response to the ball loan operation or replay operation, the number of game balls acquired, which is the number of game balls granted as prize balls according to the game, and the number of balls consumed. The current number of balls owned is stored in the number of balls owned storage unit 154a. The number of balls owned is basically reset when the player is changed, so the number of balls owned by the player currently playing is acquired in the above S200. However, balls that the player had before starting to play on the game machine are not included, and the number of balls that the player has as a result of playing on the game machine is obtained. On the other hand, balls that the player had before starting to play on the game machine may also be included.

[0186] Then, in S201, the frame control microcomputer 151 judges whether the difference in the number of balls acquired in S200 is equal to or greater than a first threshold (e.g., 10,000 shots). If it is judged that the difference in the number of balls acquired in S200 is equal to or greater than the first threshold (e.g., 10,000 shots) (S201: Yes), the process proceeds to S202. On the other hand, if it is judged that the difference in the number of balls acquired in S200 is not equal to or greater than the first threshold (e.g., 10,000 shots) (S201: No), the process proceeds to S203.

[0187] In S202, the frame control microcomputer 151 drives the upper movable member drive motor 161a to rotate the upper movable member 161 provided on the upper part of the front frame 18 forward as shown in FIG. 30. As a result, a doll 261 imitating the face of a character hidden behind the upper movable member 161 appears. Note that the state in which the doll 261 is hidden (upper diagram of FIG. 30) is the initial position of the upper movable member 161, and the state in which the doll 261 appears (lower diagram of FIG. 30) is the operating position. The movement of the upper movable member 161 from the initial position to the operating position changes the external shape of the front frame 18. Note that the doll 261 that has been moved to the operating position and made to appear may be made to appear continuously until a special condition is met, such as the player finishing the game, the power being turned off, or the RAM being cleared, or the upper movable member drive motor 161a may be driven again after a certain time has passed since the doll appeared, and the doll may be rotated in the opposite direction to return to the original state (initial position) before it appeared. Furthermore, the upper movable member 161 also moves when, for example, a notice performance or a reach performance that has a particularly high expectation of a big win is performed, so it may be configured to return to its original position once before such a movement timing.

[0188] Also, for example, when the upper movable member 161 of S202 is operated and the doll 261 appears, if the player consumes game balls and the number of difference balls falls from the first threshold value or more to less than the first threshold value, the state in which the doll 261 appeared may be maintained, or the doll 261 may be rotated in the opposite direction to return to the original state before the doll appeared. In addition, if the doll 261 is returned to the original state before the doll appeared, the prize balls are paid out thereafter, and the doll 261 will appear again when the number of difference balls becomes the first threshold value or more.

[0189] Thereafter, in S203, the frame control microcomputer 151 judges whether the difference in the number of balls acquired in S200 is equal to or greater than a second threshold (e.g., 20,000 shots). If it is judged that the difference in the number of balls acquired in S200 is equal to or greater than the second threshold (e.g., 20,000 shots) (S203: Yes), the process proceeds to S204. On the other hand, if it is judged that the difference in the number of balls acquired in S200 is not equal to or greater than the second threshold (e.g., 20,000 shots) (S203: No), the process proceeds to S205.

[0190] In S204, the frame control microcomputer 151 drives the left movable member drive motor 162a to rotate the left movable member 162 provided on the left part of the front frame 18 forward as shown in FIG. 31. As a result, a doll 262 imitating the right arm of the character hidden behind the left movable member 162 appears. Note that the state in which the doll 262 is hidden (upper diagram in FIG. 31) is the initial position of the left movable member 162, and the state in which the doll 262 appears (lower diagram in FIG. 31) is the operating position. The external shape of the front frame 18 changes as the left movable member 162 moves from the initial position to the operating position. At the stage of S204, both the doll 261 imitating the face of the character that appeared in S202 and the doll 262 imitating the right arm of the new character have appeared. If the doll 261 imitating the face of the character that was made to appear in S202 has returned to the state before it appeared (initial position) at the timing of performing the process of S204, the doll 261 imitating the face of the character is also made to appear at the same time. The doll 262 that was once moved to the operating position and made to appear may be made to appear continuously until a special condition is met, such as the player finishing the game, the power being turned off, or the RAM being cleared, or the left movable member drive motor 162a may be driven again after a certain time has elapsed since it appeared, and the doll may be rotated in the reverse direction to return to the original state before it appeared (initial position). The left movable member 162 also operates, for example, when a notice performance or reach performance with a high expectation of a big win is performed, so it may be returned to its original state before such an operation timing.

