Game machine
Patent Information
- Application Number
- JP2023091274
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-02
- Publication Date
- 2026-09-01
AI Technical Summary
Conventional gaming machines, such as pachinko machines, lack sufficient player engagement and interest-enhancing features.
Incorporating a win/fail lottery system with variable displays, specific game execution, and effect execution, allowing players to input values for performance elements, and switching notification modes based on game conditions to provide dynamic and personalized gameplay experiences.
Enhances player interest by providing dynamic and personalized gameplay experiences through variable displays and notification modes, increasing engagement and enjoyment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] A pachinko machine, which shoots a game ball into a game area to play a game, has been known as a type of gaming machine. Gaming machines such as pachinko machines offer various entertainments to players (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-31769 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines are desired to be more entertaining.
[0005] The present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that can increase the interest of players. [Means for solving the problem]
[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: a winning / losing lottery means for executing a winning / losing lottery based on the determination by a determination means for determining whether or not a predetermined lottery condition is met that the predetermined lottery condition is met; A variable display means for displaying a variable display for a predetermined period based on the result of the winning / losing lottery; a specific game execution means for executing a specific game state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; With regard to a specific presentation element selected by a player from among the plurality of presentation elements, an input means is provided for allowing a player to determine and input a value for an output mode of the specific presentation element, The value for the output mode is a value that the player can select and input from a plurality of values, This gaming machine is a specific display means for executing a specific display corresponding to the input of the predetermined value determined by the player; a predetermined output value setting means that can be executed after the specific display is executed, The predetermined output value setting means can set a value for the output mode of the specific performance element to be used when the performance execution means executes the variable performance, The gist of the invention is that the predetermined output value setting means is configured to be able to set a specific value different from the first value and the second value and pre-stored in a storage means as the value of the output mode, even if a first value has been input by the player or a second value different from the first value has been input. [Effects of the Invention]
[0007] According to the gaming machine of the present invention, it is possible to improve the interest of the player. [Brief explanation of the drawings]
[0008] [Figure 1-1] FIG. 1 is a front view showing a pachinko machine. [Figure 1-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 1-3] This is an oblique view of a pachinko machine showing the inner frame and front frame in an open state. [Figure 1-4] This is a front view of a pachinko machine with the front frame removed. [Figure 1-5] FIG. 2 is a rear view showing the pachinko machine. [Figure 1-6] This is an oblique view of a pachinko machine showing the inner frame and back pack unit etc. in an open state. [Figure 1-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 1-8] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 1-9] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 1-10] 10 is a flowchart showing a start-up process performed by the main control device. [Figure 1-11] 4 is a flowchart showing main processing by the main control device. [Figure 1-12] 10 is a flowchart showing a timer interrupt process. [Figure 1-13] 10 is a flowchart showing an NMI interrupt process. [Figure 1-14] A flowchart showing the start winning processing. [Figure 1-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 1-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 1-17] 10 is a flowchart showing a process of determining whether a miss is within reach. [Figure 1-18] 10 is a flowchart showing a through gate passing process. [Figure 1-19] 10 is a flowchart showing a launch permission command setting process. [Figure 1-20] 10 is a flowchart showing a first special display control process. [Figure 1-21] A flowchart showing the first variable display setting process. [Figure 1-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 1-23] 10 is a flowchart showing a notification command setting process. [Figure 1-24]10 is a flowchart showing a second special display control process. [Figure 1-25] A flowchart showing the second variable display setting process. [Figure 1-26] A flowchart showing the special chart 2 discrimination information setting process. [Figure 1-27] A flowchart showing the variable prize-winning device control process. [Figure 1-28] 10 is a flowchart showing a specific prize winning process. [Figure 1-29] 10 is a flowchart showing an end setting process. [Figure 1-30] 10 is a flowchart showing a remaining ball monitoring process. [Figure 1-31] 10 is a flowchart showing a normal display control process. [Figure 1-32] 10 is a flowchart showing the general map change setting process. [Figure 1-33] 10 is a flowchart showing a general map discrimination information setting process. [Figure 1-34] A flowchart showing the start-up prize section control processing. [Figure 1-35] 10 is a flowchart showing a reception interrupt process. [Figure 1-36] 10 is a flowchart showing the startup process of the dispensing control device. [Figure 1-37] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 1-38] 10 is a flowchart showing the command determination process of the dispensing control device. [Figure 1-39] 10 is a flowchart showing a startup process of the sub-control device. [Figure 1-40] 10 is a flowchart showing main processing of the sub-control device. [Figure 1-41] 10 is a flowchart showing a command determination process of the sub-control device. [Figure 1-42] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 1-43] 10 is a flowchart showing a counter update process. [Figure 1-44] 10 is a flowchart showing a hold information storage process. [Figure 1-45] 10 is a flowchart showing a hold process. [Figure 1-46] 10 is a flowchart showing a winning display process. [Figure 1-47] 10 is a flowchart showing a variable display setting process. [Figure 1-48] 10 is a flowchart showing a fluctuation stop process. [Figure 1-49] 10 is a flowchart showing a notification display setting process. [Figure 1-50] 10 is a flowchart showing a main process of the display control device. [Figure 1-51] 10 is a flowchart showing a command interrupt process of the display control device. [Figure 1-52] 10 is a flowchart showing V interrupt processing of the display control device. [Figure 1-53] 10 is a flowchart showing a display content setting process of the display control device. [Figure 1-54] 10 is a flowchart showing a drawing process of the display control device. [Figure 1-55] FIG. 2 is a diagram showing a schematic configuration of a display data table. [Figure 1-56] FIG. 2 is a diagram showing the configuration of each address in a display data table. [Figure 1-57] FIG. 10 is a diagram showing the configuration of each address in the additional data table. [Figure 1-58] FIG. 2 is a diagram illustrating a schematic configuration of a drawing list. [Figure 1-59] FIG. 10 is a diagram for explaining the break-even period and the like. [Figure 1-60] A diagram for explaining the decorative patterns displayed on the performance display device. [Figure 1-61] 10A and 10B are diagrams showing an example of the display mode of the performance display device, where (a) shows the pattern change display during normal times, and (b) shows the pattern change display during the break-even period. [Figure 1-62] A figure showing an example of the display mode of the effect display device (normal reach effect). [Figure 1-63] A figure showing an example of the display mode of the effect display device (super reach effect). [Figure 1-64] FIG. 10 is a diagram showing an example of a display mode of the effect display device (special reach effect). [Figure 1-65] A figure showing an example of the display mode of the performance display device (miss stop mode). [Figure 1-66] A figure showing an example of the display mode of the performance display device (start of re-changing performance). [Figure 1-67] A figure showing an example of the display mode of the performance display device (spiral re-variation performance). [Figure 1-68] A figure showing an example of the display mode of the performance display device (small win stop mode). [Figure 1-69] FIG. 10 is a diagram showing an example of a display mode of the effect display device (start of re-lottery effect). [Figure 1-70] FIG. 10 is a diagram showing an example of a display mode of the effect display device (a showdown effect of a re-lottery effect). [Figure 1-71] A figure showing an example of the display mode of the effect display device (small win confirmation stop mode after the re-lottery effect has ended). [Figure 1-72] 10A and 10B are diagrams showing an example of a display mode of an effect display device, in which (a) is a diagram showing a big win opening effect, and (b) is a diagram showing a big win round effect. [Figure 1-73] 10A and 10B are diagrams showing an example of the display mode of the display device, where (a) is a diagram showing a small win notification display before the break-even period, (b) is a diagram showing a small win notification display during the break-even period, and (c) is a diagram showing a small win notification display after the break-even period. [Figure 1-74] FIG. 10 is a diagram showing an example of a display mode of the performance display device (rush stage performance). [Figure 1-75] FIG. 10 is a diagram showing an example of a display mode of the effect display device (battle stage effect). [Figure 1-76] FIG. 10 is a diagram showing an example of a display mode of the effect display device (lucky chance stage effect). [Figure 2-1] FIG. 1 is a front view showing a pachinko machine. [Figure 2-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 2-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 2-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 2-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 2-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 2-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 2-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 2-9] 4 is a flowchart showing main processing by the main control device. [Figure 2-10] 10 is a flowchart showing normal processing by the main control device. [Figure 2-11] 10 is a flowchart showing a timer interrupt process. [Figure 2-12] 10 is a flowchart showing an NMI interrupt process. [Figure 2-13] A flowchart showing the second start winning processing. [Figure 2-14] A flowchart showing the first start winning processing. [Figure 2-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 2-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 2-17] 10 is a flowchart showing reach determination processing. [Figure 2-18] 10 is a flowchart showing a through gate passing process. [Figure 2-19] 10 is a flowchart showing a launch permission command setting process. [Figure 2-20] 10 is a flowchart showing a first special display control process. [Figure 2-21] A flowchart showing the first variable display setting process. [Figure 2-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 2-23] 10 is a flowchart showing a second special display control process. [Figure 2-24] A flowchart showing the second variable display setting process. [Figure 2-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 2-26] A flowchart showing the variable prize-winning device control process. [Figure 2-27] 10 is a flowchart showing an end setting process. [Figure 2-28] 10 is a flowchart showing a normal display control process. [Figure 2-29] 10 is a flowchart showing the general map change setting process. [Figure 2-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 2-31] A flowchart showing the start-up prize section control processing. [Figure 2-32] 10 is a flowchart showing a reception interrupt process. [Figure 2-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 2-34] 10 is a flowchart showing a timer interrupt process. [Figure 2-35] 10 is a flowchart showing a command determination process. [Figure 2-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 2-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 2-38] 10 is a flowchart showing a counter update process. [Figure 2-39] 10 is a flowchart showing a hold information storage process. [Figure 2-40] 10 is a flowchart showing a hold process. [Figure 2-41]10 is a flowchart showing a winning display process. [Figure 2-42] 10 is a flowchart showing a variable display setting process. [Figure 2-43] 10 is a flowchart showing a fluctuation stop process. [Figure 2-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 2-45] FIG. 10 is a diagram showing an example of a display mode of a performance display device for a jackpot performance. [Figure 2-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 2-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 2-48] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 2-49] FIG. 10 is a plan view showing a second operation unit (cross key). [Figure 2-50] 10 is a flowchart showing a menu selection process. [Figure 2-51] 10 is a flowchart showing a language setting process. [Figure 2-52] 10 is a flowchart showing a volume setting process. [Figure 2-53] 10 is a flowchart showing a luminance setting process. [Figure 2-54] 10A is a diagram showing a menu screen, and FIG. 10B is a flowchart showing a language setting screen. [Figure 2-55] 10A is a diagram showing a volume setting screen, FIG. 10B is a diagram showing a brightness setting screen, and FIG. 10C is a diagram showing a performance customization screen. [Figure 2-56] FIG. 10 is a diagram showing a game history screen. [Figure 2-57] 1 is a system configuration diagram showing a communication system between a pachinko machine and a mobile terminal. [Figure 2-58] FIG. 1 is a plan view showing an NFC module on a pachinko machine side. [Figure 2-59] FIG. 2 is a block diagram showing the electrical configuration of an NFC module. [Figure 2-60] FIG. 2 is a block diagram showing the electrical configuration of the BT module. [Figure 2-61] FIG. 1(a) is a front view showing the portable terminal, and FIG. 1(b) is a rear view showing the portable terminal. [Figure 2-62] FIG. 2 is a block diagram showing the electrical configuration of the mobile terminal. [Figure 2-63] 10 is a flowchart showing a BT connection process on the mobile terminal side. [Figure 2-64] 10 is a flowchart showing a BT connection process on the pachinko machine side. [Figure 2-65] FIG. 10 is a sequence diagram showing the exchanges that take place between the pachinko machine and the mobile terminal. [Figure 2-66] 10 is a flowchart showing BT communication processing performed on the mobile terminal side during BT communication connection. [Figure 2-67] 10 is a flowchart showing BT communication processing performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 2-68] 10 is a flowchart showing a process for disconnecting a BT communication connection performed on the mobile terminal side. [Figure 2-69] 10 is a flowchart showing the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 2-70] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-71] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-72] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-73] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-74] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-75] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-76]10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-77] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-78] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-79] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-80] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-81] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-82] 10 is a flowchart showing a BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 2-83] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-84] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-85] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-86] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-87] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-88] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-89] 10 is a flowchart showing a performance customization process. [Figure 2-90] FIG. 10 is a diagram showing a BGM setting screen. [Figure 2-91] 10A is a diagram showing a BGM setting screen during symbol fluctuation, and FIG. 10B is a diagram showing a BGM setting screen during a big win. [Figure 2-92] 10 is a flowchart showing a character setting process. [Figure 2-93] 10A is a diagram showing a character setting screen, and FIG. 10B is a diagram showing a main character setting screen. [Figure 2-94] FIG. 10 is a diagram showing a girl character setting screen. [Figure 2-95] FIG. 10 is a diagram showing a background setting screen. [Figure 2-96] 10 is a flowchart showing a background setting process. [Figure 2-97] FIG. 10 is a diagram showing a preview performance setting screen. [Figure 2-98] 10 is a flowchart showing a preview performance setting process. [Figure 2-99] A figure showing a super reach effect setting screen. [Figure 2-100] 10 is a flowchart showing a reliability setting process. [Figure 2-101] 10A is a diagram showing a reliability setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-102] 10 is a flowchart showing an appearance rate setting process. [Figure 2-103] 10A is a diagram showing an appearance rate setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-104] 10 is a flowchart showing a reach effect setting process. [Figure 2-105] 10 is a flowchart showing the preview performance execution setting process. [Figure 2-106] FIG. 10 is a diagram showing a plurality of reach effect tables. [Figure 2-107] FIG. 10 is a diagram showing a user correspondence area (custom information storage area). [Figure 3-1] FIG. 1 is a front view showing a pachinko machine. [Figure 3-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 3-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 3-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 3-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 3-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 3-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 3-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 3-9] 4 is a flowchart showing main processing by the main control device. [Figure 3-10] 10 is a flowchart showing normal processing by the main control device. [Figure 3-11] 10 is a flowchart showing a timer interrupt process. [Figure 3-12] 10 is a flowchart showing an NMI interrupt process. [Figure 3-13] A flowchart showing the start winning processing. [Figure 3-14] 10A is a flowchart showing the first pass / fail judgment process, FIG. 10B is a flowchart showing the second pass / fail judgment process, and FIG. 10C is a flowchart showing the time-saving pass / fail judgment process. [Figure 3-15] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 3-16] 10 is a flowchart showing reach determination processing. [Figure 3-17] 10 is a flowchart showing a through gate passing process. [Figure 3-18] 10 is a flowchart showing a launch permission command setting process. [Figure 3-19] 10 is a flowchart showing a first special display control process. [Figure 3-20] A flowchart showing the first variable display setting process. [Figure 3-21] A flowchart showing part of the special diagram 1 discrimination information setting process. [Figure 3-22] 10 is a flowchart showing a second special display control process. [Figure 3-23] A flowchart showing the second variable display setting process. [Figure 3-24] A flowchart showing part of the special chart 2 discrimination information setting process. [Figure 3-25] A flowchart showing the variable prize-winning device control process. [Figure 3-26] 10 is a flowchart showing an end setting process. [Figure 3-27] 10 is a flowchart showing a normal display control process. [Figure 3-28] 10 is a flowchart showing the general map change setting process. [Figure 3-29] 10 is a flowchart showing a general map discrimination information setting process. [Figure 3-30] A flowchart showing the start-up prize section control processing. [Figure 3-31] 10 is a flowchart showing a reception interrupt process. [Figure 3-32] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 3-33] 10 is a flowchart showing a timer interrupt process. [Figure 3-34] 10 is a flowchart showing a command determination process. [Figure 3-35] 10 is a flowchart showing normal processing of the sub-control device. [Figure 3-36] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 3-37] 10 is a flowchart showing a counter update process. [Figure 3-38] 10 is a flowchart showing a hold information storage process. [Figure 3-39] 10 is a flowchart showing a hold process. [Figure 3-40] 10 is a flowchart showing a winning display process. [Figure 3-41] 10 is a flowchart showing a variable display setting process. [Figure 3-42] 10 is a flowchart showing a fluctuation stop process. [Figure 3-43]FIG. 1 is a diagram for explaining the specifications of a pachinko machine. [Figure 3-44] FIG. 10 is a diagram for explaining a variable time determination table. [Figure 3-45] FIG. 10 is a diagram for explaining the specifications of the game modes. [Figure 3-46] FIG. 10 is an explanatory diagram showing a first normal variable time determination table. [Figure 3-47] An explanatory diagram showing the first short fluctuation time determination table. [Figure 3-48] FIG. 10 is an explanatory diagram showing a first long fluctuation time determination table. [Figure 3-49] FIG. 10 is an explanatory diagram showing a second normal variable time determination table. [Figure 3-50] An explanatory diagram showing the second short fluctuation time determination table. [Figure 3-51] FIG. 10 is an explanatory diagram showing a second long fluctuation time determination table. [Figure 3-52] A figure showing an example of a display mode of the performance display device in normal mode. [Figure 3-53] A figure showing an example of a display mode of the effect display device when a jackpot occurs. [Figure 3-54] A figure showing an example of a display mode of the performance display device in time-saving A mode. [Figure 3-55] A figure showing an example of a display mode of the performance display device in time-saving A mode. [Figure 3-56] A figure showing an example of a display mode of the performance display device in time-saving B mode. [Figure 3-57] A figure showing an example of a display mode of the performance display device in time-saving C mode. [Figure 3-58] This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 3-59] This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 3-60]This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 4-1] 1 is a front view showing a pachinko machine according to an embodiment. [Figure 4-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 4-3] An oblique view showing the inner frame and front frame set in an open state. [Figure 4-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 4-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 4-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 4-7] FIG. 2 is a front view of the variable display unit. [Figure 4-8] FIG. 10 is a front view of the variable display unit with the prop unit appearing. [Figure 4-9] (a) is a diagram showing the movable props and up / down drive mechanism in a standby state, and (b) is a diagram showing the movable props and up / down drive mechanism in an operating state. [Figure 4-10] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 4-11] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 4-12] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 4-13] 4 is a flowchart showing main processing by the main control device. [Figure 4-14] 10 is a flowchart showing normal processing by the main control device. [Figure 4-15] 10 is a flowchart showing a timer interrupt process. [Figure 4-16] A flowchart showing the start winning processing. [Figure 4-17] 10 is a flowchart showing a jackpot determination process. [Figure 4-18] 10 is a flowchart showing reach determination processing. [Figure 4-19] 10 is a flowchart showing a through gate passing process. [Figure 4-20] 10 is a flowchart showing a game status check process. [Figure 4-21] 10 is an explanatory diagram showing the correspondence relationship between the lottery mode flag, the support mode flag, the game state identification counter, and the game state determination value. FIG. [Figure 4-22] 10 is a flowchart showing a first display control process. [Figure 4-23] 10 is a flowchart showing a variable display setting process. [Figure 4-24] 10 is a flowchart showing the setting process at the end of fluctuation. [Figure 4-25] A flowchart showing the variable prize-winning device control process. [Figure 4-26] 10 is a flowchart showing a second display control process. [Figure 4-27] 10 is a flowchart showing the opening and closing device control process. [Figure 4-28] 10 is a flowchart showing a reception interrupt process. [Figure 4-29] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 4-30] 10 is a flowchart showing a timer interrupt process. [Figure 4-31] 10 is a flowchart showing a command determination process. [Figure 4-32] 10 is a flowchart showing normal processing of the sub-control device. [Figure 4-33] 10 is a flowchart showing a command determination process of the sub-control device. [Figure 4-34] 10 is a flowchart showing a variable display setting process. [Figure 4-35] 10 is a flowchart showing the display setting process during a win. [Figure 4-36] 10 is a flowchart showing a hold information storage process. [Figure 4-37] 10 is a flowchart showing a hold process. [Figure 4-38]A diagram to explain the types of jackpots. [Figure 4-39] FIG. 10 is a diagram showing the configuration of a first big win type determination table. [Figure 4-40] FIG. 10 is a diagram showing the configuration of a second big win type determination table. [Figure 4-41] 10A is a diagram showing the storage configuration of the fluctuation pattern table when a special jackpot occurs, and FIG. 10B is a diagram showing the storage configuration of the fluctuation pattern table when a complete miss occurs. [Figure 4-42] This is a diagram showing the configuration of the fluctuation pattern table when a special jackpot occurs under normal conditions. [Figure 4-43] FIG. 10 is a diagram showing the configuration of an opening and closing pattern control table. [Figure 4-44] An explanatory diagram showing an overview of various counters used to determine consecutive preview performances. [Figure 4-45] 10 is a flowchart showing a main process of the display control device. [Figure 4-46] 10 is a flowchart showing a timer interrupt process of the display control device. [Figure 4-47] 10 is a flowchart showing a command interrupt process of the display control device. [Figure 4-48] 10 is a flowchart showing V interrupt processing of the display control device. [Figure 4-49] 10 is a flowchart showing a display content setting process of the display control device. [Figure 4-50] 10 is a flowchart showing a drawing process of the display control device. [Figure 4-51] FIG. 2 is a diagram showing a schematic configuration of a display data table. [Figure 4-52] FIG. 2 is a diagram showing the configuration of each address in a display data table. [Figure 4-53] FIG. 10 is a diagram showing the configuration of each address in the additional data table. [Figure 4-54] FIG. 2 is a diagram illustrating a schematic configuration of a drawing list. [Figure 4-55] 10 is an explanatory diagram showing an overview of various counters used to determine decorative symbols. FIG. [Figure 4-56]10 is a flowchart showing a counter update process of the display control device. [Figure 4-57] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) in a normal state. [Figure 4-58] This is a schematic diagram showing an example of the display mode of the effect display device (liquid crystal display unit) when a jackpot occurs. [Figure 4-59] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) during exciting mode. [Figure 4-60] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) during rush mode. [Figure 4-61] FIG. 2 is a front view showing the rotor and other components in a reduced diameter state. [Figure 4-62] FIG. 10 is a rear view showing a part of the rotating body in a reduced diameter state. [Figure 4-63] FIG. 2 is a front view showing the rotor and other components in an expanded diameter state. [Figure 4-64] FIG. 10 is a rear view showing a part of the rotating body in an expanded diameter state. [Figure 4-65] This is a cross-sectional view of line KK in Figure 4-61. [Figure 4-66] FIG. 10 is a schematic diagram showing an example of a performance using a rotating body. [Figure 4-67] This is a flowchart showing the continuous preview device operation setting process. [Figure 4-68] 10(a) to 10(c) are diagrams showing the configuration of a special object appearance and disappearance operation control table. [Figure 4-69] This is an operation process diagram for explaining the operation modes of the reel appearing and disappearing operation. [Figure 4-70] 10A and 10B are diagrams showing time charts relating to successive preview performances. [Figure 4-71] 10(a) to 10(h) are diagrams showing an example of a variable display of decorative symbols. [Figure 4-72] 10(i) to 10(p) are diagrams showing an example of a manner in which decorative patterns are displayed in a variable manner. [Figure 5-1] FIG. 1 is a front view showing a pachinko machine. [Figure 5-2]FIG. 1 is a perspective view showing a pachinko machine. [Figure 5-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 5-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 5-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 5-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 5-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 5-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 5-9] 4 is a flowchart showing main processing by the main control device. [Figure 5-10] 10 is a flowchart showing normal processing by the main control device. [Figure 5-11] 10 is a flowchart showing a timer interrupt process. [Figure 5-12] 10 is a flowchart showing an NMI interrupt process. [Figure 5-13] A flowchart showing the second start winning processing. [Figure 5-14] A flowchart showing the first start winning processing. [Figure 5-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 5-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 5-17] 10 is a flowchart showing reach determination processing. [Figure 5-18] 10 is a flowchart showing a through gate passing process. [Figure 5-19] 10 is a flowchart showing a launch permission command setting process. [Figure 5-20] 10 is a flowchart showing a first special display control process. [Figure 5-21]A flowchart showing the first variable display setting process. [Figure 5-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 5-23] 10 is a flowchart showing a second special display control process. [Figure 5-24] A flowchart showing the second variable display setting process. [Figure 5-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 5-26] A flowchart showing the variable prize-winning device control process. [Figure 5-27] 10 is a flowchart showing an end setting process. [Figure 5-28] 10 is a flowchart showing a normal display control process. [Figure 5-29] 10 is a flowchart showing the general map change setting process. [Figure 5-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 5-31] A flowchart showing the start-up prize section control processing. [Figure 5-32] 10 is a flowchart showing a reception interrupt process. [Figure 5-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 5-34] 10 is a flowchart showing a timer interrupt process. [Figure 5-35] 10 is a flowchart showing a command determination process. [Figure 5-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 5-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 5-38] 10 is a flowchart showing a counter update process. [Figure 5-39] 10 is a flowchart showing a hold information storage process. [Figure 5-40] 10 is a flowchart showing a hold process. [Figure 5-41]10 is a flowchart showing a winning display process. [Figure 5-42] 10 is a flowchart showing a variable display setting process. [Figure 5-43] 10 is a flowchart showing a fluctuation stop process. [Figure 5-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 5-45] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an opening performance. [Figure 5-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device related to a round performance. [Figure 5-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for interval performance (standby performance). [Figure 5-48] A figure showing an example of a display mode of a performance display device related to interval performance (transition performance). [Figure 5-49] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an ending performance. [Figure 5-50] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 5-51] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 5-52] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 5-53] 10(a) to 10(c) are diagrams showing interval time determination tables. DETAILED DESCRIPTION OF THE INVENTION
[0009] [First embodiment] A pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 according to a first embodiment will be described in detail below with reference to the drawings.