[0191] Also, for example, when the left movable member 162 of S204 is operated and the doll 262 appears, if the player consumes game balls and the number of balls difference falls from the second threshold value or more to less than the second threshold value, the state in which the doll 262 appeared may be maintained, or the doll 262 may be rotated in the opposite direction to return to the original state before the doll's appearance. In addition, if the doll 262 is returned to the original state before the doll's appearance, the prize balls are paid out thereafter, and the doll 262 will appear again when the number of balls difference becomes the second threshold value or more.

[0192] Thereafter, in S205, the frame control microcomputer 151 judges whether the difference in the number of balls acquired in S200 is equal to or greater than a third threshold (e.g., 30,000 shots). If it is judged that the difference in the number of balls acquired in S200 is equal to or greater than the third threshold (e.g., 30,000 shots) (S205: Yes), the process proceeds to S206. On the other hand, if it is judged that the difference in the number of balls acquired in S200 is not equal to or greater than the third threshold (e.g., 30,000 shots) (S205: No), the process proceeds to S207.

[0193] In S206, the frame control microcomputer 151 drives the right movable member drive motor 163a, and rotates the right movable member 163 provided on the right part of the front frame 18 forward as shown in FIG. 31. As a result, a doll 263 imitating the left arm of the character hidden behind the right movable member 163 appears. Note that the state in which the doll 263 is hidden (upper diagram in FIG. 31) is the initial position of the right movable member 163, and the state in which the doll 263 appears (lower diagram in FIG. 31) is the operating position. The outer shape of the front frame 18 changes as the right movable member 163 moves from the initial position to the operating position. At the stage of S206, the doll 261 imitating the face of the character that appeared in S202, the doll 262 imitating the right arm of the character that appeared in S204, and the doll 263 imitating the left arm of the new character all appear. In addition, when the doll 261 imitating the face of the character that was made to appear in S202 and the doll 262 imitating the right arm of the character that was made to appear in S204 have returned to the state before the appearance (initial position) at the timing of performing the process of S206, the doll 261 imitating the face of the character and the doll 262 imitating the right arm of the character are also made to appear at the same time. In addition, the doll 263 that was once made to appear to the operating position may be made to appear continuously until a special condition is met, such as the player finishing the game, the power being turned off, or the RAM being cleared, or after a certain time has elapsed since the doll was made to appear, the right movable member drive motor 163a may be driven again to rotate in the reverse direction and return to the original state before the appearance (initial position). In addition, the right movable member 163 also operates, for example, when a notice performance or a reach performance with a high expectation of a big win is performed, so it may be returned to its original state before such an operating timing.

[0194] In addition, for example, when the right movable member 163 of S206 is operated and the doll 263 appears, if the player consumes game balls and the number of difference balls becomes less than the third threshold value from the third threshold value, the state in which the doll 263 appeared may be maintained, or the doll 263 may be rotated in the opposite direction to return to the original state before the doll 263 appeared. In addition, if the doll 263 is returned to the original state before the doll 263 appeared, the prize balls are paid out thereafter, and the doll 263 will appear again when the number of difference balls becomes the third threshold value or more.

[0195] Then, in S207, the frame control microcomputer 151 judges whether the difference in the number of balls acquired in S200 is equal to or greater than a fourth threshold (for example, 50,000 balls). If it is judged that the difference in the number of balls acquired in S200 is equal to or greater than the fourth threshold (for example, 50,000 balls) (S207: Yes), the process proceeds to S208. On the other hand, if it is judged that the difference in the number of balls acquired in S200 is not equal to or greater than the fourth threshold (for example, 50,000 balls) (S207: No), the process terminates the winning ball notification process and proceeds to S173.

[0196] In S208, the frame control microcomputer 151 drives the upper movable member drive motor 161a to open and close the mouth of the doll 261 imitating the face of the character that appeared in S202 (the mouth of the doll 261 is closed in the initial state). This changes the external shape of the front frame 18. If the doll 261 imitating the face of the character that appeared in S202 has returned to the state before its appearance at the timing of performing the processing of S208, the doll 261 imitating the face of the character appears and then opens and closes its mouth. Furthermore, sound effects such as a person or animal barking are output from the speaker 8 in conjunction with the opening and closing of the mouth. As a result, it becomes possible to perform an effect in which the doll 261 imitating the face of the character barks. In addition, the doll 261 after the barking effect is performed may be in a state where its mouth is open until a special condition such as the player finishes the game, the power is turned off, or the RAM is cleared is satisfied, or the doll 261 may be returned to the initial state where its mouth is closed after the barking effect is performed. The barking effect of the doll 261 also works when, for example, a notice effect or a reach effect that has a particularly high expectation of a big win is performed.