[0010] Conventionally, there are known gaming machines in which a game is played by launching a gaming ball into a gaming area. One type of gaming machine is a pachinko machine, which launches a gaming ball toward the gaming area, executes a variable display of a pattern (identification information) by a predetermined variable display means on the condition that the gaming ball enters a predetermined ball entry means, and generates a winning state when the result of the variable display is a predetermined result (see, for example, JP 2015-70898 A).
[0011] In conventional gaming machines, various notifications are given to the player depending on the game status. For example, there are pachinko machines that display a notification instructing the player to change the mode of launching the gaming ball when a winning state occurs.
[0012] However, in conventional gaming machines, it has been desired to provide more appropriate notifications to players.
[0013] An object of the present invention is to provide more appropriate notifications to players and increase their interest.
[0014] In contrast to this, specifically, for example, the gaming machine according to the present invention is a launching means capable of launching a game ball; A starting ball entry area provided in the game area where the game ball can flow down; A variable display means for displaying a variable indication of predetermined identification information when a game ball enters the starting ball entry area; A gaming machine comprising: a variable ball entry means provided in the gaming area and performing a plurality of variable actions; An update means for updating specific information based on the establishment of a predetermined update condition in the variable display; a profit state generating means for generating a predetermined profit state at a predetermined timing after the specific information has reached a predetermined updated state in a specific game state; a notification control means for performing a predetermined notification in a first notification mode or a second notification mode different from the first notification mode; A determination means for executing a predetermined determination based on the game ball entering the starting ball entry area; and a profit generating means for generating a specific profit when a predetermined game condition is established based on a predetermined game operation by a player when a specific judgment result is obtained by the judgment means, The notification control means When a specific determination result is reached by the determination means, the specific information is notified of the fact that the specific determination result has been reached in the first notification mode until a predetermined timing that is a predetermined period before the specific information reaches the predetermined updated state, and at a specific timing after the predetermined timing, the gaming machine is provided with a switching means that switches the notification mode to the second notification mode. It is possible to provide more appropriate notifications to players, thereby increasing their interest.
[0015] More specifically, for example, the gaming machine according to the present invention is a launching device capable of launching game balls; A starting winning section provided in a game area where game balls can flow down; A display device that variably displays a predetermined pattern when a gaming ball enters the starting winning section; A pachinko machine equipped with a variable winning device that is provided in the game area and performs a plurality of variable actions, An update function unit that updates the value of the ceiling counter at the start of the variable display, etc.; During a normal mode in which the ceiling time-saving mode has not yet been activated (from a ceiling reset state including initialization until the next jackpot state occurs), a ceiling time-saving mode granting function unit that activates the ceiling time-saving mode at a predetermined timing after the value of the ceiling counter reaches a predetermined upper limit number of times (ceiling number of times); A notification control unit that displays a small win notification in a right-hit recommended notification mode (for example, "Please hit right") or a right-hit unrecommended notification mode (for example, "We do not recommend hitting right..."); A determination function unit that executes a small win determination based on the game ball entering the starting winning section; and a big win state granting function unit that grants a big win state when a game ball enters a V winning area based on a right-hit firing operation by a player when a small win result is obtained by the hit / miss judgment. The notification control unit When a small prize winning result is obtained by the hit / miss judgment, the winning of the small prize is notified in a right-hit recommended notification mode until a predetermined timing (for example, the 700th time) that is a predetermined period (for example, 300 times) before the value of the ceiling counter reaches the upper limit number of times (for example, 1000 times), and at a specific timing (for example, the 701st time) after the predetermined timing, the notification mode is changed to a right-hit non-recommended notification mode (a left-hit recommended notification mode). It is possible to provide more appropriate notifications to players, thereby increasing their interest.
[0016] In the present invention, the "starting ball entry area" may be an area provided in the game area where game balls can flow down, and as long as it can realize the gist of the present invention, it may be any type of ball entry means or ball detection means that is provided on the game board and allows game balls flowing down the game area to enter or pass through; ball entry means or ball detection means that is provided on a device (including a center frame, stage, etc.) provided on the game board and allows game balls to enter or pass through said device; ball entry means or ball detection means that is provided in a variable entry device provided on the game board and allows game balls that have entered said variable entry device to enter or pass through; ball entry means or ball detection means that is provided in an area that can be reached by a game ball launched in a predetermined launch mode (such as the left area of the game area located to the left of the center frame or the right area of the game area located to the right of the center frame) and allows game balls flowing down said area to enter or pass through.
[0017] In the present invention, the "variable display means" may be any means that variably displays predetermined identification information when a game ball enters the starting ball entry area, and may be any means that can realize the gist of the present invention, such as a display means provided on the game board that constitutes the game area, a display means provided on a center frame attached to the game board, a display means provided on the back side of a translucent game board, or a display means provided on a mounting frame to which the game board is attached.
[0018] In the present invention, the "variable ball entry means" may be any means that is provided in the game area and performs multiple variable operations, and as long as it can realize the gist of the present invention, it may be any means, such as a variable ball entry means that is provided on the game board and allows game balls flowing down the game area to enter, a ball entry means that is provided on a device (such as a center frame) provided on the game board and allows game balls to enter through the device, a ball entry means that is provided within a variable entry device provided on the game board and allows game balls that have entered the variable entry device to enter, or a ball entry means that is provided in an area that can be reached by a game ball launched in a predetermined launch mode (such as the left area of the game area located to the left of the center frame or the right area of the game area located to the right of the center frame) and allows game balls flowing down the area to enter.
[0019] In the present invention, the "profit state generating means" may be anything that generates a predetermined profit state at a predetermined timing after specific information reaches a predetermined updated state in a specific game state, as long as it is capable of realizing the gist of the present invention.
[0020] Here, the "predetermined profit state" may be any state that is profitable for the player, and as long as it is possible to realize the gist of the present invention, it may be, for example, a state in which a prize ball is paid out based on a gaming ball entering a predetermined entry means or entry area, a state in which a predetermined lottery is executed based on a gaming ball entering a predetermined entry means or entry area, a state in which a predetermined movable means (including variable entry means) operates based on a gaming ball entering a predetermined entry means or entry area, a state in which a predetermined effect is executed in a predetermined effect means based on a gaming ball entering a predetermined entry means or entry area, a state in which a predetermined variable display means displays a predetermined effect based on a gaming ball entering a predetermined entry means or entry area, or a state in which a predetermined variable display means displays a predetermined effect based on a gaming ball entering a predetermined entry means or entry area. The state may be any state in which identification information is displayed in a variable manner, a state in which a specified variable entry means is opened for a specified period of time based on a game ball entering a specified entry means or entry area, a state in which a specified advantageous state (including a specified winning state) that is advantageous to the player is granted, a state in which game balls are more likely to enter a specified entry means, a state in which the probability of winning is increased in a lottery process that determines whether or not a specified advantageous state (including a specified winning state) will occur, a state in which the probability of winning is increased in a lottery process that determines whether or not to open an opening / closing means that can open and close a specified entry means, a state in which the execution time of the variable display of identification information is shortened, or any combination of these.
[0021] Furthermore, a "specific game state" may be anything, as long as it is possible to realize the gist of the present invention, such as a game state in which a player fires a game ball toward a specific game area, a game state in which a specific profit state has not been activated, a game state in which a specific advantageous state that is advantageous to the player has been granted, a game state in which a variable display is displayed when a specific profit state occurs, a normal game state under specific conditions such as after a jackpot or after the RAM has been cleared, or any combination of these.
[0022] Furthermore, the "predetermined update state" may be anything, such as specific information for counting a period or time (for example, a predetermined counter value, a predetermined pointer value, a predetermined flag value, predetermined data, etc.) indicating a predetermined value, or specific information reaching a predetermined value such as a predetermined upper limit value or lower limit value.
[0023] In the present invention, the "update means" may be any means that updates specific information (for example, a predetermined counter value, a predetermined pointer value, a predetermined flag value, or predetermined data) for counting a period or time based on the establishment of a predetermined update condition in the variable display, and as long as it can realize the gist of the present invention, it may be, for example, a means that updates specific information on the condition that a predetermined period has passed, a means that updates specific information on the condition that a predetermined count value has reached an upper limit or lower limit, a means that updates specific information on the condition that the variable display has been performed a specified number of times, a means that updates specific information on the condition that a predetermined variable display start condition has been established, a means that updates specific information on the condition that a predetermined variable display has started, a means that updates specific information on the condition that a predetermined period has passed since the start of the predetermined variable display, a means that updates specific information on the condition that the predetermined variable display has stopped, a means that updates specific information on the condition that the stop of the predetermined variable display has been confirmed, a means that updates specific information on the condition that a predetermined period has passed since the stop of the predetermined variable display the specific information is updated on the condition that a gaming ball enters a specified ball entry area or a specified number of gaming balls enter, or a lottery is held based on that with a specified probability and a specified result is obtained; the specific information is updated on the condition that a specified operating means is operated or operated a specified number of times, or a lottery is held based on that with a specified probability and a specified result is obtained; the specific information is updated on the condition that specified information or a result is included in the right reserved in the reservation means; the specific information is updated on the condition that a specified effect is performed or a specified effect is performed a specified number of times; the specific information is updated on the condition that a specified signal is detected or input or output; the specific information is updated on the condition that a specified number of gaming balls are launched or paid out; the specific information is updated on the condition that a gaming ball enters a specified ball entry means or a specified number of gaming balls enter.
[0024] In the present invention, the "determination means" may be any means that makes a predetermined determination based on a gaming ball entering the starting entry area, and as long as it can realize the gist of the present invention, the predetermined determination may be, for example, a determination as to whether or not to generate a small win state that is more advantageous to the player than the normal state, or a jackpot state that is more advantageous to the player than the normal state or the small win state (more specifically, a win state in which a predetermined advantageous state is granted after completion, a jackpot state in which a predetermined advantageous state is not granted after completion, a jackpot state in which a high probability state in which the probability of the determination means determining that a transition to a special gaming state is made is granted after completion is higher than in the normal state, or a jackpot state in which a high probability state is not granted after completion).
[0025] In the present invention, the "profit generating means" may be anything that generates a specific profit when a specific judgment result is reached by the judgment means and a specific game condition is met based on a specific game operation by the player, as long as it is capable of realizing the gist of the present invention.
[0026] Here, the "specific benefit" may be any benefit to the player, and as long as it is possible to realize the gist of the present invention, it may include, for example, the execution of the payout of prize balls based on the game ball entering a predetermined ball entry means or ball entry area, the execution of a predetermined lottery based on the game ball entering a predetermined ball entry means or ball entry area, the operation of predetermined movable means (including variable ball entry means) based on the game ball entering a predetermined ball entry means or ball entry area, the execution of a predetermined effect in a predetermined effect means based on the game ball entering a predetermined ball entry means or ball entry area, and the display of a predetermined variable display means based on the game ball entering a predetermined ball entry means or ball entry area. the identification information is displayed in a variable manner, a predetermined variable ball entry means is opened for a predetermined period of time based on the game ball entering a predetermined ball entry means or ball entry area, a predetermined advantageous state (including a predetermined winning state) that is advantageous to the player is given, it becomes easier for game balls to enter a predetermined ball entry means, the probability of winning is increased in a lottery process that determines whether or not a predetermined advantageous state (including a predetermined winning state) will occur, the probability of winning is increased in a lottery process that determines whether or not to open an opening / closing means that can open and close a predetermined ball entry means, the execution time for the variable display of the identification information is shortened, or any combination of these.
[0027] Here, a "specific judgment result" may be any judgment result obtained by the judgment means, and as long as it is possible to realize the gist of the present invention, it may be any result, such as generating a small win state that is more advantageous to the player than the normal state, or a jackpot state that is more advantageous to the player than the normal state or the small win state (more specifically, a win state in which an advantageous state is granted after completion, a jackpot state in which no advantageous state is granted after completion, a jackpot state in which a high probability state in which the probability of the judgment means determining that a transition to a special game state is made is higher than the normal state, or a jackpot state in which a high probability state is not granted after completion).
[0028] Furthermore, the "predetermined game conditions" may be any conditions that are established based on a predetermined game operation by the player, and may be any conditions that can realize the gist of the present invention, such as the game ball entering a predetermined entry means (including a variable entry means) or entry area, a predetermined result being obtained in a predetermined lottery executed based on the game ball entering a predetermined entry means or entry area, a predetermined movable means (including a variable entry means) operating based on the game ball entering a predetermined entry means or entry area, a predetermined identification information variable display executed by a predetermined variable display means being displayed as stopped in a predetermined stopped manner based on the game ball entering a predetermined entry means or entry area, a predetermined variable entry means being opened for a predetermined period of time based on the game ball entering a predetermined entry means or entry area, a predetermined advantageous state (including a predetermined winning state) that is advantageous to the player being granted, or any combination of these.
[0029] Here, a "predetermined game operation" may be any operation performed by a player using a predetermined operating means, and may be any operation that can realize the gist of the present invention, such as an operation of using a launching operating means to launch a game ball toward a specific area of the game area, an operation of using a launching operating means to launch a game ball toward the right area of the game area (right hit), an operation of using a launching operating means to launch a game ball toward the left area of the game area (left hit), or an operation of pressing a performance operating means.
[0030] In the present invention, the "alert control means" may be anything that issues a predetermined alert in a predetermined alert mode (for example, a first alert mode, a second alert mode, or a third alert mode), and may be anything that issues a predetermined alert by displaying predetermined text information, or by displaying predetermined image information, or any combination of these, as long as it is possible to realize the gist of the present invention.
[0031] Furthermore, the "switching means" may be anything that can switch the notification mode at a specific timing and that can achieve the gist of the present invention.
[0032] The specific configuration of the pachinko machine 10 according to the present invention will be described in detail below. The gaming machine according to the present invention (the pachinko machine 10 according to the first embodiment) described in detail below has a launch function unit as the launch means of the present invention, a determination function unit as the determination means of the present invention, a variable display unit as the variable display means of the present invention, an operation unit as the operation means of the present invention, a variable ball entry unit as the variable ball entry means of the present invention, a starting ball entry unit as the starting ball entry area of the present invention, a profit state generation unit as the profit state generation means of the present invention, an update function unit as the update means of the present invention, an announcement control unit as the announcement control means of the present invention, a profit generation function as the profit generation means of the present invention, a switching function unit as the switching means of the present invention, a pattern as the identification information of the present invention, a predetermined display mode as the first announcement mode of the present invention, a specific display mode as the second announcement mode of the present invention, a special display mode as the third announcement mode of the present invention, a special variable effect as the special effect of the present invention, counting information as the specific information of the present invention, an awarded benefit as the predetermined profit state of the present invention, a game generation condition as the predetermined game condition of the present invention, a specific generated benefit as the specific profit of the present invention, a specific game execution state as the specific game state of the present invention, and a specific lottery result as the specific judgment result of the present invention.
[0033] FIG. 1-1 is a front view of a pachinko machine 10, FIG. 1-2 is a perspective view of the pachinko machine 10, and FIG. 1-3 is a perspective view of the pachinko machine 10 with the inner frame 12 and front frame 14 open. However, for convenience, FIG. 1-3 omits game components (nails, accessories, etc.) arranged on the game board 30 surface, and a glass unit 137 attached to the front frame 14, etc. FIG. 1-4 is a front view of the pachinko machine 10 with the front frame 14 removed. FIG. 1-5 is a rear view of the pachinko machine 10, and FIG. 1-6 is a perspective view of the pachinko machine 10 with the inner frame 12, rear pack unit 203, etc. open.
[0034] As shown in Figures 1-3 and the like, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and an inner frame 12 is supported on one side of the outer frame 11 so as to be able to open and close.
[0035] As shown in Figures 1-6, etc., the outer frame 11 has an upper frame component 11a and a lower frame component 11b made of wooden boards, and a left frame component 11c and a right frame component 11d made of extruded aluminum alloy material, and these frame components 11a to 11d are assembled together into a rectangular frame shape as a whole using detachable fasteners such as screws.
[0036] An upper hinge 81 and a lower hinge 82 are attached to the upper and lower ends of the left-side frame-constituting portion 11c, respectively (see FIG. 1-1). The upper and lower parts of the inner frame 12 are rotatably supported by the upper hinge 81 and the lower hinge 82, allowing the inner frame 12 to be opened and closed. The inner frame 12 and other components are housed in a space formed inside the outer frame 11.
[0037] The right-side frame-constituting portion 11d has an extending wall portion 83 formed thereon that protrudes from the vicinity of its rear end in the width direction toward the inside of the outer frame 11. The extending wall portion 83 covers the entire upper and lower sections corresponding to a locking device 600 (see FIG. 1-6) provided on the rear side of the right side of the inner frame 12 from the rear side of the inner frame 12 (see FIG. 1-5). In addition, as shown in FIG. 1-3, the front side of the extending wall portion 83 is provided with a pair of upper and lower receiving portions 84, 85 that engage with a locking member of the locking device 600. Furthermore, the lower receiving portion 85 has a pressing portion 86 that protrudes toward the inside of the outer frame 11 and abuts against an inner-frame-opening detection switch 92 (described later).
[0038] A resin decorative panel 87 is attached to the lower frame component 11b. An upwardly protruding rib 88 is integrally formed on the innermost part of the top surface of the decorative panel 87. This makes it less likely that a gap will form between the decorative panel 87 and the inner frame 12.
[0039] 1-3, the opening / closing axis of the inner frame 12 is set along the top and bottom on the left side when viewed from the front of the pachinko machine 10, and the inner frame 12 can be opened forward around this opening / closing axis. The inner frame 12 is mainly composed of a resin base 38 having a rectangular outer shape, and a substantially elliptical window hole 39 is formed in the center of the resin base 38.
[0040] A front frame 14 is attached to the front side of the inner frame 12 so as to be able to open and close. Similar to the inner frame 12, the front frame 14 is designed to be able to open forward around an opening and closing axis set along the top and bottom on the left side when viewed from the front of the pachinko machine 10. The front frame 14 may also be configured so as to be openably supported directly on the outer frame 11, rather than via the inner frame 12.
[0041] The front frame 14 has a rectangular outer shape like the inner frame 12, and in the closed state covers almost the entire front side of the inner frame 12. A substantially oval window 101 is formed in the center of the front frame 14. This makes it possible to view the game board 30 (play area) attached to the rear surface of the inner frame 12 from the outside through the window 101 of the front frame 14 and the window hole 39 of the inner frame 12. Details of the game board 30 will be described later.
[0042] As shown in Figure 1-1 etc., a lower tray 15 is provided as a ball receiving tray at the center of the lower part of the front side of the front frame 14, and gaming balls discharged from the lower payout outlet 16 can be stored in the lower tray 15. In addition, a ball removal lever 25 for discharging gaming balls from the lower tray 15 is provided on the front side of the lower tray 15.
[0043] A gaming ball launching handle (hereinafter simply referred to as "handle") 18 is provided on the right side of the lower tray 15 as an operating part (launching operating part) that protrudes forward. The handle 18 is provided with a rotation operating part 18a that can be rotated by the player, a touch sensor (not shown) that can detect when the handle 18 is touched by a human hand, and a variable resistor (not shown) for detecting the amount of operation of the rotation operating part 18a. With this configuration, when the rotation operating part 18a is rotated clockwise, a gaming ball is launched by a launching device 60, which will be described later, with a strength (launching intensity) that corresponds to the amount of rotation operating.
[0044] The handle 18 is also provided with a stop lever 18b that can be pressed with the thumb of the right hand holding the rotation operation unit 18a. When the stop lever 18b is pressed, the launching of game balls by the launching device 60 is prohibited even if the handle 18 is being held. This makes it possible to rotate the rotation operation unit 18a while prohibiting the launching of game balls, or to temporarily stop the launching of game balls while holding the handle 18.
[0045] As shown in FIG. 1-2, an upper tray 19 capable of storing game balls is provided above the lower tray 15. The upper tray 19 is a ball receiving tray that temporarily stores game balls paid out from the upper payout opening 17 and guides them in a line toward the launching device 60. Game balls paid out when the upper tray 19 is full of game balls are guided to the lower tray 15 via a lower tray connecting passage 71 and the lower payout opening 16, which will be described later.
[0046] On the upper surface of the front edge of the upper tray 19, a lending switch 121 and a return switch 122 are provided as operation units, as well as a balance display unit 124. Typically, in gaming halls and the like, a CR unit (not shown) is placed on the left side of the pachinko machine 10. When the lending switch 121 is operated with a gaming card with a balance inserted into the CR unit, lending balls are supplied to the upper tray 19 in response to the operation. On the other hand, the return switch 122 is operated when requesting the return of a card inserted into the CR unit. Furthermore, the balance display unit 124 displays the balance of the card inserted into the CR unit.
[0047] Furthermore, a ball removal button 123 is provided on the upper surface of the front edge of the upper tray 19 as an operation part (ball removal operation part). The ball removal button 123 is configured to be retractable, and is always biased upward by a biasing means (not shown). With this configuration, when the ball removal button 123 is pressed, the space between the upper tray 19 and the lower tray 15 is opened, and the game balls stored in the upper tray 19 are guided to the lower tray 15. In other words, by operating the ball removal button 123, the player can transfer the game balls in the upper tray 19 to the lower tray 15 at any time.
[0048] In addition, a performance button 125 and a cross button 126 are provided as operation units (performance operation units) on the upper surface of the front edge of the upper tray 19. By operating the performance button 125 or the cross button 126, a predetermined performance is performed or the display content is changed in the performance display device 42, which will be described later.
[0049] Light-emitting elements such as various lamps are provided on the front of the front frame 14. These light-emitting elements change and control their light emission modes in response to changes in the game state, etc., and serve to enhance the presentation effects during play. For example, an illumination unit 102 incorporating an illumination unit such as an LED is provided around the periphery of the window 101. Error display lamps 104 that light up in the event of a specified error are provided on both sides of the illumination unit 102. The upper part of the illumination unit 102 is formed with a number of fine through-holes that correspond to the speaker SP (see Figures 1-3) provided on the back of the front frame 14.
[0050] A glass unit 137 is attached to the rear side of the front frame 14. The glass unit 137 is not a conventional pair of rectangular glass panes attached separately at the front and rear, but is round overall and is attached as an assembly.
[0051] Next, the inner frame 12 will be described with reference to Figures 1-4. As described above, the game board 30 is attached to the inner frame 12 behind the window hole 39. The game board 30 is attached with its peripheral edge abutting the back side of the resin base 38. Therefore, approximately the center of the front part of the game board 30, which becomes the play area, is exposed to the front side of the inner frame 12 through the window hole 39 in the resin base 38.
[0052] Furthermore, at the lower front portion of the inner frame 12 (resin base 38), i.e., below the window hole 39, there are attached a launching device 60 as a launching function part, and a launching rail 61 that guides the game balls immediately after being launched by the launching device 60. In this embodiment, a solenoid-type launching device is used as the launching device 60. Furthermore, above the launching device 60, there is provided a ball feeding device 63 that guides the game balls guided from the upper tray 19 to the launch position of the launching device 60 one by one.
[0053] Next, the configuration of the game board 30 (play area) will be described with reference to Figures 1-4. A rail 50 is attached to the game board 30, which guides game balls launched from the launching device 60 to the upper part of the game board 30. As a result, game balls launched in response to the rotation of the handle 18 are guided into the play area formed between the game board 30 and the glass unit 137 via the launch rail 61 and the rail 50. The rail 50 consists of an inner rail component 51 and an outer rail component 52.
[0054] A return ball prevention member 53 is attached to the tip portion (upper left in Fig. 1-4) of the inner rail component 51. This prevents a game ball that has been guided from the rail 50 into the play area from returning back into the rail 50. In addition, a return rubber 54 is attached to the approximate tip portion (upper right in Fig. 1-4) of the outer rail component 52. This causes a game ball that is launched with more than a predetermined force to hit the return rubber 54 and be returned, for example, toward the approximate center of the game board 30.
[0055] In this embodiment, the outer rail component 52 ends at the upper right of the gaming board 30, and the inner rail component 51 ends at the lower right of the gaming board 30. Therefore, the gaming area is defined by the rail 50 and the inner peripheral surface of the window hole 39 of the resin base 38. However, since the gaming balls shot out by the launching device 60 may flow back up the rail 50 until they pass through the return ball prevention member 53, the parallel portions of the inner and outer rail components 51, 52 are excluded from the gaming area.
[0056] In the game area, there are arranged a left general winning section 31A as a winning section, a right general winning section 31B as a winning section, a first variable winning device (variable winning device for big win) 32A as a variable winning section (first variable winning section), a second variable winning device (variable winning device for small win) 32B as a variable winning section (second variable winning section), a first starting winning section 33WA as a starting winning section (first starting winning section), a second starting winning section 33WB as a starting winning section (second starting winning section), a through gate 34 as a starting winning section (normal starting winning section), a variable display unit 35, etc. These will be explained in detail below.
[0057] A variable display unit 35 is disposed in the approximate center of the game area, and a first start winning section 33WA is disposed below the variable display unit 35.
[0058] The variable display device unit 35 is provided with a performance display device 42 as a variable display section (performance display section) that performs various display performances, and a center frame 47 is provided to surround the performance display device 42. The center frame 47 has a frame shape with an opening formed in the center, and the display section of the performance display device 42 can be seen through the opening.
[0059] The display unit 42a of the performance display device 42 is a well-known type in which a display panel made of a liquid crystal panel or the like is arranged on the front side of a backlight. The liquid crystal display unit 42a is composed of a large number of pixels arranged in a matrix. Each pixel of the liquid crystal display unit 42a is driven based on a video signal output from a display control device 45, which will be described later, to display a predetermined image (video) on the liquid crystal display unit 42a.
[0060] The video signal includes, for example, a synchronization signal (synchronization information), a color signal (color information), and a luminance signal (luminance information). The video signal may be output as a component video signal, which is a separate signal, or as a composite video signal, which is a combination of these signals. The synchronization signal is generated by a synchronization signal generating circuit (oscillating circuit) or the like provided inside the VDP 526 (described later). The VDP 526 may generate the synchronization signal based on a clock signal from an external clock generating circuit. Alternatively, the synchronization signal itself may be generated outside the VDP 526 and input to the VDP 526. Synchronization signals include a frame synchronization signal (a signal indicating the timing for starting or ending the rendering of one frame of an image), a vertical synchronization signal (a signal indicating the vertical timing when rendering one frame of an image), and a horizontal synchronization signal (a signal indicating the horizontal timing when rendering one frame of an image). At least one of these synchronization signals is used as necessary.
[0061] The performance display device 42 is equipped with a synchronization circuit that inputs RGB signals and synchronization signals as video signals, an internal memory that stores pixel information for each pixel, and an LCD drive circuit (LCD driver) that reads the pixel information from the internal memory and outputs a drive signal to the LCD display unit 42a.
[0062] The synchronization circuit acquires pixel information for each pixel based on the input RGB signal and determines the corresponding address in the internal memory based on the synchronization signal. The internal memory has storage areas corresponding to the matrix pixel array, and pixel information is written for each corresponding address determined by the synchronization circuit.
[0063] The LCD drive circuit identifies each pixel of the LCD display unit 42a based on its horizontal and vertical coordinates, reads pixel information from the corresponding address in the internal memory, and generates a drive signal based on that information. The LCD drive circuit then lights up the pixels at a predetermined brightness for each of the RGB colors in accordance with the pixel information, thereby displaying a dot-matrix color image across the entire LCD display unit 42a.
[0064] A stage portion 770 on which the game ball can roll is provided on the upper surface of the lower edge of the center frame 47. A guide groove 774 that slopes gently downward toward the front is formed in the center of the stage portion 770. As shown in FIG. 1-4, when the center frame 47 is disposed on the game board 30, the guide groove 774 is located directly above the first start winning portion 33WA.
[0065] A ball passage (warp flow path) 775 that allows game balls to pass through is formed inside the left side of the center frame 47. The inlet of the ball passage 775 opens to the left side of the center of the left side of the center frame 47 (the game board 30 surface side). On the other hand, the outlet of the ball passage 775 opens to the right side of the lower end of the left side of the center frame 47 (the stage portion 770 side). This ball passage 775 can guide game balls flowing down on the game board 30 surface to the left of the variable display unit 35 onto the stage portion 770 inside the center frame 47.
[0066] A gaming ball guided onto the stage portion 770 via the ball passage 775 or the like rolls on the stage portion 770, and then falls from the front edge of the stage portion 770 onto the surface of the gaming board 30, or is discharged onto the surface of the gaming board 30 via the guide groove 774. Of these, a gaming ball discharged via the guide groove 774 has a relatively high probability of entering the first start winning portion 33WA.
[0067] The first start winning section 33WA is provided so as to protrude forward from the front part of the game board 30, and a winning opening (first start winning opening) that can always receive game balls is opened on the upper side of the first start winning section 33WA. In addition, a first start winning switch 224a that can detect game balls that have entered through the first start winning opening is provided at a position corresponding to the first start winning section 33WA.
[0068] Under this configuration, when a game occurrence condition is met, such as when a gaming ball enters the first start winning section 33WA and the gaming ball is detected by the first start winning switch 224a, a small win lottery is held to determine whether or not a small win state will be generated. Here, if a small win result is obtained as a specific lottery result in the small win lottery, the small win state is awarded as an award. In other words, in this embodiment, the determination function section is configured by the function of executing the win lottery as a predetermined judgment, and the award state generation section is configured by the function of generating a win state.
[0069] In addition, when a gaming ball is detected by the first start winning switch 224a, a small win lottery is held, and a predetermined pattern change display or predetermined effect display is performed in the first special pattern display device 43A (described later) constituting the change display unit and the effect display device 42 constituting the change display unit. In this embodiment, as the effect related to the pattern change display performed in the effect display device 42, for example, a miss change display effect, various reach effects, re-change effects, re-lottery effects, etc. are prepared.
[0070] Here, the re-changing effect is an effect in which, for example, during the pattern changing display which is the specific game execution state, a combination of losing patterns (such as a combination of patterns that are missing before and after, a combination of patterns other than missing before and after, or a combination of patterns that are completely missing, etc.) is lined up on a predetermined small winning line and displayed as a pseudo-stop, and then the losing patterns change again and are replaced, and winning patterns are lined up on the predetermined small winning line in a combination of double numbers and displayed as a stop.
[0071] As a result, during the period between a predetermined display mode in which a losing symbol that is unfavorable to the player is stopped and displayed at a predetermined timing, and a specific display mode in which a winning symbol that is favorable to the player is stopped and displayed at a specific timing, the type of symbol that notifies the judgment result can be replaced in a special display mode. In other words, when a losing symbol is stopped and displayed, a re-variation effect is performed, thereby providing an effect that appears to give the player a chance to stop and display a winning symbol. In addition, the player may be configured to be able to change the start and end timing of the re-variation effect by operating the effect button 125 or the cross button 126.
[0072] Of course, even if a re-variation effect, which functions as a switching function, is performed, it may not result in a promotion to a winning symbol, but may instead be displayed as a losing symbol. Also, after a winning symbol that is advantageous to the player is displayed as a re-variation effect during the symbol change display, it will not switch to a losing symbol until at least a jackpot state, which is a specific benefit, is reached and a prize ball is generated. This prevents, for example, a situation in which a re-variation effect is performed and the player is disappointed despite thinking that a winning symbol has been displayed as a winning symbol. Conversely, there may be cases in which a re-variation effect is not performed even if a losing symbol is displayed.
[0073] In addition, the re-draw effect is an effect in which, for example, during the fluctuation of the winning fluctuation in the specific game execution state, temporary winning patterns (for example, even number patterns of the same type) are lined up in a double digit on a predetermined small winning line and displayed as a pseudo-stop, and after the occurrence of a small winning is confirmed, the type of small winning pattern is replaced and the true winning patterns (for example, odd number patterns of the same type) are lined up in a double digit and displayed as a confirmed stop.
[0074] As a result, during the period between a predetermined display mode in which a first type symbol that is unfavorable to the player (for example, an even number symbol, a normal symbol, or a general winning symbol in this embodiment) is stopped and displayed at a predetermined timing, and a specific display mode in which a second type symbol that is more favorable to the player (for example, an odd number symbol, a probability variable symbol, or a rush direct hit winning symbol in this embodiment) is stopped and displayed at a specific timing, the type of winning symbol that notifies the player of a win can be replaced in a special display mode. In other words, if the winning symbol is the first type symbol, a re-lottery effect is performed, thereby providing the player with an apparent chance of the second type symbol being fixed and displayed. Furthermore, the configuration may be such that the start and end timings of the re-lottery effect can be changed by the player operating the effect button 125 or the cross button 126.
[0075] Of course, even if a re-lottery effect, which functions as a switching function, is performed, it is possible that the result will not be promoted to a Type 2 symbol and the Type 1 symbol will be displayed as a confirmed symbol. Also, after a Type 2 symbol, which is more advantageous to the player, is displayed in a changing re-lottery effect, it will not switch back to a Type 1 symbol until a jackpot state, which is a specific benefit, is reached and a prize ball is generated. This prevents a situation where, for example, a re-lottery effect is performed and a player thinks that a jackpot state has been reached with a Type 2 symbol, only to be disappointed.
[0076] Conversely, there may be cases where the first type symbol is displayed in a stopped state and the re-lottery effect is not executed even in a situation where a jackpot state can occur. In such a case, in this embodiment, by continuing to play left-handed without hitting right-handed when the first type symbol is displayed in a stopped state, a new variable display can be executed without generating a jackpot state.
[0077] 1-4, a first variable winning device 32A is disposed below the first starting winning section 33WA. The first variable winning device 32A includes a large winning opening 32Aa through which game balls can enter, a large winning opening shutter 32Ab that opens and closes the large winning opening 32Aa, a large winning opening solenoid (not shown) that drives the large winning opening shutter 32Ab to open and close, and a large winning opening count switch 222 that can detect game balls that have entered the large winning opening 32Aa.
[0078] Under this configuration, the first variable winning device 32A is normally in a closed state in which the large prize opening shutter 32Ab closes the large prize opening 32Aa along the top and bottom, and game balls flowing down the game area cannot enter the large prize opening 32Aa. Also, in this closed state, game balls can flow down in front of the large prize opening shutter 32Ab.
[0079] On the other hand, when a jackpot state occurs as a later-described awarded benefit, the first variable winning device 32A performs a variable operation multiple times, in which the large prize opening shutter 32Ab tilts forward around its lower side as a pivot axis, and enters an open state in which a game ball flowing down the game area can enter the large prize opening 32Aa. Then, when a game occurrence condition is met, such as a game ball entering the large prize opening 32Aa and being detected by the large prize opening count switch 222, a predetermined number of prize balls is awarded to the player as a specific generated benefit, as described later, by the benefit generating function of the main control device 261.
[0080] A plurality of left general winning sections 31A are arranged along the periphery of the game area at a lower position in the left area of the game area (diagonally lower left position of the variable display unit 35). The left general winning section 31A is provided to protrude forward from the front of the game board 30, and a winning opening (general winning opening) that can always receive game balls is opened above the left general winning section 31A. In addition, a left general winning switch 221a that can detect game balls that have entered through the general winning opening is provided at a position corresponding to the left general winning section 31A.
[0081] A through gate 34 is provided in the right area of the gaming area (the right side of the variable display unit 35) so that gaming balls flowing down the gaming area can pass through one by one. The through gate 34 is provided with a through gate switch 225 that can detect gaming balls passing through it.
[0082] Then, when a gaming ball passes through the through gate 34 (when a game occurrence condition is met, such as when a gaming ball is detected by the through gate switch 225), a start ball entry support lottery is held to determine whether or not the second start ball entry section 33WB will be opened, and a variable display is displayed on the normal pattern display device 41, which will be described later, to inform the player of the result of the start ball entry support lottery. Here, if a winning result is obtained as a specific lottery result in the start ball entry support lottery, after the variable display ends, the game enters a specific game execution state in which the second start ball entry section 33WB is opened for a specified time.
[0083] Furthermore, in the right area of the gaming area (to the right of the variable display unit 35), a right general winning section 31B is disposed downstream of the through gate 34. The right general winning section 31B is provided so as to protrude forward from the front of the gaming board 30, and a winning opening (general winning opening) that can always receive gaming balls is opened above the right general winning section 31B. In addition, a right general winning switch 221b that can detect gaming balls that have entered through the general winning opening is provided in a position corresponding to the right general winning section 31B.
[0084] In addition, in the right area of the game area, a second start winning section 33WB is arranged downstream of the right general winning section 31B (diagonally below the right of the variable display device unit 35). In this embodiment, the second start winning section 33WB is a variable winning section that changes state between an open state where the game ball can enter and a closed state where the game ball cannot enter.
[0085] In detail, the second start winning section 33WB comprises a second start winning opening 33WBa through which a game ball can enter, a pair of left and right blade members 33WBb as opening and closing members provided on both the left and right sides of the second start winning opening 33WBa, a start winning opening solenoid (not shown) that drives the pair of blade members 33WBb to open and close, and a second start winning switch 224b that can detect a game ball that has entered the second start winning opening 33WBa.
[0086] The pair of blade members 33WBb are each pivotally supported and are normally maintained in a closed position (closed state) close to each other. An entry prevention member 145 is provided directly above the second start winning section 33WB to prevent game balls from entering between the pair of blade members 33WBb in the closed state. As a result, the second start winning section 33WB is normally in a closed state in which game balls flowing down the game area cannot enter the second start winning opening 33WBa.
[0087] On the other hand, when a predetermined opening condition as a game occurrence condition is met as described later, the pair of blade members 33WBb are rotated so that their tips move away from each other to an open position (open state), thereby entering a specific game execution state. As a result, a gap through which a game ball can pass is formed between the intrusion prevention member 145 and the tip of each blade member 33WBb, and the second start winning section 33WB enters an open state in which a game ball flowing down the game area can enter the second start winning opening 33WBa.
[0088] Under this configuration, when a game ball enters the second start winning section 33WB in the open state and the second start winning switch 224b detects the game ball, a small win lottery is held to determine whether or not a small win state will be generated. If a small win result is obtained as a specific lottery result in the small win lottery, the small win state will be awarded as a bonus. In other words, in this embodiment, the judgment function unit is configured with a function to execute a winning lottery as a predetermined judgment, and the bonus state generation unit is configured with a function to generate a winning state.
[0089] In addition, when a game ball is detected by the second start winning switch 224b, along with the small prize lottery, a predetermined pattern change display or a predetermined performance display is performed as a specific generated profit on the second special pattern display device 43B described below that constitutes the change display unit and the performance display device 42 that constitutes the change display unit.
[0090] Hereinafter, for the sake of convenience, the changing display triggered by a ball entering the first start winning section 33WA will also be referred to as the "first changing display," and the changing display triggered by a ball entering the second start winning section 33WB will also be referred to as the "second changing display." Furthermore, the changing time of the first changing display will be referred to as the "first changing time," and the changing time of the second changing display will be referred to as the "second changing time."
[0091] A second variable winning device 32B is disposed at a lower position in the right area of the game area (diagonally lower right position of the variable display device unit 35) at a position downstream of the second start winning section 33WB.
[0092] The second variable winning device 32B is provided so that a part of it protrudes forward from the front part of the game board 30, and a ball entry opening 320b for allowing a game ball to enter the internal area 320a is formed on the upper surface of the protruding part. In this embodiment, the front cover member (reference number omitted) of the second variable winning device 32B is made of a transparent member, allowing the player to see the internal area 320a.
[0093] In addition, the second variable winning device 32B is equipped with an opening / closing member 318 that opens and closes the ball entry opening 320b, and a solenoid (not shown) that opens and closes the opening / closing member 318, and is configured to be able to change its state between an open state in which game balls flowing down the game area can enter the internal area 320a and a closed state in which game balls flowing down the game area cannot enter the internal area 320a by driving and controlling the solenoid to open and close the opening / closing member 318.
[0094] Under this configuration, the second variable winning device 32B normally maintains the open / close member 318 in a closed state, and when a small win state described later occurs, the second variable winning device 32B enters a specific game execution state in which the switching function unit executes a variable operation to change the open / close member 318 to an open state multiple times. Note that when a small win state occurs, the second variable winning device 32B may be configured to execute a variable operation to change the open / close member 318 to an open state only once.
[0095] The opening / closing member 318 is provided so as to be slidable in the front-to-rear direction. The upper surface of the opening / closing member 318 is inclined downward from right to left, and when the opening / closing member 318 is in the closed position and the ball entrance opening 320b is closed, the upper surface of the opening / closing member 318 becomes a guide path that guides the gaming ball to the left (towards the center of the gaming board 30).
[0096] Here, a deceleration means for decelerating the gaming balls rolling along the guideway (for example, a configuration in which multiple protrusions are formed alternately on the front and rear walls of the guideway) may be provided, which allows more gaming balls to enter the internal area 320a when a small win occurs.
[0097] When the opening / closing member 318 is normally in the closed position, the gaming ball rolls from right to left on the upper surface (guideway) of the opening / closing member 318, drops downward from the left end, and flows down toward the first variable winning device 32A.
[0098] On the other hand, when the opening / closing member 318 is retracted to the open position and the ball entry opening 320b is opened, game balls flowing down the game area or game balls rolling on the guideway can enter the internal area 320a.
[0099] The internal area 320a of the second variable winning device 32B is equipped with a ball entry count switch 223a capable of detecting all game balls that enter the internal area 320a along a predetermined flow path, a specific ball entry section (V entry area) 320c into which game balls detected by the ball entry count switch 223a can enter, a specific ball entry detection switch (V entry switch) 223b that detects game balls that have entered the specific ball entry section 320c, an opening / closing valve 319 that can open and close the specific ball entry section 320c, a solenoid (not shown) that opens and closes the opening / closing valve 319, a non-specific ball entry section 320d into which game balls that do not enter the specific ball entry section 320c are guided, and a non-specific ball entry detection switch 223c that detects game balls that have entered the non-specific ball entry section 320d.
[0100] The opening / closing valve 319 is rotatably supported and configured to be displaceable by a switching function unit between a closed position that restricts balls from entering the specific ball entry section 320c and an open position that allows balls to enter the specific ball entry section 320c.
[0101] Under this configuration, when a gaming ball that has entered the internal area 320a flows down to the position of the specific ball entry section 320c, if the on-off valve 319 is in the open position and the specific ball entry section 320c is in an open state, the gaming ball will fall into the specific ball entry section 320c.
[0102] On the other hand, when a gaming ball that has entered the internal area 320a flows down to the position of the specific ball entry section 320c, if the opening / closing valve 319 is in the closed position and the specific ball entry section 320c is in a closed state, the gaming ball will not fall into the specific ball entry section 320c, but will pass over the opening / closing valve 319 and be guided to the non-specific ball entry section 320d.
[0103] When a small win state occurs, if the gaming ball that entered the internal region 320a of the second variable winning device 32B enters the specific winning section 320c, a big win state occurs in which the first variable winning device 32A is opened as a specific generated profit by the profit generating function of the main control device 261. In other words, when a gaming ball enters the specific winning section 320c and is detected by the specific winning detection switch 223b, this corresponds to the case where the game generation condition in this embodiment is established.
[0104] In this embodiment, the specific ball entry section 320c of the second variable winning device 32B is basically in an open state as a grant benefit, and in a small win state in which the ball entry opening 320b of the second variable winning device 32B is open, when one gaming ball enters the specific ball entry section 320c and the gaming ball is detected by the specific ball entry detection switch 223b, the on-off valve 319 is controlled to a closed state, and gaming balls guided onto the specific ball entry section 320c thereafter are guided to the non-specific ball entry section 320d. A gaming ball that enters the non-specific ball entry section 320d is detected by the non-specific ball entry detection switch 223c provided in the non-specific ball entry section 320d.
[0105] When the total number of balls detected by the specific ball entry detection switch 223b and the non-specific ball entry detection switch 223c reaches four, the second variable winning device 32B, which is opened in the small win state, closes the ball entry opening 320b with the opening / closing member 318, and the device is placed in a closed state where game balls cannot enter. The specific ball entry section 320c and the non-specific ball entry section 320d are configured to merge below, and game balls that flow into the internal area 320a of the second variable winning device 32B through the merged discharge passage are discharged to the back side of the game board 30.
[0106] In this embodiment, during the period when a small win state occurs and the ball entry opening 320b of the second variable winning device 32B is opened as a specific generated profit, an average of about four game balls are designed to be able to enter the second variable winning device 32B. Furthermore, when a game ball is able to enter the second variable winning device 32B, the game ball is designed to always (almost 100%) enter the specific ball entry section 320c. Therefore, if a player performs a "right hit" (the act of firing a game ball toward the right side of the game area) during a small win state, there is an almost 100% probability that the game ball will enter the specific ball entry section 320c, resulting in a big win state.
[0107] As is well known, when a game ball enters (wins) one of the various winning sections such as the general winning sections 31A, 31B, the variable winning devices 32A, 32B, the start-up winning sections 33WA, 33WB, etc., it is detected by various winning switches, and a predetermined number of prize balls are paid out to the upper tray 19 (or lower tray 15).
[0108] In this embodiment, 10 game balls (prize balls) are paid out if the ball enters the left general winning section 31A, 3 if the ball enters the right general winning section 31B, 15 if the ball enters the first variable winning device 32A (large winning port 32Aa), 5 if the ball enters the second variable winning device 32B (specific winning section 320c or non-specific winning section 320d), 3 if the ball enters the first start winning section 33WA, and 3 if the ball enters the second start winning section 33WB.
[0109] Additionally, the gaming board 30 is provided with an outlet 36 corresponding to the bottom of the gaming area, and gaming balls that do not win in the various winning sections such as the general winning sections 31a, 31b are discharged outside the gaming area (to the back side of the gaming board 30) through this outlet 36. Additionally, the gaming board 30 is provided with various components such as numerous nails and windmills to appropriately distribute and adjust the falling direction of the gaming balls.
[0110] Here, various game states in the pachinko machine 10 of this embodiment will be explained. First, the types of jackpots in this embodiment will be explained. In this embodiment, the jackpot types are set as "15-round jackpot," "8-round jackpot," and "4-round jackpot." For simplicity, hereinafter, a "15-round jackpot" will be referred to as a "15R jackpot," an "8-round jackpot" will be referred to as an "8R jackpot," and a "4-round jackpot" will be referred to as a "4R jackpot."
[0111] In the jackpot state of "15R jackpot", the jackpot opening operation is repeated 15 times (15 rounds). Note that the "jackpot opening operation" refers to, for example, a single opening / closing operation until the large prize opening shutter 32Ab of the first variable winning device 32A is switched from the closed state to the open state by the switching function unit, and then the shutter is closed on the condition that the specified time of 30 seconds has elapsed or that the specified number of eight game balls has entered the first variable winning device 32A (the same applies below).
[0112] In the jackpot state of "8R jackpot", the jackpot opening operation is repeated eight times (8 rounds), and in the jackpot state of "4R jackpot", the jackpot opening operation is repeated four times (4 rounds). When the first variable winning device 32A opens, the game state becomes one in which the player can easily win prize balls, but since the player cannot win prize balls by opening the first variable winning device 32A, the player must shoot the game ball to make it enter the first variable winning device 32A.
[0113] In addition, in this embodiment, the type of jackpot awarded in the win / lose lottery differs depending on whether the gaming ball enters the first start winning section 33WA or the second start winning section 33WB. If the player wins the win / lose lottery triggered by the ball entering the first start winning section 33WA, the player is assigned to either a "15R jackpot" or a "4R jackpot." Also, if the player wins the win / lose lottery triggered by the ball entering the second start winning section 33WB, the player is assigned to either a "15R jackpot," an "8R jackpot," or a "4R jackpot" (except during the "time-saving B mode" described below).
[0114] Next, the start ball entry support state relating to the second start winning section 33WB will be explained. In this embodiment, the start ball entry support state is switched by the switching function unit between a "high ball entry state (high support state)" as a specific generated profit in which the blade members 33WBb of the second start winning section 33WB are opened relatively frequently, making it easier for the game ball to enter the second start winning section 33WB, and a "low ball entry state (low support state)" in which the blade members 33WBb are opened less frequently than in the "high ball entry state," making it more difficult for the game ball to enter the second start winning section 33WB.
[0115] Examples of the "high ball entry state" include: (1) a state in which the variable display time of the normal symbol display device 41 is shorter than in the "low ball entry state," (2) a state in which the opening time (prescribed time) of the second start entry section 33WB per opening is longer than in the "low ball entry state," (3) a state in which the prescribed number of game balls that can enter per opening of the second start entry section 33WB is greater than in the "low ball entry state," (4) a state in which the second start entry section 33WB is opened more times per winning of the start entry support lottery than in the "low ball entry state," and (5) a state in which the probability of winning the start entry support lottery is higher than in the "low ball entry state." The "high ball entry state" in this embodiment employs the above configurations (1), (2), and (5). Of course, the "high ball entry state" is not limited to these, and may employ any one of configurations (1) to (5), or any combination of configurations (1) to (5).
[0116] Specifically, in this embodiment, when the start ball entry support lottery is won, the second start ball entry section 33WB opens 0.2 seconds x 2 times in the "low ball entry state" and 1.8 seconds x 2 times in the "high ball entry state." This makes it easier for game balls to enter the second start ball entry section 33WB more frequently in the "high ball entry state."