[0197] Also, for example, after the effect of the doll 261 modeled after the face of the character in S208 barking has been performed, if the player consumes game balls to cause the difference in the number of balls to go from equal to or greater than the fourth threshold to less than the fourth threshold, and then prize balls are paid out and the difference in the number of balls becomes equal to or greater than the fourth threshold, the effect of the doll 261 barking may be performed again, or the barking effect may not be performed from the second time onwards.

[0198] Here, the dolls 261-263 that appear by operating each movable member in the above S202, S204, S206, and S208 can be easily seen not only by the player playing the pachinko game machine 1, but also by those who are located far from the machine. In the pachinko game machine 1 consisting of the smart pachinko machine of this embodiment, even if a large amount of prize balls are paid out, the prize balls are processed on the data, and the game balls are not actually paid out to the player, so there was a problem that the player could not get a sense of balls being paid out or could not appeal to those around him / her that the balls have been paid out. However, it is possible to appeal to the player that the balls have been paid out in an easy-to-understand manner by making the dolls 261-263 appear or making the doll 261 bark. In addition, as the number of difference balls increases, the number of dolls that appear increases in stages, so it is possible to appeal to the player about the amount of balls being paid out.

[0199] [Effects of the embodiment] (1) The pachinko game machine 1 according to the above embodiment includes a game board having a game area where game balls roll, a front frame arranged in front of the game board and having a transparent area that allows the game area to be viewed from the player, a movable member provided on the front frame, a counting means for counting the number of game media acquired by the player based on the game result, and an operation control means for operating the movable member according to the number of game media counted by the counting means. As a result, by moving the movable member provided on the front frame according to the number of game media acquired by the player, it is possible to clearly appeal the number of balls even to those who are far from the machine, and it is possible to give the player a sense of winning balls and a sense of superiority. (2) The operation control means is characterized in that when the number of game media counted by the counting means becomes equal to or greater than a preset threshold, the position of the movable member is moved from the initial position to the operating position, and the external shape of the front frame is changed by the movable member moving from the initial position to the operating position. As a result, by changing the external shape of the front frame, it is possible to clearly appeal to persons who are located far from the machine that the balls have been dispensed. (3) The counting means counts the difference between the number of game media paid out as prize balls based on the game result and the number of game balls consumed by the player in the game as the number of game media acquired by the player, and the operation control means returns the position of the movable member from the operating position to the initial position when the number of game media counted by the counting means becomes less than the threshold value from equal to or greater than the threshold value as a result of the player consuming game balls. As a result, the movable member can be operated using the accurate number of game media acquired by the player, taking into account the game balls consumed by the player. (4) The counting means counts the difference between the number of game media paid out as prize balls based on the game result and the number of game balls consumed by the player in the game as the number of game media acquired by the player, and the operation control means maintains the position of the movable member in the operating position even if the number of game media counted by the counting means falls from equal to or greater than the threshold value to less than the threshold value as a result of the player consuming game balls. As a result, it is possible to prevent the operation of the movable member from being repeated. (5) The movable members are provided in a plurality of types with respect to the front frame, and the number of the movable members that move from the initial position to the operating position is increased stepwise as the number of game media counted by the counting means increases. As a result, it is possible to clearly appeal to the player the number of balls that have been dispensed, based on the number of movable members that move from the initial position to the operating position. (6) The counting means counts the number of game media acquired by the player from the opening time of the day to the present. As a result, by moving the movable member provided on the front frame according to the number of game media acquired by each player on the corresponding machine during the day, it is possible to clearly appeal to people who are far from the machine how many balls have been dispensed on that machine during the day. (7) The machine also has a game information acquisition means for acquiring game information based on the establishment of a start condition, and a game state transition means for transitioning to a game state advantageous to the player based on the game information, and the counting means is characterized in that, when the game state is advantageous to the player, it counts the number of game media acquired by the player from the transition to the game state advantageous to the player up to the present time. As a result, by moving the movable member provided on the front frame according to the number of game media acquired after transitioning to the game state advantageous to the player, it is possible to clearly appeal to people who are far from the machine about the number of balls being won during a winning streak.