[0117] Next, various game states (various game modes) when the variable display of the special symbol display devices 43A and 43B is performed will be described.
[0118] In this embodiment, the game modes are configured so that one of three game modes can be switched by the switching function unit: "normal mode," which is the normal state; "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening A mode")," which can be entered after the end of a jackpot state; and "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening B mode")," which can be activated when a predetermined period of time has passed without a jackpot state occurring.
[0119] In the "normal mode", the special pattern display devices 43A and 43B change their display at normal times in a "normal change state", and the starting goal support state changes to a "low goal state".
[0120] In the "time-saving A mode" and "time-saving B mode," the special symbol display devices 43A and 43B change display time in a shorter time than normal, resulting in a "change time shortened state," and the starting ball scoring support state becomes a "high ball scoring state." In addition, the "normal change state" and the "change time shortened state" can be switched by changing the change time determination table using the switching function unit, as described below.
[0121] The "Time-saving A mode" as a granted benefit is a game mode that is granted after the end of the jackpot state, and ends when the variable display on the special pattern display devices 43A, 43B (mainly the second variable display on the second special pattern display device 43B) is performed a predetermined number of times, and then transitions to the "normal mode."
[0122] In this embodiment, regardless of whether a jackpot state of "15R jackpot," "8R jackpot," or "4R jackpot" occurs, a "time-saving A mode" is granted for a predetermined period after the jackpot state ends.
[0123] Specifically, when a "15R jackpot" occurs based on a game ball entering the first start winning section 33WA, after the jackpot ends, the profit state generating section will grant a "time-saving A mode" with a duration of 7 variable display cycles, and when a "4R jackpot" occurs based on a game ball entering the first start winning section 33WA, after the jackpot ends, the profit state generating section will grant a "time-saving A mode" with a duration of 1 variable display cycle.
[0124] On the other hand, when a jackpot state occurs based on a game ball entering the second start-up winning section 33WB, regardless of the type of jackpot (whether it is a "15R jackpot," an "8R jackpot," or a "4R jackpot"), after the jackpot state ends, the profit state generating section will grant a "time-saving A mode" with a duration of 7 variable display times.
[0125] The "time-saving B mode (ceiling time-saving mode)" as a conferred benefit is a game mode that can be activated when the number of times that the variable display executed on the special pattern display devices 43A, 43B (mainly the first special pattern display device 43A) has been executed reaches a predetermined upper limit number (hereinafter referred to as "ceiling number BT") of 1,000 times without the occurrence of a jackpot state during the "normal mode." Therefore, the benefit state generating unit is configured by the function that generates this "time-saving B mode (ceiling time-saving mode)."
[0126] Furthermore, after activation, the "time-saving B mode" ends when the variable display executed on the special pattern display devices 43A, 43B (mainly the second special pattern display device 43B) has been executed a predetermined number of times (for example, 50 times in this embodiment), and then transitions to the "normal mode."
[0127] In this embodiment, once the "time-saving B mode" is activated and ends without a jackpot state occurring, the "time-saving B mode" will not be activated again as a specific generated profit unless the next jackpot state occurs as a game occurrence condition or data clearing processing, etc., is performed on the RAM 503 of the main control device 261. However, as will be described later, if a player "hits right" during the "time-saving B mode" and executes the second variable display related to the second special symbol display device 43B 50 times, there is a nearly 100% probability that a small jackpot state will occur, and ultimately a jackpot state will occur. In other words, the normal mode in which the time-saving B mode (ceiling time-saving mode) has not yet been activated (the period from the ceiling reset state, including initialization, until the next jackpot state occurs) corresponds to the specific game execution state in this embodiment.
[0128] Furthermore, as mentioned above, in "normal mode," the start ball entry support state for the second start winning section 33WB does not become a "high ball entry state," but becomes a "low ball entry state" in which it is extremely difficult to get the game ball to enter the second start winning section 33WB, so it is essentially a state in which the game ball cannot enter the second start winning section 33WB. In other words, during "normal mode," the player is recommended to "hit left (the act of firing the game ball toward the left side area of the game area)" rather than "hit right (the act of firing the game ball toward the right side area of the game area)," which will be described later.
[0129] In addition to or instead of this, for example, during "normal mode", the execution time of the second variable display that can be executed when the game ball enters the second start winning section 33WB may be set to a relatively long period (for example, the execution time of one variable display corresponding to one ball entering may be 10 minutes or more), or even if during "normal mode", a game ball enters the second start winning section 33WB and a jackpot state occurs, "time-saving A mode" is not granted after the end of that state, so that even if the player "hits with the right" during "normal mode", it is not advantageous for the player, and "hits with the left" during "normal mode" is recommended.
[0130] In addition, although details will be described later, in this embodiment, various display effects corresponding to the current game state (game mode) are performed on the effect display device 42. For example, there are "normal stage effects" as an award benefit that is provided based on a ball entering the first start winning section 33WA in "normal mode," "battle stage effects" as an award benefit that is provided when "time-saving A mode" whose duration is one variable display is provided, "rush stage effects" as an award benefit that is provided when "time-saving A mode" whose duration is seven variable displays is provided, and "lucky chance stage effects" as an award benefit that is provided when "time-saving B mode" whose duration is 50 variable displays is provided.
[0131] As shown in Figure 1-4, on the outside of the upper right corner of the gaming area, there are provided a normal pattern display device 41 as a variable display unit (normal variable display unit) for displaying the results of the start-entry support lottery that is held based on the passage of the gaming ball through the through gate 34, a first special pattern display device 43A as a variable display unit (first special variable display unit) for displaying the results of the small prize lottery that is held triggered by the ball entering the first start-entry winning section 33WA, and a second special pattern display device 43B as a variable display unit (second special variable display unit) for displaying the results of the small prize lottery that is held triggered by the ball entering the second start-entry winning section 33WB, all of which are visible from the front of the pachinko machine 10.
[0132] The normal symbol display device 41 is composed of two LEDs (normal symbol lamps). In the normal symbol display device 41, for example, the right normal symbol lamp flashes (variable display) when a gaming ball passes through the through gate 34. Then, after the variable display is performed for a predetermined time on the normal symbol display device 41, the variable display is stopped based on the results of the start-going ball support lottery. In other words, the lighting mode (combination of lit normal symbol lamps) when the variable display stops corresponds to various results of the start-going ball support lottery, and the result of the start-going ball support lottery is definitively displayed by the notification control unit depending on the lighting mode when the variable display stops. For example, a "win" is indicated by a specific display mode in which both the left and right normal symbol lamps are lit, and a "lose" is indicated by a specific display mode in which only the left normal symbol lamp is lit.
[0133] The first special symbol display device 43A is composed of four LEDs (first special symbol lamps). In the first special symbol display device 43A, when a ball enters the first start winning section 33WA, the switching function section switches the display of the first special symbol lamp (first variable display).
[0134] Then, after the first variable display is performed for a predetermined time on the first special pattern display device 43A, the first variable display will be stopped based on the result of the small prize lottery. In other words, the lighting state (combination of lit special pattern lamps) when the first variable display is stopped corresponds to various results of the small prize lottery, and the result of the small prize lottery, that is, "small prize" or "miss", is definitively displayed by the notification control unit depending on the lighting state when the first variable display is stopped.
[0135] The second special symbol display device 43B is composed of four LEDs (second special symbol lamps). In the second special symbol display device 43B, when a ball enters the second start winning section 33WB, the switching function section switches the display of the second special symbol lamp (second variable display).
[0136] Then, after the second variable display is performed for a predetermined time on the second special symbol display device 43B, the second variable display will be stopped based on the result of the small prize lottery. In other words, the lighting state (combination of lit special symbol lamps) when the second variable display is stopped corresponds to various results of the small prize lottery, and the result of the small prize lottery, that is, "small prize" or "miss", is definitively displayed by the notification control unit depending on the lighting state when the second variable display is stopped.
[0137] Furthermore, in the first special symbol display device 43A and the second special symbol display device 43B, the lighting mode (stop mode) to be stopped becomes a special display mode, so that the type of jackpot that occurs via a small jackpot (whether it is a "15R jackpot," "8R jackpot," or "4R jackpot") is also definitively displayed. However, it is preferable that the type of jackpot is difficult for a player to distinguish at a glance. For example, the special symbol display devices 43A and 43B may each have multiple stop modes that indicate various wins and losses, rather than just one, and one of these may be selected and displayed as a stop mode.
[0138] Furthermore, the stationary display on the first special pattern display device 43A and the second special pattern display device 43B is maintained for a specified time, and after the period (variation interval) has elapsed, the next variable display can be started.
[0139] Furthermore, if the next variable display is not performed even after a specified time has passed after the first special pattern display device 43A or the second special pattern display device 43B has stopped displaying, the first special pattern display device 43A or the second special pattern display device 43B is configured to switch from a lighting mode indicating the result of the win / loss lottery to a lighting mode indicating a standby state in which no variable display is being performed.
[0140] Furthermore, in this embodiment, if a game ball enters the first start winning section 33WA while the first variable display is being executed, the first variable display corresponding to the ball is reserved and stored, and after the first variable display being executed is stopped and displayed, the reserved and stored first variable display is started. Similarly, if a game ball enters the second start winning section 33WB while the second variable display is being executed, the second variable display corresponding to the ball is reserved and stored, and after the second variable display being executed is stopped and displayed, the reserved and stored second variable display is started.
[0141] In addition, when a game ball passes through the through gate 34 during the variable display on the normal pattern display device 41, the variable display corresponding to the passage is reserved and stored, and after the variable display currently being executed is stopped, the reserved and stored variable display is started.
[0142] In this embodiment, adjacent to the normal pattern display device 41, the first special pattern display device 43A, and the second special pattern display device 43B, there are provided a normal hold display device 44 as a hold display unit (normal hold display unit) that indicates that the variable display of the normal pattern display device 41 is held and stored, a first hold display device 46A as a hold display unit (first hold display unit) that can notify or suggest that the first variable display is held and stored (having the right to execute the first variable display), and a second hold display device 46B as a hold display unit (second hold display unit) that can notify or suggest that the second variable display is held and stored (having the right to execute the second variable display). In this embodiment, the first special pattern display device 43A, the second special pattern display device 43B, the first hold display device 46A, the second hold display device 46B, the normal pattern display device 41, and the normal hold display device 44 are directly display-controlled by a main control device 261 as a main control unit described later.
[0143] The normal reserve display device 44 is composed of two LEDs (normal reserve lamps). In this embodiment, it is configured to be able to reserve and store up to four variable displays of the normal symbol display device 41, which are performed based on the passage of a gaming ball through the through gate 34. For example, when one variable display of the normal symbol display device 41 is reserved, the left normal reserve lamp lights up, a predetermined display mode is displayed; when two variable displays are reserved, the left and right normal reserve lamps light up, a predetermined display mode is displayed; when three variable displays are reserved, the left normal reserve lamp flashes and the right normal reserve lamp lights up, a predetermined display mode is displayed; and when four variable displays are reserved, the left and right normal reserve lamps flash, a predetermined display mode is displayed. Note that if a new gaming ball passes through the through gate 34 during a jackpot state, the variable displays for that number may also be reserved.
[0144] The first hold display device 46A is composed of two LEDs (first hold lamps). In this embodiment, it is configured to be able to hold and store up to four first variable displays based on the entry of a game ball into the first start winning section 33WA. For example, when one first variable display is held, the left first hold lamp lights up as a predetermined display mode; when two first variable displays are held, the left and right first hold lamps light up as a predetermined display mode; when three first variable displays are held, the left first hold lamp flashes and the right first hold lamp lights up as a predetermined display mode; and when four first variable displays are held, the left and right first hold lamps flash as a predetermined display mode, as controlled by the notification control unit. When multiple first variable displays are held and stored, the first variable displays are consumed sequentially in the order in which they were held and stored by the notification control unit (starting with the first one held).
[0145] The second reserve display device 46B is composed of two LEDs (second reserve lamps). In this embodiment, it is configured to be able to reserve and store up to four second variable displays based on the entry of a game ball into the second start winning section 33WB. For example, when one second variable display is reserved, the left second reserve lamp lights up as a predetermined display mode; when two second variable displays are reserved, the left and right second reserve lamps light up as a predetermined display mode; when three second variable displays are reserved, the left second reserve lamp flashes and the right second reserve lamp lights up as a predetermined display mode; and when four second variable displays are reserved, the left and right second reserve lamps flash as a predetermined display mode, as controlled by the notification control unit. When multiple second variable displays are reserved and stored, the second variable displays are consumed sequentially in the order in which they were reserved and stored by the notification control unit (starting with the first one).
[0146] Furthermore, if a new game ball enters the start winning section 33WA, 33WB during the winning state, the corresponding variable display is also reserved.The variable display is not executed during the winning state, and the variable display is started in a predetermined order after the winning state ends.However, in this embodiment, as will be described later, in the jackpot state, a "right hit" is performed, and since it is relatively easy for the game ball to enter the second start winning section 33WB located at the lower right area of the playing area, basically, after the jackpot state ends, the second variable display is reserved and stored.
[0147] As described above, basically, the first variable display triggered by a ball entering the first start winning section 33WA is stored in the order in which the corresponding game balls entered the first start winning section 33WA and is consumed in the order in which they entered, and the second variable display triggered by a ball entering the second start winning section 33WB is stored in the order in which the corresponding game balls entered the second start winning section 33WB and is consumed in the order in which they entered.
[0148] However, if both the first variable display triggered by a ball entering the first start winning section 33WA and the second variable display triggered by a ball entering the second start winning section 33WB are on hold (if the specific display mode is one or more of the first hold lamp and the second hold lamp are lit), the second variable display triggered by a ball entering the second start winning section 33WB will be consumed preferentially. In other words, unless all of the second variable displays triggered by a ball entering the second start winning section 33WB have been consumed, the first variable display triggered by a ball entering the first start winning section 33WA will not be displayed. For example, when one first reserve lamp of the first reserve display device 46A is lit, a game ball enters the second start winning section 33WB, and a specific display mode is displayed in which one second reserve lamp of the second reserve display device 46B is lit, the first variable display triggered by the ball entering the first start winning section 33WA will be postponed, and the second variable display triggered by the ball entering the second start winning section 33WB will be performed first.
[0149] Furthermore, the performance display device 42 of the variable display device unit 35 is configured by a liquid crystal display device having a liquid crystal display portion, and the display content is controlled by a sub-control device 262 and a display control device 45, which will be described later. That is, in the performance display device 42, auxiliary display content is determined by the sub-control device 262 based on commands from the main control device 261 so as to correspond to the results displayed on the special pattern display devices 43A, 43B, etc., and is displayed by the display control device 45, which will be described later. In other words, the sub-control device 262 and / or the display control device 45 constitute a notification control unit.
[0150] The performance display device 42 is configured to be able to execute a performance change display (such as a change display of a decorative pattern) as a change-responsive performance display that matches the change display by the first special pattern display device 43A and the second special pattern display device 43B.
[0151] For example, in this embodiment, as shown in Figure 1-61(a), the performance display device 42 is provided with three pattern display areas, top, middle, and bottom (top pattern display area, middle pattern display area, bottom pattern display area), and multiple types of decorative patterns (pictorial patterns with numbers from "0" to "9") are displayed in sequence in each pattern display area, and then the decorative patterns are displayed in a static manner in each pattern display area in order (for example, top pattern display area → bottom pattern display area → middle pattern display area).
[0152] Then, when the occurrence of a small win state is confirmed by the main control device 261, a display corresponding to the small win is made on the first or second special pattern display device 43A, 43B, and decorative patterns are displayed stopped in a combination corresponding to the small win on the performance display device 42 (for example, the same decorative patterns are displayed stopped in a line on a predetermined effective line in the upper pattern display area, middle pattern display area and lower pattern display area), and the small win state begins.
[0153] Also, when decorative symbols are displayed in a combination corresponding to a small win, the same decorative symbols are displayed in a predetermined effective line in the upper and lower symbol display areas as a preliminary step. In this way, the state in which the same symbols are displayed in a predetermined effective line in the upper and lower symbol display areas and the variable display is still being performed in the middle symbol display area is the reach state. Of course, just because the reach state, which is a specific game execution state, has occurred does not necessarily mean that the small win state will occur, and there are cases in which it will not occur.
[0154] In this embodiment, after a reach state occurs, if a decorative pattern that is the same as the decorative pattern (reach pattern) that is stopped and displayed in the upper and lower pattern display areas is displayed stopped on the same valid line in the middle pattern display area (if decorative patterns with the same numbers are displayed stopped in a sequence of double numbers), a small win state is awarded.
[0155] As described above, in this embodiment, when a small win state occurs, decorative symbols with the same number are displayed stopped in a row of double numbers on a predetermined pay line on the effect display device 42. However, as will be described later, when a small win lottery result is obtained as a specific lottery result that may result in a "15R jackpot (rush direct hit win)" based on the entry of a gaming ball into the first start winning section 33WA, a decorative symbol resembling a golden killer whale with a predetermined specific number ("0" in this embodiment) (hereinafter sometimes referred to as a "rush direct hit win symbol") is always displayed stopped in a row of double numbers as the small win symbol. In other words, the rush direct hit win symbol is displayed stopped in a row of double numbers on the predetermined pay line in the upper, middle, and lower symbol display areas (see the golden killer whale symbol Z0 in Figure 1-71).
[0156] On the other hand, when a small win state occurs based on a game ball entering the second start winning section 33WB, the type of small win pattern stopped and displayed on the performance display device 42 is not associated with the type of big win that can occur via that small win ("15R big win," "8R big win," or "4R big win"), and the type of big win cannot be determined depending on the type of decorative pattern stopped and displayed on the performance display device 42.
[0157] However, in this embodiment, even if a small prize lottery result is obtained that may result in a "15R big prize" based on the game ball entering the second start prize section 33WB, the "rush direct hit prize pattern" is not selected as the small prize pattern.
[0158] As shown in FIG. 1-3, a ball passage unit 70 is provided on the back side of the front frame 14, below the window portion 101. The ball passage unit 70 includes a lower tray connecting passage 71 that connects the payout mechanism 352 (described later) to the lower payout outlet 16 of the lower tray 15, and an upper tray connecting passage 73 that connects the payout mechanism 352 to the upper tray 19. In addition, there is a predetermined gap between the launch rail 61 provided on the front side of the inner frame 12 and the rail 50 (outer rail component 52), and the ball passage unit 70 of the front frame 14 is formed with a foul ball passage 72 that guides game balls that fall through the gap to the lower tray 15. As a result, if a game ball launched from the launching device 60 does not reach the return ball prevention member 53 and returns up the rail 50 as a foul ball, the foul ball is discharged to the lower tray 15 via the foul ball passage 72.
[0159] Furthermore, a launching ball passage 74 is provided which connects the upper tray 19 and the ball feeding device 63 and guides game balls stored in the upper tray 19 to the ball feeding device 63. In addition, a communication hole (not shown) which communicates with the lower tray communication passage 71 is formed in the launching ball passage 74, and a first shutter (not shown) which opens and closes the communication hole is provided. The first shutter is normally biased by a biasing means (not shown) toward a closed position which closes the communication hole. Furthermore, the first shutter is configured to be linked to the ball ejection button 123, and to be displaced to an open position which opens the communication hole when the ball ejection button 123 is pressed.
[0160] As shown in Figure 1-2, the lower tray 15 is formed with a discharge port 15a that allows game balls stored in the lower tray 15 to be discharged to the outside of the pachinko machine 10, and is provided with a second shutter 15b that opens and closes the discharge port 15a. The second shutter 15b is normally biased toward a closed position that closes the discharge port 15a by a biasing means (not shown). Furthermore, the second shutter 15b is configured to operate in conjunction with the ball removal lever 25, and is configured to be displaced to an open position that opens the discharge port 15a when the ball removal lever 25 is slid to the left, for example.
[0161] The symbol 67 in Figures 1-3 and 1-4 is a payout passage for guiding the game balls paid out by the payout mechanism unit 352 described later to the front of the inner frame 12, and is divided into a passage leading to the upper tray connecting passage 73 (upper tray 19) and a passage leading to the lower tray connecting passage 71 (lower tray 15).
[0162] Furthermore, a shutter 68 is provided below the dispensing passage 67, and when the front frame 14 is open, the shutter 68 protrudes forward due to the force of a spring or the like, thereby almost closing the exit of the dispensing passage 67.
[0163] On the other hand, when the front frame 14 is closed, the shutter 68 is pushed open by the rear end of the entrance side of the lower tray connecting passage 71. Also, the entrance portion (ball inlet portion) of the lower tray connecting passage 71 and the entrance portion (ball inlet portion) of the upper tray connecting passage 73 are located adjacent to each other. Furthermore, when the front frame 14 is closed, the two entrance portions and the payout passage 67 are separated by a predetermined distance, allowing game balls to pass through the gap between them. Therefore, when the upper tray 19 and the upper tray connecting passage 73 are full of game balls, the game balls to be paid out will flow toward the lower tray connecting passage 71 (overflowing into the entrance side of the lower tray connecting passage 71) and will be paid out through the lower tray connecting passage 71 to the lower tray 15.
[0164] In addition, the ball passage unit 70 is provided with a full detection switch (not shown) that detects gaming balls located in the lower tray connecting passage 71. The presence of this full detection switch makes it possible to know that the lower tray 15 is full of gaming balls (that the lower tray 15 is full of gaming balls and gaming balls are stuck in the lower tray connecting passage 71). In this embodiment, based on the full detection switch continuously detecting gaming balls for a predetermined period of time, an error notification is controlled by a notification control unit that notifies the user that the lower tray 15 is full using a display, sound, etc. on the performance display device 42. Note that when the accumulation of gaming balls in the lower tray connecting passage 71 is resolved and gaming balls are no longer detected by the full detection switch (when they are not detected continuously for a predetermined period of time), the error notification state is canceled.
[0165] Next, the rear configuration of the pachinko machine 10 will be described with reference to Figures 1-5, 1-6, etc. On the rear of the pachinko machine 10, various control boards are arranged in rows vertically and horizontally, with some parts overlapping front to back, and further, a game ball supply device (payout mechanism) that supplies game balls, a resin protective cover, etc. are attached. The payout mechanism and protective cover are integrated into one unit, and since the resin part is generally sometimes referred to as the back pack, this unit will be referred to here as the "back pack unit 203."
[0166] First, we will explain the rear configuration of the gaming board 30. As shown in Figure 1-6, a resin frame cover 213 that covers the center frame 47 from behind is provided protruding rearward on the rear side of the variable display unit 35 (see Figure 1-4) that is arranged corresponding to the through-hole in the center of the gaming board 30. In addition, on the rear side of the frame cover 213, the effect display device 42, which is a liquid crystal display device facing forward through the opening of the frame cover 213, the display control device 45, and the sub-control device 262 are detachably attached in a stacked state in the front and rear.
[0167] The effect display device 42 is housed in a housing box (reference numeral omitted) which has an opening formed therein for exposing the liquid crystal display unit of the effect display device 42 to the front side of the pachinko machine 10, and is fixed to the back side of the frame cover 213. The display control device 45 is housed in a board box 45a and is fixed to the back side of the effect display device 42. The sub-control device 262 is housed in a board box 262a and is fixed to the back side of the display control device 45 (board box 45a). An LED control board and the like which drives the LEDs and the like built into the center frame 47 are disposed within the frame cover 213. The board boxes 45a and 262a are made of a transparent resin material or the like, and the inside can be seen.
[0168] A back frame set 215 is attached to the game board 30 below the frame cover 213 so as to cover the general winning sections 31A, 31B, the variable winning devices 32A, 32B, and the start winning sections 33WA, 33WB from behind. The back frame set 215 is equipped with a ball recovery mechanism (not shown) for recovering game balls that have won in the various winning sections. The game balls recovered by this ball recovery mechanism are guided to a discharge passage section 217 (described later) and discharged from a discharge chute of the discharge passage section 217 to the outside of the pachinko machine 10.
[0169] In this embodiment, the back frame set 215 also functions as a mounting base for the main control device 261. More specifically, the board box 263 on which the main control device 261 is mounted is rotatably supported on the back frame set 215 and can be opened rearward.
[0170] The main control device 261 is housed in a board box 263 made of a transparent resin material or the like. The board box 263 comprises a box base and a box cover that covers the opening of the box base, and the box base and box cover are connected by a sealing member. The board box 263 connected by the sealing member is configured so that it cannot be opened unless a predetermined trace is left behind. This makes it easy to discover if the board box 263 has been tampered with.
[0171] Although not shown, the rear frame set 215 is provided with a first board relay board electrically connected via cable connectors to the general winning switches 221a, 221b, the special winning slot count switch 222, the ball count switch 223a, the specific winning detection switch 223b, the non-specific winning detection switch 223c, the start winning switches 224a, 224b, and the through gate switch 225. This first board relay board relays between the general winning switches 221a, 221b, etc. and the main control device 261, and is electrically connected to the main control device 261 via a cable connector. In contrast, the start winning switches 224a, 224b, which detect winning in the start winning sections 33WA, WB, are connected directly to the main control device 261 via a connector cable without going through a relay board.
[0172] The detection results detected by the various ball entry detection switches are input to the main control device 261. Then, the main control device 261 sends a payout command (number of game balls to be paid out) according to the winning status at each time to the payout control device 311, and a predetermined number of game balls are paid out based on the output signal from the payout control device 311 (except when detected by the through gate switch 225).
[0173] In addition, although not shown, a second board relay board that relays various motors and solenoids to the main control device 261 is also provided on the back side of the game board 30.
[0174] Next, the configuration of the back pack unit 203 will be described. As shown in FIG. 1-5, the back pack unit 203 is an integrated unit of a resin-molded back pack 351 and a game ball payout mechanism 352. The back pack unit 203 is supported so as to be openable and closable on the left side (right side in FIG. 1-5) of the inner frame 12, and can be opened rearward around an opening / closing axis extending in the vertical direction. In addition, an external terminal board 240 is provided on the upper left side (upper right side in FIG. 1-5) of the back pack unit 203.
[0175] The external terminal board 240 is a relay board for outputting various information from the main control unit 261 to the hall computer (not shown) of the gaming hall, and is electrically connected to the main control unit 261 and has multiple output terminals (10 in this embodiment) that can output signals according to the gaming status to the outside.
[0176] For simplicity's sake, no reference numerals are given, but for example, in this embodiment, as output terminals for outputting information from the main control unit 261 to the hall computer, there are provided a first terminal for outputting information (jackpot signal 1) indicating that the current game state is in a jackpot state, which is a specific game execution state, and a second terminal for outputting information (jackpot signal 2) indicating that the current game state is either in a jackpot state, which is a specific game execution state, or in a high ball entry state (high support state).
[0177] In addition, the external terminal board 240 of this embodiment has a terminal (third terminal) for outputting information (identification signal) indicating that a variable display has been performed on the first special pattern display device 43A or the second special pattern display device 43B, a terminal (fourth terminal) for outputting information (identification signal) indicating that a game ball has entered the first start winning section 33WA, a terminal (fifth terminal) for outputting information (identification signal) indicating that a game ball has entered the second start winning section 33WB, and a terminal (sixth terminal) for outputting information (identification signal) indicating that the inner frame 12 is open. The terminal is provided with a terminal (7th terminal) for outputting information (identification signal) indicating that the front frame 14 is open, a terminal (8th terminal) for outputting information (identification signal) indicating that various errors (winning error, no tank ball error, payout error, etc.) have been detected, a terminal (9th terminal) for outputting information (identification signal) indicating that a predetermined number of prize balls have been paid out from the payout control device 311, and a terminal (10th terminal) for outputting information (identification signal) indicating that the current game state is in a small win state, which is a specific game execution state.
[0178] It is not necessary for all output terminals of the external terminal board 240 to be electrically connected to the hall computer, etc., and the output terminal from which information is obtained is determined at the discretion of the amusement hall manager, etc. In other words, the amusement hall manager, etc. can use only the information necessary according to the mode of operation of the amusement hall.
[0179] Furthermore, the type of information output from the external terminal board 240 and the number of output terminals for outputting the information are not limited to the configuration exemplified above, and may be configured to output information different from the information (signal) exemplified above depending on the model of the pachinko machine 10, etc.
[0180] The back pack 351 is integrally molded from, for example, ABS resin, and includes a protective cover portion 354 that protrudes rearward from the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 354 is closed on the left and right sides and the top, and only the bottom is open, and is large enough to cover at least the frame cover 213. However, in this embodiment, the protective cover portion 354 is configured to also cover the top and right portions (the left portion in FIG. 1-5) of the board box 263. As a result, when the back pack unit 203 is closed, the sealing member provided on the right portion of the board box 263 and the terminal portion (board-side connector) provided along the upper edge of the main control device 261 are covered.
[0181] The payout mechanism 352 is disposed so as to bypass the protective cover 354. Above the protective cover 354, a tank 355 with an opening at the top is provided, and this tank 355 is successively replenished with gaming balls supplied from the island facilities of the gaming hall. Below the tank 355, a tank rail 356 having, for example, two horizontal rows of ball passages and gently sloping toward the downstream side is connected, and a case rail 357 is connected vertically to the downstream side of the tank rail 356. A payout device 358 is provided at the most downstream portion of the case rail 357, and the required number of gaming balls are appropriately paid out by a predetermined electrical configuration such as a payout motor. The gaming balls paid out by the payout device 358 are then supplied to the upper tray 19, etc.
[0182] The dispensing mechanism 352 is also provided with a dispensing relay board 381 that relays dispensing command signals from the dispensing control device 311 to the dispensing device 358, and a power switch board 382 that takes in main power from the outside. The power switch board 382 is supplied with main power, for example, 24 V AC, via a voltage converter, and is turned on or off by switching the power switch 382a.
[0183] Below the rear pack unit 203 (base box 263), a lower frame set 251 is provided, which is pivotally supported on the left side (right side in FIG. 1-5) of the inner frame 12 and can be opened rearward. As shown in FIG. 1-6, the lower frame set 251 is formed with a discharge passage 217 into which game balls collected by the ball collection mechanism described above flow, and a discharge chute (not shown) is formed at the most downstream portion of the discharge passage 217 for discharging game balls to the outside of the pachinko machine 10. That is, game balls that have won in each winning section, such as the general winning section 31A, are collected via the ball collection mechanism of the rear frame set 215 and then discharged to the outside of the pachinko machine 10 through the discharge chute of the discharge passage 217. The outlet 36 also communicates with the discharge passage 217, and game balls that have not won in any winning section are also discharged to the outside of the pachinko machine 10 through the discharge chute. In this embodiment, the back pack unit 203 and the lower frame set 251 are configured as separate entities and can be opened and closed independently, but the back pack unit 203 and the lower frame set 251 may also be formed integrally.
[0184] 1-5, the power supply and launch control device 310, the dispensing control device 311, and the CR unit connection board 314 are removably attached in a stacked state on the back side of the lower frame set 251. The power supply and launch control device 310 includes a launch control circuit 312 and a power supply circuit 313, and is housed in a board box 313a and fixed to the back side of the lower frame set 251.
[0185] The dispensing control device 311 is housed in a board box 311a and fixed to the back side of the board box 313a (power supply / launch control device 310). The board box 311a housing the dispensing control device 311 is provided with a sealing member, similar to the board box 263 housing the main control device 261 described above, so that evidence that the board box 311a has been opened remains.
[0186] In addition, the CR unit connection board 314 is housed in a board box 314a and fixed to the back side of the board box 313a (power supply / launch control device 310). Each of the board boxes 311a, 313a, and 314a is made of a transparent resin material or the like, so that the inside can be seen.
[0187] In addition, the dispensing control device 311 is provided with a state return switch 321 that protrudes outward from the base box 311a. For example, when the state return switch 321 is pressed in the event of a dispensing error, such as a ball jam in the dispensing motor, the dispensing motor is rotated forward and reverse, and the ball jam is resolved (returned to the normal state).
[0188] Furthermore, the power supply circuit 313 is provided with a RAM erase switch 323 that protrudes outward from the circuit board box 313a. This pachinko machine 10 has a backup function, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained, and when power is restored from the power outage, the state at the time of the power outage can be restored. Therefore, when the power is turned off in the normal procedure (for example, when the game hall closes), the state before the power outage is stored and maintained, so if you want to return to the initial state when the power is turned on, turn on the power while pressing the RAM erase switch 323.
[0189] As shown in FIG. 1-6, a locking device 600 is provided on the rear side of the right side of the inner frame 12. The locking device 600 is equipped with a cylinder lock 600a (see FIG. 1-1, etc.) exposed on the front side of the front frame 14. The inner frame 12 can be unlocked by inserting a key into the keyhole of the cylinder lock 600a and turning it in one direction, and the front frame 14 can be unlocked by turning it in the other direction. In this embodiment, the inner frame 12 is locked to the outer frame 11, and the front frame 14 is locked to the inner frame 12.
[0190] As described above, the right-side frame component 11d of the outer frame 11 has an extended wall 83 formed thereon that covers the entire upper and lower sections corresponding to the locking device 600 from the rear side of the inner frame 12 (see FIG. 1-5). This makes it difficult to insert a wire or the like from the rear side of the outer frame 11 and operate the locking device 600 using the wire or the like. As a result, defensive performance can be improved. Furthermore, the extended wall 83 is configured to cover the right end (the left end in FIG. 1-5) of the rear pack unit 203 and the lower frame set 251 from the rear side, so that when the inner frame 12 is closed, the rear pack unit 203 and the lower frame set 251 cannot be opened.
[0191] 1-4, a front frame open detection switch 91 for detecting the opening of the front frame 14 is provided on the lower right side of the front side of the inner frame 12 (to the right of the launching device 60), and an inner frame open detection switch 92 for detecting the opening of the inner frame 12 is provided on the lower right side of the back side of the inner frame 12 (to the lower left in FIG. 1-5) as shown in FIG. 1-5. The front frame open detection switch 91 and the inner frame open detection switch 92 each have a detection unit that can be retracted into the switch main body, with the front frame open detection switch 91 being provided with its detection unit facing forward and the inner frame open detection switch 92 being provided with its detection unit facing backward. When the detection unit is protruding from the switch main body, it outputs an ON signal to the main control device 261, and when the detection unit is pressed toward the switch main body and retracted into the switch main body, it outputs an OFF signal to the main control device 261. In other words, when the front frame 14 is closed, the detection part of the front frame open detection switch 91 is pressed by the back surface of the front frame 14, turning it to the OFF state, and when the front frame 14 is opened, the detection part returns to the protruding state and turns it to the ON state. Similarly, when the inner frame 12 is closed, the detection part of the inner frame open detection switch 92 is pressed by the pressing part 86 integrally formed with the receiving part 85 of the outer frame 11, turning it to the OFF state, and when the inner frame 12 is opened, the detection part returns to the protruding state and turns it to the ON state.
[0192] Next, the electrical configuration of the pachinko machine 10 will be described. Figure 1-7 is a block diagram showing the electrical configuration of the pachinko machine 10. The main control device 261 is equipped with a CPU 501 as a one-chip microcomputer that is an arithmetic unit. The CPU 501 includes a ROM 502 as a storage unit that stores various control programs and fixed value data executed by the CPU 501, a RAM 503 as a storage unit that temporarily stores various data when the control programs stored in the ROM 502 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit. However, the CPU, ROM, and RAM may not be integrated into a single chip, and each function may be integrated into a chip.
[0193] RAM 503 includes a stack area in which the contents of the internal registers of CPU 501 and the return addresses of control programs executed by CPU 501 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 503a.
[0194] In addition, RAM 503 is configured so that it can retain (back up) data even after the power to the pachinko machine 10 is turned off by receiving a backup voltage from the power supply circuit 313, and all data stored in the stack area, working area, and backup area 503a is backed up.
[0195] The backup area 503a is an area for storing values such as stack pointers, registers, and I / Os at the time of power cut (including power cuts; the same applies below) so that the state of the pachinko machine 10 can be restored to the state before power cut when the power is turned back on if the power is cut off due to a power outage or the like. Writing to the backup area 503a is performed by the main processing when the power is cut off, and conversely, the restoration of the values written to the backup area 503a is performed during the startup processing when the power is turned on (including power restoration after the power outage is resolved; the same applies below). Note that the NMI terminal (non-maskable interrupt terminal) of the CPU 501 is configured to receive a power outage signal SK1 output from a power outage monitoring circuit 542 (described later) when the power is cut off due to a power outage or the like, and power outage processing (NMI interrupt processing) is immediately executed when a power outage occurs.
[0196] Note that it is not necessary to back up data stored in all areas as long as data stored in at least the stack area and the backup area 503a is backed up. For example, a configuration may be adopted in which data stored in the stack area and the backup area 503a is backed up, but data stored in the work area is not backed up.
[0197] An input / output port 505 is connected to the CPU 501 incorporating the ROM 502 and RAM 503 via a bus line 504 consisting of an address bus, a data bus, etc. The input / output port 505 is connected to a RAM erasure switch circuit 543, payout control device 311, sub-control device 262, special symbol display devices 43A and 43B, normal symbol display device 41, etc., which will be described later. With this configuration, the above-mentioned special symbol display devices 43A and 43B and normal symbol display device 41 are directly controlled by the main control device 261. On the other hand, the effect display device 42 is controlled via the sub-control device 262.
[0198] In addition, for convenience, various relay boards and the like are not shown, but the input / output port 505 is connected to various detection switches such as general winning switches 221a, 221b, large winning slot count switch 222, ball count switch 223a, specific winning detection switch 223b, non-specific winning detection switch 223c, start winning switches 224a, 224b, through gate switch 225, various boards such as power supply / launch control device 310, payout control device 311, sub-control device 262, information display devices such as hold display devices 46A, 46B, normal hold display device 44, various solenoids provided in variable winning devices 32A, 32B, and a solenoid that operates second start winning section 33WB. In other words, the main control device 261 is provided with multiple terminal sections (board-side connectors) for connecting connectors of various cable connectors, and these terminal sections and the like constitute the input / output port 505.
[0199] The sub-control device 262 (sub-control board) as a sub-control unit includes a CPU 551 which is an arithmetic unit, a ROM 552 which is a storage unit that stores various control programs and fixed value data executed by the CPU 551, a RAM 553 which is a storage unit that temporarily stores various data etc. when the control programs stored in the ROM 552 are executed, an input / output port 554, a bus line 555 consisting of an address bus and a data bus, and also various other circuits such as an interrupt circuit, a timer circuit, a data transmission / reception circuit etc. (not shown). The RAM 553 is a memory that temporarily stores work data and flags used when the CPU 551 executes various programs.
[0200] The input / output port 554 is connected to the CPU 551, ROM 552, RAM 553 via a bus line 555, and is also connected to the display control device 45. Furthermore, the input / output port 554 is connected to the speaker SP, the effect button 125, the cross button 126, the illumination unit 102, the error display lamp 104, etc.
[0201] The CPU 551 of the sub-control device 262 causes the display control device 45 to execute display control based on a command signal (for example, a variable pattern command) sent from the main control device 261, and causes the display to be displayed on the performance display device 42. As described above, in this embodiment, the special pattern display devices 43A and 43B controlled by the main control device 261 are configured to inform the player that a small win has been won, and the performance display device 42 controlled by the sub-control device 262 performs a variable display of a decorative pattern as a performance display in accordance with the variable display of the special pattern on the special pattern display devices 43A and 43B.
[0202] The payout control device 311 controls the payout of prize balls and loan balls by the payout device 358. The CPU 511, which is a calculation device, is provided with a ROM 512 as a storage unit that stores control programs executed by the CPU 511, fixed value data, etc., and a RAM 513 as a storage unit used as a work memory, etc.
[0203] The RAM 513 of the dispensing control device 311, like the RAM 503 of the main control device 261, has a stack area in which the contents of the internal registers of the CPU 511 and the return addresses of the control programs executed by the CPU 511 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 513a.
[0204] The RAM 513 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply circuit 313 even after the power to the pachinko machine 10 is turned off, and all data stored in the stack area, work area, and backup area 513a is backed up. Note that it is not necessary to back up data stored in all areas, as long as data stored in at least the stack area and backup area 513a is backed up. For example, a configuration may be adopted in which data stored in the stack area and backup area 513a is backed up, but data stored in the work area is not backed up.
[0205] The backup area 513a is an area for storing values such as the stack pointer, registers, and I / O at the time of power cut so that when the power is turned back on, the state of the pachinko machine 10 is restored to the state before the power was cut off in the event of a power outage or the like. Writing to this backup area 513a is performed by the main processing when the power is cut off, and the restoration of each value written to the backup area 513a is performed during the startup processing when the power is turned on. Note that, like the CPU 501 of the main control device 261, the NMI terminal of the CPU 511 is configured to receive a power outage signal SK1 from the power outage monitoring circuit 542 when the power is cut off due to a power outage or the like. When the power outage signal SK1 is input to the CPU 511, an NMI interrupt process is immediately executed as a power outage process.
[0206] The working area is provided with a payout permission flag that sets permission for the payout control device 311 to pay out prize balls, a command reception flag that is set when a command sent from the main control device 261 is received, and a command buffer in which commands sent from the main control device 261 are stored.
[0207] The payout permission flag is a flag that sets permission for the payout of prize balls, and is turned on when a specific command that permits the payout of prize balls is sent from the main control device 261 and the specific command is received, and is turned off when the initial setting process is performed or the state before power was cut off is restored. In this embodiment, the specific commands are a payout initialization command that instructs the initial process of the RAM 513 of the payout control device 311, a prize ball command that instructs the payout of prize balls, and a payout return command that is sent when power is restored to the main control device 261.
[0208] The command reception flag is a flag that checks whether the dispensing control device 311 has received a command, and is turned on when any command is received.Like the dispensing permission flag, it is turned off when the initial setting process is performed or the state before power was cut off is restored, and it is also turned off when the received command is judged by the command judgment process.
[0209] The command buffer is configured as a ring buffer that temporarily stores commands sent from the main control device 261. The ring buffer has a specified storage area, and commands are stored in a regular pattern from the beginning to the end of the storage area, and when commands have been stored in all of the storage area, the buffer returns to the beginning of the storage area and updates the commands. Therefore, when a command is stored or read, the storage pointer and read pointer in the command buffer are updated, and commands are stored and read based on these pointers.
[0210] The CPU 511 incorporating the ROM 512 and RAM 513 is connected to an input / output port 515 via a bus line 514 consisting of an address bus and a data bus. The input / output port 515 is connected to a RAM erasure switch circuit 543, a main control device 261, a power supply / launch control device 310 (launch control circuit 312), a dispensing device 358, a CR unit connection board 314, etc.
[0211] The CR unit connection board 314 is electrically connected to the ball dispensing operation unit (dispensing switch 121 and return switch 122) on the front of the pachinko machine 10, the CR unit (card reader unit, ball dispensing unit) located on the side of the pachinko machine 10 in an amusement hall or the like, and the payout control device 311. When information regarding the player's ball dispensing operation to the ball dispensing operation unit or the CR unit is input to the CR unit and the game value balance is stored on a card, which is a recording medium inserted into the CR unit, the balance on the card is deducted and a payout request signal for the number of game balls corresponding to the deducted value is output to the payout control device 311. Note that the recording medium of the CR unit is not limited to a card type, and may be a coin type or a stick type.
[0212] In addition, the dispensing control device 311 is configured to periodically (for example, every 2 msec) output a CR unit connection signal indicating that the CR unit connection board 314 and the CR unit are electrically connected to the launch control circuit 312 of the power supply / launch control device 310.
[0213] The launch control circuit 312 of the power supply / launch control device 310 permits or prohibits the launch of gaming balls by the launch device 60. The launch control circuit 312 is electrically connected to the handle 18, the payout control device 311, and the main control device 261. The launch control circuit 312 is also configured to be able to input, from the handle 18, a dial position signal from a variable resistor indicating the rotation operation amount (rotation angle) of the rotation operation unit 18a, a touch signal from a touch sensor indicating that the player is touching the handle 18, and a launch switch signal indicating that the player is not operating the stop lever 18b. The launch control circuit 312 is also configured to be able to input, from the payout control device 311, a CR unit connection signal indicating that the CR unit is electrically connected to the CR unit connection board 314.
[0214] Then, the firing control circuit 312 outputs a firing state signal to the main control device 261 on the condition that a touch signal, a firing switch signal, and a CR unit connection signal are input, and the main control device 261 outputs a firing permission signal and a ball feeding signal to the firing control circuit 312 on the condition that a firing state signal is input. When a firing state signal is input, the main control device 261 outputs a firing permission signal at 0.6 second intervals.
[0215] Furthermore, the launch control circuit 312 is configured to drive the ball feeding device 63 and send the gaming ball to the launch position when a ball feeding signal is input. Note that when a preparation ball detection sensor provided in the ball feeding device 63, which is capable of detecting whether or not a gaming ball is present at the launch position, detects that a gaming ball is already present at the launch position, the ball feeding device 63 is not driven (even if the ball feeding signal is received, the gaming ball is not sent to the launch position).
[0216] Furthermore, the launch control circuit 312 is configured to drive the launch device 60 (launch solenoid) on the condition that the touch signal, launch switch signal, CR unit connection signal, dial position signal, and launch permission signal are input. As a result, the game ball set at the launch position is launched by the launch device 60 with a strength based on the dial position signal.
[0217] In addition, the power supply circuit 313 includes a power supply unit 541 that supplies power to each part of the pachinko machine 10, a power outage monitoring circuit 542 that monitors power supply interruptions due to power outages, etc., and a RAM erasure switch circuit 543 that is connected to the RAM erasure switch 323.
[0218] The power supply unit 541 supplies the necessary operating power to the main control unit 261, dispensing control unit 311, etc. through a power supply path not shown. In summary, the power supply unit 541 takes in 24-volt AC power supplied from an external source, generates a +12V power supply to drive various switches, motors, etc., a +5V power supply for logic, a backup power supply for RAM backup, etc., and supplies these +12V power supply, +5V power supply, and backup power supplies to the main control unit 261, dispensing control unit 311, etc. Note that operating power is supplied to the various switches, motors, etc. via the control devices to which they are connected.
[0219] The power outage monitoring circuit 542 is a circuit that outputs a power outage signal SK1 to each NMI terminal of the CPU 501 of the main control device 261 and the CPU 511 of the dispensing control device 311 when the power is cut off due to a power outage or the like. The power outage monitoring circuit 542 monitors the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 541, and when this voltage falls below 22 volts, it determines that a power outage (power outage) has occurred and outputs a power outage signal SK1 to the main control device 261 and the dispensing control device 311. By outputting this power outage signal SK1, the main control device 261 and the dispensing control device 311 recognize the occurrence of a power outage and perform power outage processing (NMI interrupt processing).
[0220] The power supply unit 541 is configured to maintain the output of the 5-volt drive voltage of the control system at a normal value for a sufficient time to execute the power outage process, even after the 24-volt DC stabilized voltage drops below 22 volts. Therefore, the main control unit 261 and the dispensing control unit 311 can execute and complete the power outage process normally.
[0221] The RAM clearing switch circuit 543 is a circuit that receives the switch signal of the RAM clearing switch 323 and clears the backup data in the RAM 503 of the main control device 261 and the RAM 513 of the payout control device 311 according to the state of the switch 323. When the RAM clearing switch 323 is pressed, the RAM clearing switch circuit 543 outputs a RAM clearing signal SK2 to the main control device 261 and the payout control device 311. When the power to the pachinko machine 10 is turned on with the RAM clearing switch 323 pressed, the data in the RAMs 503, 513 of the main control device 261 and the payout control device 311 are cleared.
[0222] The display control device 45 controls the display content of the performance display device 42 based on instructions from the sub-control device 262, and for example, performs variable display of decorative patterns on the performance display device 42. FIG. 1-8 is a block diagram showing the electrical configuration of the display control device 45.
[0223] The display control device 45 includes a CPU 521, a program ROM 522, a work RAM 523, a video RAM (VRAM) 524, a character ROM 525, a VDP (video display processor) 526, an input port 527, an output port 529, and bus lines 530 and 531.
[0224] The input side of input port 527 is connected to the output side of input / output port 554 of sub-control device 262. The output side of input port 527 is also connected to CPU 521, program ROM 522, work RAM 523, and VDP 526 via bus line 530. The VDP 526 is also connected to output port 529 via bus line 531, and the performance display device 42 is connected to the output side of output port 529.
[0225] The CPU 521 functions as the main control unit in the display control device 45, and instructs the VDP 526 to perform drawing processes, etc. to generate images (video) to be displayed on the performance display device 42, based on display control commands received from the sub-control device 262.
[0226] When the power is turned on, the CPU 521 is reset by the power supply circuit 313, and when the system reset is released, the CPU 521 first executes a boot program read from the program ROM 522 in accordance with the operation of the hardware. The boot program is a control program for starting up the display control device 45 so that various controls for the performance display device 42 can be executed.
[0227] The program ROM 522 is a storage unit for storing various programs executed by the CPU 521 and fixed value data in advance, and has, for example, a program storage area 522a and a data table storage area 522b.
[0228] The program storage area 522a is a storage area in which various control programs executed by the CPU 521 are stored.
[0229] The data table storage area 522b is a memory area that stores a display data table that defines the display content to be displayed on the performance display device 42 over time in various display performances executed based on commands from the main control device 261 (e.g., a variable pattern command), and an additional data table that defines the display content to be displayed on the performance display device 42 over time in various additional performances (e.g., continuous preview performances) executed by the sub-control device 262 in addition to the various display performances executed based on commands from the main control device 261.
[0230] The display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of image is displayed on the performance display device 42 (liquid crystal display unit 42a) as one unit, and specifies in detail the content (drawing content) of one frame of image to be displayed at that time. Details of the display data table will be described later.