[0200] Other Embodiments (1) In the embodiment described above, the number of game media acquired by the player is notified by operating the upper movable member 161, the left movable member 162, and the right movable member 163 provided on the front frame 18 (S200-S208), but the number of movable members to be operated may be two or less or four or more. Furthermore, the movable member may be, for example, the performance button 9. Furthermore, the operation of the movable member includes changing the position of the movable member, changing the shape of the movable member, rotating the movable member, and the like. (2) In addition, in the present embodiment, an example is given in which the upper movable member 161, the left movable member 162, and the right movable member 163 provided on the front frame 18 are operated in accordance with the number of game media acquired after transitioning to a time-saving game state, which is a game state advantageous to the player. However, when applied to a probability variable machine, for example, the upper movable member 161, the left movable member 162, and the right movable member 163 provided on the front frame 18 may be operated in accordance with the number of game media acquired after transitioning to the probability variable state. (3) In addition, in this embodiment, the upper movable member 161, the left movable member 162, and the right movable member 163 provided on the front frame 18 are operated according to the number of game media acquired after the game state is changed to one advantageous to the player, but the upper movable member 161, the left movable member 162, and the right movable member 163 provided on the front frame 18 may be operated according to the number of jackpots (number of consecutive wins) acquired up to the present time after the game state is changed to one advantageous to the player. In that case, for example, the first threshold value of S201 is set to 5 times, the second threshold value of S203 is set to 10 times, the third threshold value of S205 is set to 20 times, and the fourth threshold value of S207 is set to 30 times. (4) In the above-described embodiment, an example of applying the present invention to a smart pachinko machine was described. However, the present invention can also be applied to machines other than smart pachinko machines, such as machines that pay out game balls to players as prize balls. (5) The present invention can be applied to gaming machines other than pachinko gaming machines, such as reel-type gaming machines (also called slot machines or pachislots). When the present invention is applied to a reel-type gaming machine, the gaming medium is a gaming medal instead of a gaming ball. [Explanation of symbols]

[0201] 1. Pachinko machines 7 Performance display device 8 Speakers 25 Control console 26 Ball count indicator 28 Card Unit 90 Launcher 130 Ball circulation mechanism 134 Lifting equipment 136d Drop-off point 136e Opening and closing members 139 Circulating Ball Tray 140 Outlet 141 Ball release lever 150 Frame Control Board 151 Frame control microcomputer 154 RAM 161 Upper movable member 162 Left movable member 163 Right movable member 183 Count clear switch 184 Ball removal switch 261~263 Dolls

Claims

1. A game board having a game area in which a game ball rolls; A front frame is disposed on the front surface of the game board and has a transparent area that allows the game area to be viewed from the player side; A movable member provided on the front frame; A counting means for counting the number of game media acquired by a player based on a game result; and an operation control means for operating the movable member in accordance with the number of game media counted by the counting means.

2. the operation control means moves a position of the movable member from an initial position to an operating position at a timing when the number of game media counted by the counting means becomes equal to or greater than a preset threshold value; 2. The gaming machine according to claim 1, wherein the external shape of the front frame changes as the movable member moves from the initial position to the operating position.

3. the counting means counts the difference obtained by subtracting the number of game balls consumed by the player in the game from the number of game media paid out as prize balls based on the game result as the number of game media acquired by the player; The gaming machine described in claim 2, characterized in that the operation control means returns the position of the movable member from the operating position to the initial position when the number of gaming media counted by the counting means falls from greater than or equal to the threshold value to less than the threshold value as a result of the player consuming gaming balls.

4. the counting means counts the difference obtained by subtracting the number of game balls consumed by the player in the game from the number of game media paid out as prize balls based on the game result as the number of game media acquired by the player; The gaming machine described in claim 2, characterized in that the operation control means maintains the position of the movable member in the operating position even if the number of gaming media counted by the counting means falls from above the threshold to below the threshold as a result of the player consuming gaming balls.

5. The movable member is provided in a plurality of types with respect to the front frame, 3. The gaming machine according to claim 2, wherein the number of said movable members which move from the initial positions to the operating positions is increased stepwise as the number of gaming media counted by said counting means increases.

6. 6. The gaming machine according to claim 1, wherein said counting means counts the number of gaming media acquired by a player from the opening time of the day to the present.

7. a game information acquiring means for acquiring game information based on the establishment of a starting condition; and a game state transition means for transitioning to a game state advantageous to a player based on the game information, A gaming machine as described in any one of claims 1 to 5, characterized in that, when the gaming state is advantageous to the player, the counting means counts the number of gaming media acquired by the player from the time the gaming state transitioned to the gaming state advantageous to the player to the present time.

Citation Information

Patent Citations

  • Game medium number display device

    JP2012034980A