[0231] The additional data table specifies the display content to be displayed over time for an additional effect to be displayed on the effect display device 42 (liquid crystal display unit 42a) in addition to one display effect based on a command from the main control device 261, and similar to the display data table, it specifies in detail the content (drawing content) of one frame of image to be displayed at that time in correspondence with an address expressed as one unit of time (20 milliseconds in this embodiment) for which one frame of image is displayed on the effect display device 42 (liquid crystal display unit 42a). Details of the additional data table will be described later.
[0232] One display data table and one additional data table are prepared for each of the various display effects and various additional effects. For example, if there are 32 variable effect patterns that can be executed based on the variable pattern command from the main control device 261, one table will be prepared for each variable effect pattern, for a total of 32 display data tables. Note that display data tables are prepared that correspond to, for example, miss variable display effects, various reach effects, re-variation effects, re-lottery effects, demo effects, etc.
[0233] For example, Figure 1-55 is a diagram showing the general configuration of a display data table for variable display that can be selected when performing special variable display effects such as re-variable effects or re-lottery effects as part of the variable display when a small win state occurs, based on the display effect content performed by the effect display device 42.
[0234] According to the example of the display data table shown in Figure 1-55, when the table pointer indicates "0001H" at the start of the change, the upper, middle and lower pattern rows begin to scroll (see Figure 1-61(a)).
[0235] The "symbol row" refers to a group of decorative symbols (symbols Z0 to Z9, described later: see Figure 1-60) that are displayed in a predetermined order in the upper, middle, and lower symbol display areas. Hereinafter, the symbol rows that are displayed in a variably manner in the upper, middle, and lower symbol display areas may be referred to as the "upper symbol row," the "middle symbol row," and the "lower symbol row," respectively.
[0236] When the table pointer indicates "0032H" and "1 second" has passed since the start of the fluctuation, the upper, middle and lower rows of symbols (symbols Z0 to Z9) will begin to scroll and fluctuate at a high speed that is difficult for the player to see.
[0237] When the table pointer indicates "0096H" and "3 seconds" have passed since the start of the fluctuation, the upper, middle and lower rows of symbols (symbols Z0 to Z9) will begin to scroll at a speed that is visible to the player, displaying a medium-speed fluctuation.
[0238] When the table pointer indicates "00FAH", five seconds after the start of the fluctuation, the upper pattern row (patterns Z0 to Z9) will begin to display a slow fluctuation, gradually slowing down, and one second later, that is, when the table pointer indicates "012CH", six seconds after the start of the fluctuation, the upper pattern row will stop.
[0239] When the table pointer indicates "0190H" and "8 seconds" have passed since the start of the fluctuation, the lower pattern row (patterns Z0 to Z9) will begin to display a slow fluctuation display, gradually slowing down in speed, and one more second later, that is, when the table pointer indicates "01C2H" and "9 seconds" have passed since the start of the fluctuation, the lower pattern row will stop.
[0240] Here, in the case of the display data table shown in Figure 1-55 (in the case of small win fluctuation), the same type of decorative pattern (decorative pattern with the same number) is displayed stopped as a reach pattern on a specified small win line in each of the upper pattern display area and the lower pattern display area, resulting in a reach state (see Figure 1-62).
[0241] In the example shown in Figure 1-62, in the upper and lower pattern display areas, an octopus pattern Z1 with the number "1" is displayed stopped on a small winning line slanting downward to the right, and a crab pattern Z9 with the number "9" is displayed stopped on a small winning line slanting downward to the left.
[0242] However, in the case of the display data table shown in Figure 1-55 (in the case of a re-draw performance), the decorative pattern that is stopped and displayed as a reach pattern here is one or two of the general winning patterns (patterns Z1 to Z9) other than the above-mentioned "rush direct hit winning pattern (golden killer whale pattern Z0)" selected by the sub-control device 262, and the pattern type is added and written into the display data table in the display control device 45 as a reach pattern (provisional winning pattern).
[0243] When the table pointer indicates "01F4H" and "10 seconds" have passed since the start of the fluctuation, the reach effect (normal reach effect) will begin. When the normal reach effect begins, a coral reef background image will be displayed as the background image for the normal reach (see Figure 1-62).
[0244] When the table pointer indicates "02EEH," 15 seconds after the start of the fluctuation, the Super Reach effect will begin. When the Super Reach effect begins, a ripple image will be displayed as a Super Reach effect (see Figure 1-63). When the table pointer indicates "03E6H" and "20 seconds" have passed since the start of the fluctuation, the special reach performance will begin. When the special reach performance begins, the Kaito character UC will be displayed as the special reach character (see Figure 1-64).
[0245] When the table pointer indicates "04E2H" and "25 seconds" have elapsed since the start of the variation, the middle symbol string (symbols Z0 to Z9) stops in the middle symbol display area. Then, in the middle symbol display area, a decorative symbol (for example, turtle symbol Z3) that is a losing symbol different from the reach symbols displayed in the upper and lower symbol display areas is displayed stopped on a predetermined small winning line (see Figure 1-65).
[0246] In other words, until a specified timing a specified period before the end of the variable display performance specified by the End information of the display data table, a loss notification display will be displayed in a specified display mode in which decorative patterns are lined up in a combination of losing patterns on a specified small win line and displayed in a pseudo-stopped state (slightly swinging), informing the player that they have lost the small win lottery.
[0247] When the table pointer indicates "0546H" and "27 seconds" have passed since the start of the fluctuation, the middle symbol row (symbol Z0 to symbol Z9) will start scrolling again in the middle symbol display area. In other words, the re-fluctuating effect will start (see Figure 1-66).
[0248] When the table pointer indicates "05DCH," 30 seconds after the start of the fluctuation, a spiral re-fluctuating effect, which has evolved from the scrolling re-fluctuating effect, begins (see Figure 1-67). In the spiral re-fluctuating effect, a spiral image is displayed as an effect, and a special display mode display effect is performed in which winning symbols (octopus symbol Z1, crab symbol Z9) and losing symbols (symbols Z2 to Z8, etc.) rotate and change in sequence in accordance with the movement of the spiral. Of course, the re-fluctuating effect is not limited to these effects. For example, a special display mode display effect may be performed in which winning symbols and losing symbols appear and disappear alternately or in a predetermined order.
[0249] Then, at a specific timing after 35 seconds have passed since the start of the fluctuation when the table pointer indicates "06D6H", a decorative pattern (for example, octopus pattern Z1) identical to the reach pattern displayed in the upper and lower pattern display areas will stop in the middle pattern display area, resulting in a small win notification display in a specific display mode in which three decorative patterns of the same type (for example, octopus pattern Z1) are displayed in a line along a predetermined small win line (see Figure 1-68).
[0250] In other words, until a specified timing a specified period before the end of the variable display performance specified by the End information in the display data table, a small win notification display will be displayed in a specified display mode in which three decorative patterns of the same type (general winning patterns) are displayed in a pseudo-stopped manner (slightly oscillating) lined up as temporary winning patterns on specified small win lines in the upper, middle and lower pattern display areas, notifying that a small win state has been confirmed to have occurred.
[0251] When the table pointer indicates "076CH," after "38 seconds" have passed since the start of the fluctuation, the rush direct hit winning symbol (Golden Killer Whale symbol Z0) appears, pushing aside the temporary winning symbol (general winning symbol) (see Figure 1-69). When the table pointer indicates "07D0H" and "40 seconds" have elapsed since the start of the variation, a re-lottery effect is initiated. In this embodiment, as the re-lottery effect, a showdown effect is performed in a special display mode in which an enlarged temporary winning symbol (octopus symbol Z1) and an enlarged true winning symbol, which is a rush direct hit winning symbol (golden killer whale symbol Z0), collide (see FIG. 1-70). Of course, the re-lottery effect is not limited to the showdown effect. For example, the effect display may be configured to be performed in a special display mode in which a temporary winning symbol (e.g., a normal symbol) and a true winning symbol (e.g., a probability variable symbol) are alternately displayed multiple times.
[0252] Then, when the table pointer indicates "09C4H" and "50 seconds" have passed since the start of the fluctuation, the provisional winning symbol (octopus symbol Z1) is knocked away by the rush direct hit winning symbol (golden killer whale symbol Z0), and the rush direct hit winning symbol is confirmed as the winner.
[0253] Next, the rush direct hit winning symbol (golden killer whale symbol Z0) is reduced to its normal size, the table pointer indicates "0ABEH", and at a specific timing "55 seconds" after the start of the fluctuation, a small win notification display is made in a specific display mode in which three rush direct hit winning symbols (golden killer whale symbol Z0) are lined up along a predetermined small win line and displayed as confirmed and stopped (see Figure 1-71).
[0254] After that, when the table pointer indicates "0BB8H", after "60 seconds" have elapsed since the start of the fluctuation, the specified update state specified by the End information is reached, the fluctuation display effect specified by the display data table shown in Figure 1-55 ends, and the display transitions to a small win effect specified by another display data table (see Figure 1-73). In other words, a small win state occurs. In the example of the display data table shown in Figure 1-55, a re-fluctuating effect and a re-lottery effect are performed, but of course, a display data table may be provided in which only either the re-fluctuating effect or the re-lottery effect is performed.
[0255] The work RAM 523 is a storage unit for temporarily storing (setting) various data tables read from the program ROM 522, and work data and flags used when the CPU 521 executes various programs, and has, for example, a display data table setting area 523a, an additional data table setting area 523b, a pointer setting area 523c, a drawing list setting area 523d, a drawing target buffer flag setting area 523e, and a command buffer 523f.
[0256] The display data table setting area 523a is a storage area for setting a display data table corresponding to the effect to be displayed on the effect display device 42.
[0257] The additional data table setting area 523b is a memory area for setting an additional data table corresponding to an additional effect to be displayed in addition to the effect displayed on the effect display device 42 by the display data table set in the display data table setting area 523a.
[0258] Here, the configuration contents (drawing contents) of each address of the display data table will be described in detail. Figure 1-56 is a configuration diagram showing an example of the configuration contents of each address of the display data table for variable display.
[0259] As described above, the display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of image is displayed on the performance display device 42 (liquid crystal display unit 42a), and specifies in detail the content (drawing content) of one frame of image to be displayed at that time.
[0260] The drawing content specifies the type of sprite, which is a display object that makes up one frame of image, as well as drawing information for displaying each sprite on the performance display device 42, such as the display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, filter specification information, and storage information for each sprite.
[0261] The sprite type is information for specifying the sprite to be displayed. The display position coordinates are information for specifying the coordinates on the performance display device 42 (liquid crystal display unit 42a) where the sprite should be displayed. The magnification ratio is information for specifying the magnification ratio relative to a standard display size previously set for the sprite, and the size of the sprite to be displayed is specified by that magnification ratio. If the magnification ratio is greater than 100%, the sprite will be displayed enlarged compared to the standard size, and if the magnification ratio is less than 100%, the sprite will be displayed reduced compared to the standard size.
[0262] The rotation angle is information for specifying the angle of rotation when the sprite is rotated for display. The translucency value specifies the transparency of the entire sprite. The higher the translucency value, the more the image displayed behind the sprite will be visible through the image.
[0263] The alpha blending information is information for specifying a known alpha blending coefficient used when overlaying other sprites. The color information is information for specifying the color tone of the sprite to be displayed. The filter specification information is information for specifying the image filter to be applied to the specified sprite when drawing that sprite.
[0264] The storage information is information that indicates the address of a storage area in the character ROM 525 where image data of the corresponding sprite (display object) is stored.
[0265] In the display data table for variable display shown in Figure 1-56, the drawing content for one frame specified for each address is one background image, multiple decorative patterns (pattern 1, pattern 2, ...), effects that express the shining of light on the image, and characters used for various performances (character 1, character 2, ...), and drawing information for each sprite is specified for each address.
[0266] Here, with regard to the "background image," the display position is fixed to the entire screen of the performance display device 42, and the magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information are kept constant over time, so only the "background type," which is information for identifying the type of background image, and storage information are specified.
[0267] Examples of background images for variable displays include background images for various stages corresponding to various game states (for example, a background image that evokes the underwater world as shown in Figure 1-61(a)), and background images for various reach effects (for example, a background image that evokes a coral reef as shown in Figure 1-62).The "background type" specifies information that identifies which of these will be displayed.
[0268] Based on this "background type", the CPU 521 specifies the background image to be displayed as the drawing target, and further specifies the range of the background image to be displayed for that frame in accordance with the passage of time.
[0269] In this embodiment, the display data table defines only the "background type" in addition to the storage information as the drawing content of the background image. However, instead, the display data table may define the "background type" and "position information" indicating the range of the background image corresponding to the "background type" to be displayed. This "position information" may be, for example, information indicating the elapsed time since the background image corresponding to the initial position was displayed. In this case, the CPU 521 determines the range of the background image to be displayed for that frame based on the elapsed time since the background image corresponding to the initial position indicated by the "position information" was displayed.
[0270] Furthermore, the "position information" may be information indicating the elapsed time since the drawing of the image (or display on the performance display device 42) based on this display data table started. In this case, the CPU 521 will identify the range of the background image to be displayed for that frame based on the position of the background image that was displayed at the time when the drawing of the image based on the display data table started and the elapsed time since the drawing of the image, which is indicated by the "position information," started.
[0271] Furthermore, depending on the "background type," the "position information" may indicate either information indicating the elapsed time since the background image of the range corresponding to the initial position was displayed or information indicating the elapsed time since the drawing of an image based on the display data table (or display on the performance display device 42) began, or, together with the "background type" and "position information," the type information of the position information (for example, information indicating whether it is information indicating the elapsed time since the background image of the range corresponding to the initial position was displayed, or information indicating the elapsed time since the drawing of an image based on the display data table began) may be specified as the drawing content of the background image.In addition, the "position information" may not be information indicating the elapsed time, but may be information indicating the address where the range of the background image to be displayed is stored.
[0272] For "decorative symbols (symbol 1, symbol 2, ...)," "symbol type offset information" is specified as symbol type information for specifying the decorative symbol to be displayed. This offset information is information that represents the difference in the numbers attached to each decorative symbol. The reason for specifying offset information rather than directly specifying the type of decorative symbol is that the display of decorative symbols in a variable effect changes depending on the stopped symbol of the previous variable effect and the stopped symbol of the current variable effect, and the "symbol type offset information" from the start of the variable effect until a predetermined time has elapsed specifies the offset information from the stopped symbol of the previous variable effect. As a result, the variable effect starts from the stopped symbol of the previous variable effect.
[0273] On the other hand, after a predetermined time has elapsed since the start of the fluctuation, offset information from the stop symbol set by the sub-controller 262 is specified based on a symbol command from the main controller 261. This allows the fluctuation performance to stop at the stop symbol corresponding to the stop type designated by the sub-controller 262.
[0274] In addition, since each type of decorative pattern is assigned a unique number, the variable pattern in the previous variable performance and the stop pattern corresponding to the stop type specified by the sub-control device 262 are managed by the number assigned to the decorative pattern, and by expressing the offset information as the difference between the numbers assigned to each type of decorative pattern, the decorative pattern to be displayed can be easily identified from the offset information.
[0275] Furthermore, the predetermined time for which the "symbol type offset information" is switched from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect is set to be the time during which the decorative symbols are being displayed in a variable manner at high speed. While the decorative symbols are being displayed in a variable manner at high speed, the decorative symbols are not visible to the player, so by switching the "symbol type offset information" from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect during that time, even if the continuity of the numbers in the decorative symbols is interrupted, the player will not be aware of the interruption.
[0276] The first address of the display data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the display data table ("02F0H" in the example of Figure 1-56) specifies "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, drawing content corresponding to the presentation mode to be specified in that display data table is specified.
[0277] In response to a command sent from the sub-control device 262, the CPU 521 selects a display data table to be used from among a plurality of display data tables, reads out the selected display data table from the program ROM 522 (data table storage area 522b), sets it in the work RAM 523 (display data table setting area 523a), and initializes the value of the table pointer as counting information set in the pointer setting area 523c.
[0278] Then, each time the drawing process for one frame is completed, the update function unit increments the value of the table pointer by one, and in the display data table set in the display data table setting area 523a, the image content to be drawn next is identified based on the drawing content specified at the address indicated by the table pointer, and a drawing list (see FIG. 1-58) is created, which will be described later. The CPU 521 instructs the VDP 526 to draw that image by sending this drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing content is identified in chronological order specified in the display data table, and the image specified in the display data table is displayed on the performance display device 42.
[0279] As described above, in the pachinko machine 10, in the display control device 45, rather than changing the program to be executed by the CPU 521 in response to a command sent from the sub-control device 262, the effect image to be displayed on the effect display device 42 can be changed simply by the simple operation of appropriately replacing the display data table set in the display data table setting area 523a.
[0280] Here, if the configuration were such that a program executed by CPU 521 was started each time the effect image to be displayed on effect display device 42 was changed, as in conventional pachinko machines, the processing load for starting and executing programs that become more complex and expansive as the variety of effect images increases would be enormous, which could limit the processing capacity of display control device 45 and put a limit on the variety of effect images that can be controlled.
[0281] Next, the configuration contents (drawing contents) of each address of the additional data table will be described in detail. Figure 1-57 is a configuration diagram showing an example of the configuration contents of the additional data table for variable display.
[0282] As described above, the additional data table specifies the display content to be displayed over time for additional performances that are added to a single display performance based on a command from the main control unit 261 and displayed on the performance display device 42 (liquid crystal display unit 42a).
[0283] Here, "adding to one display performance" means changing the display content of one display performance based on a command from the main control device 261, and includes concepts such as, for example, displaying an image that is not normally displayed in one display performance and overlaying another performance on that one display performance, changing the color tone of part or all of that one display performance, or changing the image displayed in one display performance.
[0284] In other words, the additional data table predefines the drawing content required to add and display an image that is not normally displayed to a display performance displayed by the display data table selected by the sub-controller 262 based on a command from the main controller 261, the drawing content required to change the color tone of part or all of the image in that display performance, and the drawing content required to change and display an image displayed in that display performance.
[0285] In this embodiment, we will explain the case where the display content for displaying continuous preview effects that are displayed in addition to the variable effects displayed by the display data table for variable display selected by the sub-controller 262 based on the variable pattern command from the main controller 261 is specified by an additional data table.
[0286] The additional data table is prepared corresponding to, for example, a continuous preview effect that is additionally set for a variable effect. Specifically, additional data tables corresponding to special display modes of the continuous preview effect, such as a "bubble effect" and a "school of fish effect," are stored in the data table storage area 522b.
[0287] In this additional data table, the content (drawing content) of one frame of image to be additionally displayed at the time indicated by the address specified in the display data table is specified in detail in correspondence with the address.
[0288] The drawing content specifies the type of sprite for each sprite, which is an additional display object to be displayed in one frame of image, and also specifies drawing information for drawing the sprite on the performance display device 42, such as display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information, depending on the type of sprite.
[0289] For example, in the example of Figure 1-57, the sprite type (effect type, character type), display position, magnification ratio, rotation angle, translucency value, alpha blending information, color information, filter specification information, and storage information are specified for two effects (effect 1, effect 2) and two characters (character 1, character 2) in association with the address "0097H" specified in the display data table.
[0290] On the other hand, if there is no object to be added at the time indicated by the address specified in the display data table, the additional data table specifies null data, which means that there is no object to be added corresponding to that address (see address "0001H" in Figure 1-57).
[0291] As with the display data table, the first address of the additional data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the additional data table ("00FDH" in the example of Figure 1-57) specifies "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, drawing content corresponding to the presentation mode to be specified in the additional data table is specified.
[0292] Based on the display control command from the sub-control device 262, the CPU 521 determines whether there are any additional effects to be displayed in addition to the display effects output to the effect display device 42 using the display data table set in the display data table setting area 523a, and if there are any additional effects to be displayed, reads out the additional data table corresponding to that effect mode from the program ROM 522 (data table storage area 522b) and sets the additional data table in the work RAM 523 (additional data table setting area 523b).
[0293] For example, when the CPU 521 receives a display control command related to the continuous preview performance from the sub-control device 262, it selects an additional data table corresponding to the continuous preview mode indicated by the command, reads the selected additional data table from the program ROM 522 (data table storage area 522b), and sets it in the work RAM 523 (additional data table setting area 523b).
[0294] In addition, when the CPU 521 sets the display data table in the display data table setting area 523a, it temporarily clears the contents of the additional data table setting area 523b by writing null data, which means that there is no display object to be added and displayed.
[0295] Then, each time the table pointer is updated, the CPU 521 creates a drawing list (see Figure 1-58) that defines the image drawing instructions to the VDP 526 based on the drawing content specified at the address indicated by the table pointer in the display data table set in the display data table setting area 523a and the drawing content specified at the address indicated by the table pointer in the additional data table set in the additional data table setting area 523b.
[0296] For example, in the example shown in Figure 1-57, when the table pointer becomes "0097H", the CPU 521 creates a drawing list by adding the sprites of Effect 1, Effect 2, Character 1, and Character 2 specified at address "0097H" in the additional data table to the various sprites specified at address "0097H" in the display data table, and instructs the VDP 526 to draw the image.
[0297] On the other hand, if the table pointer is "0001H," null data is specified at address "0001H" in the additional data table, so it is determined that there are no display objects to be added, and a drawing list is generated based on the various sprites specified at address "0001H" in the display data table.
[0298] In addition, if the information specified by the address indicated by the table pointer in the additional data table is "End" information, or if the table pointer points to an address not specified in the additional data table (for example, in the example of Figure 1-57, if the table pointer indicates an address after "00FEH"), it is determined that there is no display object to be added, and a drawing list is generated based on the various sprites specified in the display data table.
[0299] Then, the CPU 521 instructs the VDP 526 to draw the image by transmitting the generated drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing contents are specified in chronological order in the order specified in the display data table, and the drawing contents specified in the additional data table are added, so that the image specified in the display data table and the additional data table is displayed on the performance display device 42.
[0300] In this way, in this embodiment, when the display control device 45 displays another performance image (for example, a continuous preview performance image) in addition to the performance image (for example, a variable performance image) to be displayed on the performance display device 42 in response to a command sent from the sub-control device 262, by setting an additional data table corresponding to the other performance image to be added and displayed in the additional data table setting area 523b, the performance image can be easily added to the base performance image and displayed.
[0301] Furthermore, if no additional data table is set in the additional data table setting area 523b, null data is set in the additional data table setting area 523b, and the performance corresponding to the display data table is displayed as is on the performance display device 42.
[0302] As a result, for example, if there are 32 types of original effect images and 5 types of other effect images to be displayed, if a separate display data table defining images in which the other effect images are superimposed on each original effect image were prepared, 32 × (1 + 5) = 192 types of display data tables would have to be prepared. However, by separately defining data tables corresponding to the other effect images as additional data tables as in this embodiment, it is only necessary to prepare 32 + 5 = 37 types of display and additional data tables, thereby suppressing an increase in the capacity of data table storage area 522b. Therefore, data tables corresponding to a wide variety of effect modes can be stored within the capacity provided in data table storage area 522b, making it easy to further diversify the effect images.
[0303] Furthermore, by defining the other additional performance images to be displayed as additional data tables as in this embodiment, even if it is decided to display the other additional performance images after setting the display data table corresponding to the original performance image in the work RAM 523 (display data table setting area 523a), the other additional performance images to be displayed can be easily added to the original performance image and displayed by simply setting the additional data table corresponding to the other additional performance images separately in the work RAM 523 (additional data table setting area 523b) without changing the display data table set in the work RAM 523 (display data table setting area 523a).
[0304] Furthermore, since the additional data table is configured to have the same data structure as the display data table, it is possible to easily identify the drawing contents specified at the addresses indicated by the table pointers from the display data table set in the display data table setting area 523a and the additional data table set in the additional data table setting area 523b by updating the table pointers every time, and it is also possible to easily generate a drawing list corresponding to one frame from these.
[0305] Therefore, even if the display of another effect is decided by the sub-controller 262 or the like in addition to one display effect performed based on a command from the main controller 261, by specifying the display contents of the additional effect to be displayed in the additional data table, a wide variety of effect displays can be easily performed using a small number of data tables.
[0306] The pointer setting area 523c is a memory area for setting a table pointer to specify the address from which the corresponding drawing content should be obtained from the display data table set in the display data table setting area 523a and the additional data table set in the additional data table setting area 523b.
[0307] The CPU 521 initializes the value of the table pointer to "0" in synchronization with the setting of the display data table in the display data table setting area 523a. Then, based on a vertical synchronization interrupt signal (hereinafter referred to as a "V interrupt signal") transmitted from the VDP 526 every 20 msec when the drawing process for one frame of image is completed, the CPU 521 executes a pointer update process (see step SG6301 in FIG. 1-53) in the display content setting process (see step SG6203 in FIG. 1-52) of the V interrupt process described later, and the value of the table pointer is incremented by one.
[0308] Each time such a table pointer is updated, the CPU 521 identifies the drawing content specified at the address indicated by the table pointer from the display data table set in the display data table setting area 523a and the additional data table set in the additional data table setting area 523b, and creates a drawing list (see Figure 1-58) described below.
[0309] As a result, the effects corresponding to the display data table set in the display data table setting area 523a are displayed on the effect display device 42, and if an additional data table is set in the additional data table setting area 523b, the effects corresponding to that additional data table are displayed on the effect display device 42 in addition to the effects corresponding to the display data table.
[0310] Furthermore, the effects to be displayed on the effect display device 42 can be easily changed simply by changing the display data table set in the display data table setting area 523a or the additional data table set in the additional data table setting area 523b.
[0311] The drawing list setting area 523d is a storage area for setting a drawing list that instructs the VDP 526 to draw one frame of image. The drawing list is generated based on the display data table set in the display data table setting area 523a and the additional data table set in the additional data table setting area 523b.
[0312] Here, we will explain the configuration of the drawing list in detail. Figure 1-58 is a diagram showing the general configuration of the drawing list. The drawing list is an instruction table that instructs the VDP 526 to draw one frame's worth of image, and as shown in Figure 1-58, it defines the drawing information for each sprite used in one frame's image, such as the background image, decorative pattern (pattern 1, pattern 2, ...), effect (effect 1, effect 2, ...), character (character 1, character 2, ...), and reserved icon (reserved icon 1, reserved icon 2, ...).
[0313] As described above, the drawing information for each sprite includes, as storage information, the address of the storage area in character ROM 525 in which the image data of the corresponding sprite (display object) is stored. VDP 526 obtains the image data of the sprite from the storage area in character ROM 525 specified by that address and transfers it to video RAM 524.
[0314] The drawing information for each sprite includes display position coordinates, magnification rate, rotation angle, translucency value, alpha blending information, color information, and filter specification information. The VDP 526 performs scaling processing on a standard image generated from the image data of the sprite read from the character ROM 525 according to the magnification rate, rotation processing according to the rotation angle, translucency processing according to the translucency value, compositing processing with other sprites according to the alpha blending information, color correction processing according to the color information, and filtering processing according to the filter specification information using a method specified by the information, and then draws the image obtained by performing various processes at the display position indicated by the display position coordinates. The drawn image is then expanded by the VDP 526 into either the first frame buffer 524a or the second frame buffer 524b, as specified by a drawing target buffer flag (described later).
[0315] The CPU 521 generates drawing information for all sprites used to draw one frame of image based on the drawing content specified at the address indicated by the table pointer in the display data table set in the display data table setting area 523a and the additional data table set in the additional data table setting area 523b, and the content of other images to be drawn (for example, reserved icons), and creates a drawing list by sorting the drawing information by sprite.
[0316] Here, the address of the storage area in character ROM 525 where the sprite (display object) data is stored among the drawing information for each sprite is generated according to the sprite type defined in the display data table and the additional data table, or the sprite type specified from the contents of other images. That is, since the storage area in character ROM 525 where the image data of the sprite is stored is fixed for each sprite, CPU 521 can instantly specify the address in character ROM 525 where the image data of the sprite is stored according to the sprite type, and easily include that information in the drawing information of the drawing list.
[0317] In addition, CPU 521 copies the other information (display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information) of the drawing information of each sprite as it is, as specified in the display data table and additional data table.
[0318] Furthermore, when generating the drawing list, the CPU 521 rearranges the sprites in one frame's worth of images in order from the sprite that should be placed furthest in the background to the sprite that should be placed in the foreground, and sets drawing information for each sprite. That is, in the drawing list, drawing information corresponding to the background image is set first, and then drawing information corresponding to each sprite is set in the following order: decorative pattern (pattern 1, pattern 2, ...), effect (effect 1, effect 2, ...), character (character 1, character 2, ...), and reserved icon (reserved icon 1, reserved icon 2, ...).
[0319] The VDP 526 executes the drawing process for each sprite in the order set in the drawing list that defines the image drawing instructions for each frame, and then overwrites the drawn sprites in the frame buffer of the video RAM 524. Therefore, in one frame of image generated by the drawing list, the first sprite drawn can be placed at the background, and the last sprite drawn can be placed at the foreground.
[0320] The drawing target buffer flag setting area 523e is a memory area for setting a drawing target buffer flag to specify a frame buffer (hereinafter referred to as the "drawing target buffer") in which to expand the image to be drawn by the VDP 526 from among the two frame buffers (first frame buffer 524a and second frame buffer 524b) of the video RAM 524 described below.
[0321] If the drawing target buffer flag is "0", the first frame buffer 524a is designated as the drawing target buffer, and if it is "1", the second frame buffer 524b is designated. Then, information about this designated drawing target buffer is sent to the VDP 526 together with the drawing list, as will be described later.
[0322] As a result, the VDP 526 executes a drawing process in which an image drawn based on the drawing list is displayed on the designated drawing target buffer. In addition, the VDP 526 simultaneously and in parallel with the drawing process reads out previously displayed drawing image information from a frame buffer different from the drawing target buffer, and transfers the image information to the performance display device 42 as a video signal, thereby executing an image output process (display process) in which the image is displayed on the performance display device 42.
[0323] The draw target buffer flag is updated as the draw target buffer information is sent along with the draw list to the VDP 526. This is done by inverting the value of the draw target buffer flag, i.e., by setting the value to "1" if it was "0" and vice versa. This causes the draw target buffer to alternate between the first frame buffer 524a and the second frame buffer 524b each time a draw list is sent.
[0324] In addition, the drawing list is sent each time the drawing process of the V interrupt process executed by the CPU 521 is executed based on the V interrupt signal sent from the VDP 526 every 20 msec when the drawing process and output process of one frame of image is completed (see step SG6205 in Figure 1-52).
[0325] That is, at a certain timing, first frame buffer 524a is designated as the frame buffer that will display one frame's worth of image, and second frame buffer 524b is designated as the frame buffer from which one frame's worth of image information is read, and image drawing and output processing are executed, and 20 msec after the drawing processing of one frame's worth of image is completed, second frame buffer 524b is designated as the frame buffer that will display one frame's worth of image, and first frame buffer 524a is designated as the frame buffer from which one frame's worth of image information is read. As a result, the image information of the image previously displayed in first frame buffer 524a can be read out and displayed on performance display device 42, and at the same time a new image is displayed in second frame buffer 524b.
[0326] Then, after another 20 msec, first frame buffer 524a is designated as the frame buffer into which one frame's worth of image is displayed, and second frame buffer 524b is designated as the frame buffer into which one frame's worth of image information is read. As a result, the image information of the image previously displayed in second frame buffer 524b is read out and displayed on performance display device 42, and at the same time, a new image is displayed in first frame buffer 524a. Thereafter, by alternately specifying either first frame buffer 524a or second frame buffer 524b every 20 msec as the frame buffer into which one frame's worth of image is displayed and the frame buffer into which one frame's worth of image information is read, it is possible to perform one frame's worth of image output processing continuously in 20 msec increments while performing one frame's worth of image drawing processing.
[0327] The command buffer 523f is a storage unit for temporarily storing commands received from the sub-control device 262, and is configured as a ring buffer.
[0328] The video RAM 524 is used to develop images to be displayed on the performance display device 42, and is equipped with two frame buffers (a first frame buffer 524a and a second frame buffer 524b).
[0329] The two frame buffers 524a and 524b are each capable of storing one frame of image (one screen's worth of image). Here, one frame of image refers to one screen's worth of image displayed at one update timing in a configuration in which the image displayed on the liquid crystal display unit 42a of the performance display device 42 is updated at a predetermined update timing.
[0330] Specifically, each of the frame buffers 524a and 524b includes a number of unit areas corresponding to the pixels (dots) of the liquid crystal display unit 42a at a predetermined magnification. Each unit area is configured to store data for specifying which color to display. In this embodiment, a full-color system is employed, allowing each pixel to be set to 256 levels for each of the colors R (red), G (green), and B (blue). Correspondingly, in each unit area, one byte (8 bits) is assigned to each of the RGB colors. In other words, each unit area has a storage capacity of at least three bytes.
[0331] In this way, by adopting a double buffer system with two frame buffers (first frame buffer 524a and second frame buffer 524b) in video RAM 524, VDP 526 writes one frame of image created in accordance with instructions from CPU 521 into one of the frame buffers, either first frame buffer 524a or second frame buffer 524b, thereby displaying one frame of image in that frame buffer, and while the image is being displayed in one of the frame buffers, reads out the one frame of image that was previously displayed in the other frame buffer and outputs the image information to performance display device 42, thereby executing a process to display one frame of image on performance display device 42.
[0332] The frame buffer that displays one frame of image and the frame buffer from which one frame of image is read to display the image on the performance display device 42 are alternately designated by the CPU 521 as either the first frame buffer 524a or the second frame buffer 524b every 20 msec when the drawing process for one frame of image is completed.
[0333] That is, at a certain timing, the first frame buffer 524a is designated as the frame buffer for displaying one frame's worth of image, the second frame buffer 524b is designated as the frame buffer from which one frame's worth of image is read, and the image drawing and output processes are executed. 20 msec after the drawing process for one frame's worth of image is completed, the second frame buffer 524b is designated as the frame buffer for displaying one frame's worth of image, and the first frame buffer 524a is designated as the frame buffer from which one frame's worth of image is read.
[0334] As a result, the image information of the image previously displayed in the first frame buffer 524a is read out and output to the performance display device 42, and at the same time, a new image is displayed in the second frame buffer 524b.
[0335] Then, after another 20 msec, the first frame buffer 524a is designated as the frame buffer into which one frame's worth of image is to be developed, and the second frame buffer 524b is designated as the frame buffer from which one frame's worth of image is to be read.
[0336] This allows one frame of image that was previously loaded into the second frame buffer 524b to be read out and displayed on the performance display device 42, while at the same time a new image is loaded into the first frame buffer 524a.
[0337] Thereafter, by alternately specifying the frame buffer into which one frame's worth of image is displayed and the frame buffer from which one frame's worth of image is read, either the first frame buffer 524a or the second frame buffer 524b, every 20 msec, it is possible to perform the drawing process of one frame's worth of image while continuously performing the output process of one frame's worth of image in 20 msec units.
[0338] The character ROM 525 is a memory unit that pre-stores image data of various images to be displayed on the performance display device 42, such as various background images and various sprites (decorative patterns, characters, hold icons, etc.), and has a pattern storage area 525a, a character storage area 525b, a hold icon storage area 525c, a background image storage area 525d, etc.
[0339] The image data for each sprite includes at least a combination of bitmap data that defines the design, character shape, and pattern, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. The image data for the background image is stored, for example, as JPEG data, which is compressed still image data.
[0340] The pattern storage area 525a is a memory area for storing image data corresponding to decorative patterns that are displayed in a variable manner on the performance display device 42. In this embodiment, image data corresponding to 10 types of patterns Z0 to Z9 (see Figure 1-60), each numbered "0" to "9", is stored.
[0341] The character storage area 525b is a storage area for storing image data corresponding to various characters displayed on the performance display device 42, and stores, for example, the seaman character UC (see FIG. 1-64).
[0342] The hold icon storage area 525c is a memory area that stores image data corresponding to the hold icon displayed on the performance display device 42, and in this embodiment, for example, the hold icon H461 (see Figure 1-61(a), etc.) is stored.
[0343] The background image storage area 525d is a memory area that stores image data corresponding to various background images displayed on the performance display device 42, and stores, for example, background images that evoke the underwater world (see Figure 1-61(a), etc.).
[0344] The VDP 526 is a type of drawing circuit that operates the liquid crystal drive circuit (LCD driver) that drives and controls the liquid crystal display unit 42a of the performance display device 42, and draws images based on drawing instructions (drawing list) from the CPU 521, and displays the drawn images at a predetermined timing on the performance display device 42. The VDP 526 in this embodiment is also called a "drawing chip" because it is made into an IC chip, and its actual substance can be described as a microcomputer chip with built-in firmware dedicated to drawing processing.
[0345] The VDP 526 transmits a V interrupt signal to the CPU 521 every 20 msec when the drawing process for one frame of image is completed. The CPU 521 executes V interrupt processing (see FIG. 1-52) each time it detects this V interrupt signal, and instructs the VDP 526 to draw the next frame of image. In response to this instruction, the VDP 526 executes drawing processing for the next frame of image, and also executes image output processing (display processing) to display the image previously developed by drawing on the performance display device 42.
[0346] More specifically, the VDP 526 draws one frame of image and expands the drawn image in either the first frame buffer 524a or the second frame buffer 524b, and outputs the one frame of image that was previously expanded in the other frame buffer to the performance display device 42, thereby displaying the image on the performance display device 42. The VDP 526 processes the drawing process of this one frame of image and the output process of this one frame of image in parallel within the image display time for one frame on the performance display device 42 (20 milliseconds in this embodiment).
[0347] In this way, the CPU 521 executes V interrupt processing in response to a V interrupt signal from the VDP 526 and issues drawing instructions to the VDP 526, so that the VDP 526 can receive an image drawing instruction from the CPU 521 at each execution interval (20 msec) of the image drawing and output processing. Therefore, the VDP 526 will not receive a drawing instruction for the next image before the image drawing or output processing is completed, so it is possible to prevent the drawing of a new image from starting in the middle of drawing an image or the image from being displayed in response to a new drawing instruction in a frame buffer where the currently displayed image is being displayed.
[0348] Under the above configuration, when the VDP 526 performs drawing processing, it first reads the image data required for drawing from the character ROM 525 based on the storage information contained in the drawing list sent from the CPU 521, and then expands the read image data into a specified frame buffer in the video RAM 524.
[0349] In addition, when the VDP 526 performs image output processing to display an image on the performance display device 42, a video signal containing pixel information corresponding to each pixel of the liquid crystal display unit 42a of the performance display device 42 is generated based on the image expanded in the first frame buffer 524a or the second frame buffer 524b of the video RAM 524, and the video signal is output to the performance display device 42 via the output port 529.
[0350] More specifically, the VDP526 outputs, as a video signal, an RGB signal consisting of color information of R (red), G (green), and B (blue) that indicates the color data of each pixel of the liquid crystal display unit 42a, and a synchronization signal for synchronizing the RGB signal with the liquid crystal display unit 42a to the performance display device 42.
[0351] When the VDP526 outputs a video signal for one frame of image (one screen's worth of image) to the performance display device 42, for example, it first starts with the pixel in the upper left corner (first row, first column) of the LCD display unit 42a (m x n pixels) and outputs a video signal sequentially to each pixel lined up on the same horizontal line up to the pixel in the upper right corner (first row, nth column) of the LCD display unit 42a.Once it has finished outputting the video signal to the pixel in the upper right corner (first row, nth column), it then outputs a video signal sequentially to each pixel lined up on the same horizontal line, starting from the pixel in the leftmost part of the second row (second row, first column).In this manner, the video signal is output sequentially from the leftmost pixel to the rightmost pixel from top to bottom, thereby allowing an image to be displayed on the entire screen of the LCD display unit 42a.
[0352] Then, the VDP 526 outputs a V interrupt signal to the CPU 521 at the timing when it outputs a video signal to the last pixel in the bottom right corner of the liquid crystal display unit 42a, causing the CPU 521 to recognize that updating of one frame of image has been completed. In this embodiment, the output cycle of this V interrupt signal is 20 msec, which is the same as the update cycle of one frame of image. In other words, in this embodiment, every 20 msec that the V interrupt signal is output, output processing of a video signal related to one frame of image is executed to the performance display device 42.
[0353] Next, we will explain the operation of the pachinko machine 10 configured as above. In this embodiment, the CPU 501 provided in the main control device 261 performs a lottery using various counter information during a game.
[0354] Specifically, as shown in Figure 1-9, the system uses a win / fail random number counter CG1, which serves as a win / fail random number generator used to determine whether or not a small win state will occur; a type determination counter CG2, which is used to determine the type of win (type lottery); a variable selection counter CG3, which is used to determine whether or not a reach state will occur in the effect display device 42; an initial value random number counter CINI, which is used to set the initial value of the win / fail random number counter CG1; a first variable type counter CS1 and a second variable type counter CS2, which are used to determine the variable display time of the special symbol display devices 43A and 43B (effect display device 42); and a normal symbol random number counter CG4, which is used to determine whether or not to open the second start winning section 33WB. The variable selection counter CG3 is also used to determine the reach pattern when changing the decorative symbol of the effect display device 42 if it fails. The variable type counters CS1 and CS2 are also used to select the effect pattern (decorative symbol variation pattern) in the effect display device 42.
[0355] Counters CG1, CG2, CG3, CINI, CS1, CS2, and CG4, which serve as count information, are loop counters in which the update function unit adds 1 to the previous value each time they are updated, and after reaching their upper limit value, they return to their lower limit value of 0. Each counter is updated periodically, and the updated value is appropriately stored in a counter buffer set in a predetermined area of RAM 503 (except for random number initial value counter CINI).
[0356] RAM503 has a special variable reserve area as a memory unit (reservation memory unit) in which the values of the win / lose random number counter CG1, the type determination counter CG2, and the variable selection counter CG3 are stored, and a normal variable reserve area as a memory unit (reservation memory unit) in which the value of the normal pattern random number counter CG4 is stored.
[0357] The special variable reserve area includes a first special variable reserve area and a second special variable reserve area each having four reserve areas (reserved first to fourth areas), and one execution area.
[0358] In each holding area of the first special variable holding area, the values of the win / lose random number counter CG1, the type determination counter CG2, and the variable selection counter CG3 are stored in chronological order by the update function unit in accordance with the winning history in the first start-up winning section 33WA.
[0359] In each holding area of the second special variable holding area, the update function unit stores the values of the win / lose random number counter CG1, the type determination counter CG2, and the variable selection counter CG3 in chronological order according to the winning history in the second start-up winning section 33WB.
[0360] In this embodiment, there is one execution area for the special variable pending area, and the data stored in the first special variable pending area and the second special variable pending area is shifted to a common execution area when a variable display based on the data is performed.
[0361] The normal variable reserve area has four reserve areas (reserve 1 to reserve 4 areas) and one execution area. In each reserve area of the normal variable reserve area, the value of the normal pattern random number counter CG4 is stored in chronological order by the update function unit according to the passing history of the game ball to the through gate 34.
[0362] By adopting this configuration, the first variable display on the first special pattern display device 43A, the second variable display on the second special pattern display device 43B, and the variable display on the normal pattern display device 41 can each be reserved up to four times.
[0363] To explain each counter in detail, the win / no-win random number counter CG1 is configured to increment by one within a range of, for example, 0 to 899, and after reaching the upper limit value (i.e., 899) as the closing value, return to 0, which is the lower limit value as the opening value. Normally, when the win / no-win random number counter CG1 goes through one cycle, the value of the initial value random number counter CINI at that time is read as the next initial value of the win / no-win random number counter CG1. Note that the initial value random number counter CINI is a loop counter similar to the win / no-win random number counter CG1 (value = 0 to 899), and is updated once by the update function unit for each timer interrupt and repeatedly within the remaining time of the main processing. Meanwhile, the win / no-win random number counter CG1 is updated periodically (in this embodiment, once for each timer interrupt) by the update function unit, and the value of the win / no-win random number counter CG1 is stored in the win / no-win random number counter buffer. Then, when the game ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the win / loss random number counter CG1 stored in the win / loss random number counter buffer is stored in a special variable holding area (first special variable holding area or second special variable holding area).
[0364] In this embodiment, the winning probability of the small prize lottery resulting from the entry of a gaming ball into the first start winning section 33WA does not change depending on the gaming mode (either the "normal mode," "time-saving A mode," or "time-saving B mode"), and the number of values of the win / lose random number counter CG1 that result in the small prize state is three, and the value is "7,207,407." In other words, the entry of a gaming ball into the first start winning section 33WA results in a 1 / 300 probability of winning the small prize lottery and generating the small prize state.
[0365] Furthermore, in the small prize lottery resulting from a gaming ball entering the second start winning section 33WB, the winning probability does not change depending on the gaming mode (either "normal mode," "time-saving A mode," or "time-saving B mode"), and the number of values of the win / lose random number counter CG1 that results in a small prize state is 120, and the values are "1 to 40, 201 to 240, 401 to 440." In other words, when a gaming ball enters the second start winning section 33WB, there is a 1 / 7.5 probability of winning the small prize lottery and generating a small prize state.
[0366] However, as mentioned above, during "normal mode," it is difficult (effectively impossible) for the game ball to enter the second start-up winning section 33WB, so it is extremely difficult to get the game ball to enter the second start-up winning section 33WB during "normal mode" and generate a small win.
[0367] The ROM 502 is provided with a hit / miss determination table that is referenced when determining whether the value of the hit / miss random number counter CG1 corresponds to a hit. In this embodiment, there is a first hit / miss determination table corresponding to a ball entering the first start winning section 33WA (a first hit / miss determination table common to "normal mode," "time-saving A mode," and "time-saving B mode"), and a second hit / miss determination table corresponding to a ball entering the second start winning section 33WB (a second hit / miss determination table common to "normal mode," "time-saving A mode," and "time-saving B mode").
[0368] The type determination counter CG2 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 99, and to return to 0, which is the lower limit, after reaching the upper limit (that is, 19).
[0369] The ROM 502 is provided with a type determination table that is referenced when determining which winning type the value of the type determination counter CG2 corresponds to. In this embodiment, a first type determination table (a first type determination table for the "normal mode", a first type determination table for the "time-saving A mode", and a first type determination table for the "time-saving B mode") corresponding to a ball entering the first start winning section 33WA, and a second type determination table (a second type determination table for the "normal mode", a second type determination table for the "time-saving A mode", and a second type determination table for the "time-saving B mode") corresponding to a ball entering the second start winning section 33WB are provided.
[0370] If the small prize is won in the win / lose lottery, the type of big prize state that can be awarded, provided that the ball enters the specific ball entry section 320c of the second variable winning device 32B (hereinafter, this entry may be referred to as a "V prize"), is determined based on the value of the type determination counter CG2 (a type lottery is held to determine the awarded benefit).
[0371] In this embodiment, in "normal mode," "time-saving A mode," and "time-saving B mode" (mainly "normal mode"), if a small jackpot is won in the small jackpot lottery triggered by the ball entering the first starting winning section 33WA, then as the type of jackpot state that can be granted with V winning as the game occurrence condition, a "15R jackpot (rush direct hit)" will be selected with a 1% probability, and a "4R jackpot" will be selected with a 99% probability.
[0372] On the other hand, in "normal mode" and "time-saving A mode," if a small jackpot is won in the small jackpot lottery triggered by the ball entering the second starting winning section 33WB, the type of jackpot state that can be awarded on the condition of a V winning will be selected as a "15R jackpot" at a 10% rate, an "8R jackpot" at a 30% rate, and a "4R jackpot" at a 60% rate.
[0373] In addition, in the "Time-saving B mode," if a small jackpot is won in the small jackpot lottery triggered by a ball entering the second start winning section 33WB, a "15R jackpot" will be selected 100% of the time as the type of jackpot state that can be granted with a V winning condition. In other words, the selection rate of an "8R jackpot" and a "4R jackpot" will be 0%.
[0374] The type determination counter CG2 is periodically updated (in this embodiment, once for each timer interrupt) by the update function unit, and the value of the type determination counter CG2 is stored in the type determination counter buffer. Then, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the type determination counter CG2 stored in the type determination counter buffer is stored in the special variable reserve area (first special variable reserve area or second special variable reserve area) of RAM 503.
[0375] The variable selection counter CG3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and after reaching an upper limit value (i.e., 238), return to the lower limit value of 0. In this embodiment, the variable selection counter CG3 draws a lottery among a "reach before or after miss" in which the final stopping symbol stops just one symbol before or after the reach symbol after a reach state occurs for the decorative symbol, a "reach other than a reach before or after miss" in which the final stopping symbol stops other than before or after the reach symbol after the reach state occurs, and a "miss (complete miss)" in which no reach state occurs.
[0376] The ROM 502 is provided with a reach determination table that stores the correspondence between the value of the variable selection counter CG3 and various reach patterns.
[0377] The variable selection counter CG3 is periodically updated (in this embodiment, once for each timer interrupt) by the update function unit, and the value of the variable selection counter CG3 is stored in the variable selection counter buffer. Then, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the variable selection counter CG3 stored in the variable selection counter buffer is stored in the special variable reserve area (first special variable reserve area or second special variable reserve area) of RAM 503.
[0378] Furthermore, of the two fluctuation type counters CS1 and CS2, one of the fluctuation type counters CS1 is configured to increment by one in sequence, for example, within a range of 0 to 255, and after reaching the upper limit value (i.e., 255), return to the lower limit value of 0; the other fluctuation type counter CS2 is configured to increment by one in sequence, for example, within a range of 0 to 31, and after reaching the upper limit value (i.e., 31), return to the lower limit value of 0.
[0379] In addition, the change time of the change display on the special pattern display devices 43A, 43B and the general change pattern of the change display on the performance display device 42 (reach patterns such as normal reach, super reach, special reach, etc.) are associated by a change pattern table, so that once the change time of the special pattern display devices 43A, 43B is determined, the change pattern of the performance display device 42 is also determined.
[0380] For example, the variation time may be determined based on the first variation type counter CS1, and the stop display mode on the special symbol display devices 43A, 43B may be determined by the second variation type counter CS2. For example, in the case of a "15R jackpot corresponding small win", one of the stop display modes corresponding to the "15R jackpot corresponding small win" is determined. Note that the counters used to determine the variation time and variation pattern are not limited to the above configuration, and can be changed as appropriate for each model.
[0381] In addition, the fluctuation type counters CS1 and CS2 are updated by the update function unit once each time the main processing described below is executed, and are repeatedly updated within the remaining time of the main processing. In this embodiment, with regard to the values of the fluctuation type counters CS1 and CS2, the values of the fluctuation type counters CS1 and CS2 stored in the fluctuation type counter buffer of RAM 503 are stored in the special fluctuation holding area of RAM 503 at the time when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB.
[0382] In this way, by acquiring the values of the fluctuation type counters CS1 and CS2 at the timing of the start winning, the first fluctuation time of the reserved and stored first fluctuation display and the second fluctuation time of the second fluctuation display can be grasped (pre-read) before the fluctuation starts, and various effects can be performed using this information.In addition, if there is no need for a configuration in which the fluctuation time is read in advance to perform an effect, the buffer values of the fluctuation type counters CS1 and CS2 may be acquired when the effect display device 42 determines the fluctuation pattern at the start of the fluctuation of the decorative pattern.
[0383] The size and range of each counter are merely examples and can be changed as desired. However, it is desirable that the sizes of the win / fail random number counter CG1, type determination counter CG2, variation selection counter CG3, and variation type counters CS1 and CS2 are all different prime numbers, and that they are not synchronized under any circumstances.
[0384] Furthermore, the normal symbol random number counter CG4 is configured as a loop counter that is incremented by 1 in sequence within a range of, for example, 0 to 29, and after reaching an upper limit value (i.e., 29), returns to the lower limit value of 0. The normal symbol random number counter CG4 is periodically updated (in this embodiment, once per timer interrupt) by an update function unit, and the value of the normal symbol random number counter CG4 is acquired when the gaming ball passes through the through gate 34.
[0385] Then, when a value of the normal pattern random number counter CG4 that indicates a win is obtained, the normal pattern display device 41 displays a variable value for a predetermined period of time (after the normal pattern lamps that make up the normal pattern display device 41 flash alternately), and then the display stops in a manner (lighting pattern) corresponding to the win, and the second start-up winning section 33WB is opened in a pattern that corresponds to the game mode at that time.
[0386] In this embodiment, in the "low ball entry state," the winning random number values are two, "0, 1." On the other hand, in the "high ball entry state," the winning random number values are 28, "0 to 27." In other words, in the "low ball entry state," the second start winning section 33WB will be open with a probability of 1 / 15, and in the "high ball entry state," the second start winning section 33WB will be open with a probability of 14 / 15.
[0387] The ROM 502 is provided with a support determination table that is referenced when determining whether the value of the normal symbol random number counter CG4 corresponds to a winning combination. In this embodiment, a first support determination table corresponding to a "low winning combination" and a second support determination table corresponding to a "high winning combination" are set.
[0388] Next, each control process executed by CPU 501 in main control device 261 will be described with reference to a flowchart. The processes of CPU 501 can be broadly divided into start-up process that is started when power is turned on, timer interrupt process that is started periodically (every 2 msec in this embodiment), and NMI interrupt process that is started by input of a stop signal to an NMI terminal (non-maskable terminal). For convenience of explanation, the timer interrupt process and NMI interrupt process will be described first, followed by the start-up process.
[0389] FIG. 1-12 is a flowchart showing the timer interrupt process, which is executed by the CPU 501 of the main control unit 261, for example, every 2 msec. First, in step SG301, the process of reading various winning switches is executed. That is, the states of various switches connected to the main control unit 261 (except for the RAM erase switch 323) are read, and the states of the switches are determined and detection information (winning detection information) is saved. On the other hand, if there is no detection information, the process proceeds directly to the next step.
[0390] When there is detection information from various winning switches, the value of the prize ball counter, which is the corresponding counting information, is incremented by the update function unit. Also, in the external output process of the main process described later, the profit generating function of the main control unit 261 outputs a prize ball command based on the value of each prize ball counter to the payout control unit 311, and prize balls are awarded (game balls are paid out) based on the prize ball command. Furthermore, when this prize ball command is output, the value of each prize ball counter is reset.
[0391] In step SG302, the update function executes a random number initial value update process. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0.
[0392] In addition, in step SG303, the random number update process, which is the update function section, is executed. Specifically, the win / lose random number counter CG1, the type determination counter CG2, the variable selection counter CG3, and the normal pattern random number counter CG4 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter CG1, CG2, CG3, and CG4 are stored in the corresponding buffer area of RAM503.
[0393] Then, in step SG304, a start winning process is executed in response to the game ball entering (winning) the first start winning section 33WA or the second start winning section 33WB, and in step SG305, a through gate passing process is executed in response to the game ball passing through the through gate 34. In the following step SG306, a launch permission command setting process is executed to perform processes such as sending a launch permission signal to the launch control circuit 312 of the power supply / launch control device 310. Furthermore, in step SG307, a remaining ball monitoring process is executed to check whether or not any game balls remain in the internal area 320a of the second variable winning device 32B. Then, the timer interrupt process is temporarily terminated.
[0394] Here, the start winning process of step SG304 will be explained with reference to the flowchart of Figure 1-14. The RAM 503 is provided with a first hold counter Na as counting information for counting the number of holds of the first variable display triggered by a ball entering the first start winning section 33WA, and a second hold counter Nb as counting information for counting the number of holds of the second variable display triggered by a ball entering the second start winning section 33WB.
[0395] In addition, the execution area of the special variable hold area and each hold area are provided with various memory areas, such as a win / lose random number memory area that stores the value of the win / lose random number counter CG1, a win type random number memory area that stores the value of the type determination counter CG2, a reach random number memory area that stores the value of the variable selection counter CG3, a first variable type random number memory area that stores the value of the first variable type counter CS1, a second variable type random number memory area that stores the value of the second variable type counter CS2, and a mode memory area that stores game mode information for identifying the game mode at the start of the variable display.
[0396] First, in step SG501, it is determined whether or not a gaming ball has entered the second start winning section 33WB based on the detection information of the second start winning switch 224b. If the determination in step SG501 is affirmative, it is determined in step SG502 whether or not the value of the second reserve counter Nb is less than the upper limit value ("4" in this embodiment). If the determination in step SG501 or SG502 is negative, the process proceeds to step SG510. On the other hand, if the determination in step SG502 is affirmative, the process proceeds to step SG503, where the update function unit increments the second reserve counter Nb by 1.
[0397] In the following step SG504, the notification control unit performs an addition display process for the second hold display device 46B (second hold lamp) corresponding to the increase of the hold number in the second variable display by 1. That is, when both of the pair of left and right second hold lamps are in the off state, the left second hold lamp is turned on, when the left second hold lamp is turned on and the right second hold lamp is turned off, both the left and right second hold lamps are turned on, when both the left and right second hold lamps are turned on, the left second hold lamp blinks while the right second hold lamp remains on, and when the left second hold lamp is blinking and the right second hold lamp is turned on, the switching function unit performs a switching process to blink both the left and right second hold lamps.
[0398] After step SG504, in the processing of step SG505, the values of the win / lose random number counter CG1, type determination counter CG2, fluctuation selection counter CG3, and fluctuation type counters CS1 and CS2 (the values stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the second special fluctuation reserve area. At the same time, the game mode when this second fluctuation display starts is identified based on the values of the time-saving fluctuation count counters A and B described below, and the game mode information is stored in the mode memory area. After step SG505, the process proceeds to step SG506.
[0399] In step SG506, a second win / loss determination process is performed, which serves as a determination function unit that determines whether the value of the win / loss random number counter CG1 newly stored in the second special variable reserve area is a value corresponding to a small win.
[0400] Here, the second pass / fail judgment process in step SG506 will be described in detail with reference to FIG. 1-15(b).
[0401] First, in step SG5111, the second win / loss determination table is referred to, and the determination function unit determines whether the value of the win / loss random number counter CG1 newly stored in the second special variable reserve area matches any of the values corresponding to a small win ("1 to 40", "201 to 240", "401 to 440"). If the determination in step SG5111 is affirmative, then in step SG5112, the small win flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated. On the other hand, if the determination in step SG5111 is negative, this processing is terminated as is.
[0402] Returning to the explanation of Figure 1-14, in step SG507 following step SG506, if it is determined in step SG506 that the value of the win / loss random number counter CG1 is a value corresponding to a small win, a second type determination process is performed, which is a determination function unit that determines the type of win based on the value of the type determination counter CG2 newly stored in the second special variable holding area.
[0403] Here, the second type determination process of step SG507 will be explained with reference to Figure 1-16 (b). In the second type determination process, first, in step SG5300, it is determined whether or not the small win flag was set on in the second hit / miss determination process performed immediately before. If the result of step SG5300 is negative, this process is terminated.
[0404] On the other hand, if an affirmative decision is made in step SG5300, it is decided in step SG5301 whether or not "31" corresponding to the "time-saving B mode" is stored in the mode storage area.
[0405] If a negative decision is made in step SG5301, the process proceeds to step SG5302, and if a positive decision is made in step SG5301, the process proceeds to step SG5303.
[0406] In step SG5302, the judgment function unit determines whether the value of the type determination counter CG2 newly stored in the second special variable reserve area matches the value "0 to 9" corresponding to the "15R jackpot" by referring to the second type determination table corresponding to the current game mode. If the determination in step SG5302 is affirmative, the process proceeds to step SG5303.
[0407] In step SG5303, the 15R jackpot scheduled flag of the corresponding reserve area among the second special variable reserve areas is turned on. After that, this process ends.
[0408] Also, if a negative determination is made in step SG5302, in step SG5304, the second type determination table corresponding to the current game mode is taken into consideration, and the determination function unit determines whether the value of the type determination counter CG2 newly stored in the second special variable reserve area is "10 to 39" corresponding to "8R jackpot". If a positive determination is made in step SG5304, in step SG5305, the 8R jackpot scheduled flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated.
[0409] On the other hand, if the result of step SG5304 is negative, i.e., if the value of the type determination counter CG2 is "40 to 99", then in step SG5306, the 4R jackpot planned flag of the corresponding holding area among the second special variable holding areas is turned on, and then this processing is terminated.
[0410] Returning to the explanation of Figure 1-14, step SG508 following step SG507 performs a second fluctuation time determination process, which is a determination function unit that determines the second fluctuation time of the second fluctuation display. Here, if the game mode at the start of the second fluctuation display is "normal mode," the second normal fluctuation time determination table for "normal mode" is referenced and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the second fluctuation display is "time-saving A mode," the second shortened fluctuation time determination table for "time-saving A mode" is referenced and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. Furthermore, if the game mode at the start of the second fluctuation display is "time-saving B mode," the second shortened fluctuation time determination table for "time-saving B mode" is referenced and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. The determined fluctuation time is stored in the corresponding holding area of the second special fluctuation holding area. However, the value of the first fluctuation type counter CS1 in the holding area is not erased.
[0411] In this embodiment, a second normal variable time determination table for the above-mentioned "normal mode", a second shortened variable time determination table for the "time-shortened A mode", and a second shortened variable time determination table for the "time-shortened B mode" are provided as tables for "small wins" and "misses", respectively.
[0412] Furthermore, in this embodiment, a mode storage area that is referenced when determining the game mode is provided in the RAM 503 of the main control device 261. The mode storage area stores one of the following values: "11" corresponding to the "normal mode," "21" corresponding to the "time-saving A mode," and "31" corresponding to the "time-saving B mode."
[0413] Correspondingly, a mode storage area that the sub-controller 262 refers to when determining the game mode is also provided in the RAM 553 of the sub-controller 262. The game mode information set in the main controller 261 is output to the sub-controller 262 in the next external output process (see step SG201) every time the game mode is switched and set by the switching function unit.
[0414] Specifically, when the sub-controller 262 determines that it has received a time-saving mode start command from the main controller 261 based on a time-saving mode start command reception flag, which will be described later, it sets a value corresponding to the command in the mode storage area of the RAM 553. That is, when it has received a time-saving mode start command related to the time-saving A mode (time-saving A mode start command), it sets "21" corresponding to "time-saving A mode" in the mode storage area of the RAM 553, and when it has received a time-saving mode start command related to the time-saving B mode (time-saving B mode start command), it sets "31" corresponding to "time-saving B mode" in the mode storage area of the RAM 553.
[0415] In step SG509 following step SG508, a setting process of the advance command is performed. This advance command includes variable information (information used to determine the content of the variable display) showing the results of the second hit / miss judgment process, the second type judgment process, and the second variable time judgment process, information showing whether the variable information is triggered by a ball entering the first start winning section 33WA or the second start winning section 33WB, and game mode information for specifying the game mode at the start of the second variable display, and is output to the sub-control device 262 in the next external output process (see step SG201).
[0416] After the processing of step SG509, or if a negative determination is made in step SG501 or step SG502, in step SG510, it is determined whether or not the gaming ball has entered the first start winning section 33WA based on the detection information of the first start winning switch 224a. If a negative determination is made in step SG510, this processing is terminated.
[0417] On the other hand, if the result of step SG510 is affirmative, in step SG511, the judgment function unit determines whether the value of the first pending counter Na, which counts the number of pending first variable displays triggered by a ball entering the first start winning section 33WA, is less than the upper limit value ("4" in this embodiment). If the result of step SG511 is negative, the process ends. On the other hand, if the result of step SG511 is affirmative, the process proceeds to step SG512, where the update function unit increments the first pending counter Na by 1.
[0418] In the next step SG513, the notification control unit performs an addition display process for the first hold display device 46A (first hold lamp) corresponding to the hold number of the first variable display increasing by 1. That is, if both of the pair of left and right first hold lamps are off, the left first hold lamp is turned on, if the left first hold lamp is on and the right first hold lamp is off, both left and right first hold lamps are turned on, if both left and right first hold lamps are on, the left first hold lamp flashes while the right first hold lamp remains on, and if the left first hold lamp is flashing and the right first hold lamp is on, the switching function unit performs a switching process to flash both left and right first hold lamps.
[0419] After step SG513, in the processing of step SG514, the values of the win / lose random number counter CG1, type determination counter CG2, fluctuation selection counter CG3, and fluctuation type counters CS1 and CS2 (the values stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the first special fluctuation reserve area. At the same time, based on the current values of the time-saving fluctuation counters A and B, the game mode when this first fluctuation display starts is identified, and the game mode information is stored in the mode memory area. After step SG514, proceed to step SG515.
[0420] In step SG515, a first win / loss determination process is performed, which serves as a determination function unit that determines whether the value of the win / loss random number counter CG1 newly stored in the first special variable holding area is a value corresponding to a small win.
[0421] Here, the first pass / fail judgment process in step SG515 will be described in detail with reference to FIG. 1-15(a).
[0422] First, in step SG5101, the value of the win / loss random number counter CG1 newly stored in the first special variable reserve area is determined by the determination function unit in consideration of the first win / loss determination table, and whether it matches any of the values corresponding to a small win ("7", "207", "407"). If the determination in step SG5101 is negative, the process ends as is.
[0423] On the other hand, if an affirmative decision is made in step SG5101, the small win hit flag of the corresponding reserve area among the first special variable reserve areas is turned on in step SG5102, and then this process is terminated.
[0424] Returning to the explanation of Figure 1-14, in step SG516 following step SG515, if it is determined in step SG515 that the value of the win / loss random number counter CG1 is a value corresponding to a small win, a first type determination process is performed, which is a determination function unit that determines the type of win based on the value of the type determination counter CG2 newly stored in the first special variable holding area.
[0425] Here, the first type determination process of step SG516 will be explained with reference to Figure 1-16 (a). In the first type determination process, first in step SG5201, it is determined whether or not the small win flag was set on in the first win / loss determination process performed immediately before. If the result of step SG5201 is negative, this process is terminated.
[0426] On the other hand, if the result of step SG5201 is affirmative, in step SG5202, the first type determination table corresponding to the current game mode is referred to, and the determination function unit determines whether the value of the type determination counter CG2 newly stored in the first special variable reserve area matches the value "0" corresponding to "15R jackpot". If the result of step SG5202 is affirmative, in step SG5203, the 15R jackpot scheduled flag of the corresponding reserve area in the first special variable reserve area is turned on, and then this processing is terminated.
[0427] On the other hand, if the result of step SG5202 is negative, i.e., if the value of the type determination counter CG2 is "1 to 99", then in step SG5204, the 4R jackpot planned flag of the corresponding holding area among the first special variable holding areas is turned on, and then this processing is terminated.
[0428] Returning to the explanation of Figure 1-14, in step SG517 following step SG516, if it is determined in step SG515 that the value of the hit / miss random number counter CG1 is not a value corresponding to a small hit (it is a miss), a miss reach determination process is performed to determine the type of reach based on the value of the variable selection counter CG3 newly stored in the first special variable holding area.
[0429] Here, the miss reach judgment process of step SG517 will be explained with reference to Figure 1-17. First, in step SG5401, it is determined whether or not the small win flag was set in the first hit / miss judgment process performed immediately before. If the result of step SG5401 is affirmative, this process is terminated.
[0430] On the other hand, if the result of step SG5401 is negative, i.e., if it is a miss, then in step SG5402, the reach determination table is consulted and the determination function unit determines whether the value of the fluctuation selection counter CG3 newly stored in the special fluctuation pending area matches either the value "0" or "1" corresponding to the "front or rear miss reach." If the result of step SG5402 is positive, then in step SG5403 the front or rear flag indicating the occurrence of a front or rear miss reach is turned on, and then this processing ends.
[0431] On the other hand, if the determination in step SG5402 is negative, in step SG5404, the reach determination table is taken into consideration and the determination function unit determines whether the value of the fluctuation selection counter CG3 newly stored in the special fluctuation reserve area matches any of the values "2 to 21" corresponding to "reach other than front and rear misses." If the determination in step SG5404 is positive, the non-front and rear flag is turned on in step SG5405, and then this processing is terminated.
[0432] Also, if the result of step SG5404 is negative, that is, if the variable display ends without going through the reach state and it is a "complete miss," this process is terminated.
[0433] Returning to the explanation of Figure 1-14, in step SG518 following step SG517, a first fluctuation time determination process is performed to determine the first fluctuation time of the first fluctuation display. Here, if the game mode at the start of the first fluctuation display is "normal mode," the first normal fluctuation time determination table for "normal mode" is referenced and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the first fluctuation display is "time-saving A mode," the first shortened fluctuation time determination table for "time-saving A mode" is referenced and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the first fluctuation display is "time-saving B mode," the first shortened fluctuation time determination table for "time-saving B mode" is referenced and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. The fluctuation time determined here is stored in the corresponding holding area of the first special fluctuation holding area. However, the value of the first fluctuation type counter CS1 in that holding area is not erased.
[0434] In this embodiment, the first normal variable time determination table for the above-mentioned "normal mode", the first shortened variable time determination table for the "time-saving A mode", and the first shortened variable time determination table for the "time-saving B mode" are provided with tables for "small win", "for front and rear miss reach", "for miss reach other than front and rear", and "for complete miss", respectively.
[0435] Furthermore, for example, with regard to the variable time determination table for a "complete miss," variable time determination tables such as "for one or two reserved items (normal variable time)," "for three reserved items (reduced variable time)," and "for four reserved items (reduced variable time)" may be provided, and the variable time determination table (variable time) to be referenced may be changed depending on the number of reserved variable displays stored in the first special variable reserve area. In this way, when the reserved first variable displays are being executed sequentially, the shortened time of the first variable display for a miss can be set depending on the number of reserved first variable displays scheduled to be executed at that time. Here, for example, in a situation where the variable time determination table for "four reserved items" is referenced when executing a predetermined variable display, if the variable display corresponds to a small win, the variable time determination table for "small win" may be prioritized.
[0436] After step SG518, in step SG519, the setting process of the advance command is performed, and this process is terminated. Note that this advance command includes the variable information (information used to determine the content of the variable display) showing the results of the first hit / miss judgment process, the first type judgment process, the miss reach judgment process, and the first variable time judgment process, information showing whether the variable information is triggered by a ball entering the first start winning section 33WA or the second start winning section 33WB, and game mode information for specifying the game mode at the start of the first variable display, and is output to the sub-control device 262 in the next external output process (see step SG201).
[0437] In this embodiment, when a gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the hit / miss random number counter CG1 and the like are directly stored in the special variable reserve area, and then the hit / miss determination process and the like are executed, but the present invention is not limited to such a configuration. For example, a temporary storage area may be provided to temporarily store the counter values when the value of the hit / miss random number counter CG1 and the like are acquired, and after the hit / miss determination process and the like are executed for the information stored in the temporary storage area, the information may be stored in the reserve area of the corresponding special variable reserve area.
[0438] Next, the through gate passing process in step SG305 will be described with reference to the flowchart in FIG.
[0439] In step SG601, it is determined whether or not the gaming ball has passed through the through gate 34 based on the detection information of the through gate switch 225. If a negative determination is made in step SG601, this process is immediately terminated.
[0440] On the other hand, if the determination in step SG601 is affirmative, that is, if it is determined that the gaming ball has passed through the through gate 34, then in step SG602, it is determined whether or not the value of the normal hold counter Nc, which is counting information that counts the number of reserved variable displays performed by the normal symbol display device 41, is less than the upper limit value (4 in this embodiment). If the determination here is negative, then this processing is terminated as is. On the other hand, if the determination in step SG602 is affirmative, that is, if the passage of the gaming ball to the through gate 34 is confirmed and the value of the normal hold counter Nc is < 4, then the processing proceeds to step SG603, and the update function unit increments the normal hold counter Nc by 1.
[0441] In the following step SG604, the notification control unit performs an addition display process for the normal hold display device 44 (normal hold lamp) corresponding to the increase of one in the hold number of the variable display in the normal pattern display device 41. In other words, if both of the pair of left and right normal hold lamps are off, the left normal hold lamp is turned on, if the left normal hold lamp is on and the right normal hold lamp is off, both left and right normal hold lamps are turned on, if both left and right normal hold lamps are on, the left normal hold lamp is blinked while the right normal hold lamp is turned on, and if the left normal hold lamp is blinking and the right normal hold lamp is on, the switching function unit performs a switching process to blink both left and right normal hold lamps.
[0442] After step SG604, in step SG605, a random number related to the winning or losing is obtained. Specifically, the value of the normal symbol random number counter CG4 updated in the random number update process of step SG303 is stored in the first free memory area of the normal variable reserve area of RAM503. After that, the through gate passing process is completed.
[0443] Next, the launch permission command setting process in step SG306 will be described with reference to FIG. 1-19.
[0444] First, in step SG701, it is determined whether or not a firing permission flag indicating that a firing state signal is being received from the firing control circuit 312 is set to ON. The firing state signal is transmitted from the firing control circuit 312 to the main control device 261 when the firing control circuit 312 receives a touch signal from the handle 18, a firing switch signal, and a CR unit connection signal from the dispensing control device 311.
[0445] If the answer in step SG701 is YES, then in step SG702 it is determined whether or not a launch status signal has been received. If the answer in step SG702 is NO, then in step SG703 the launch permission flag is turned off, and then this processing ends.
[0446] On the other hand, if the answer is YES in step SG702, then in step SG704 it is determined whether the value of the firing timer, which is counting information used to measure the interval between launches of game balls, is "0." If the answer is NO in step SG704, then in step SG707 the update function unit subtracts 1 from the value of the firing timer, and then this process ends.
[0447] On the other hand, if the answer is yes in step SG704, then in step SG705, main control unit 261 sends a launch permission signal to launch control circuit 312. In the following step SG706, the launch permission flag is turned off. After step SG706, this process ends.
[0448] If the answer in step SG701 is negative, then in step SG708 it is determined whether or not a launch state signal has been received. If the answer in step SG708 is negative, then the process ends. On the other hand, if the answer in step SG708 is positive, then in step SG709 the launch permission flag is set to on.
[0449] In the following step SG710, a ball feeding signal is sent to the launch control circuit 312. Furthermore, in step SG711, the launch timer is set to "300", which corresponds to 0.6 seconds. This allows the game ball to be launched by the launch device 60 after it has been reliably set in the launch position by the ball feeding device 63, and also allows the main control device 261 to send a launch permission signal at 0.6 second intervals while the main control device 261 continues to receive a launch status signal from the launch control circuit 312, causing the game ball to be launched by the launch device 60 at 0.6 second intervals. After step SG711, this process ends.
[0450] When the launch control circuit 312 receives a launch permission signal from the main control device 261, it determines whether it has received all of the touch signal, launch switch signal, and CR unit connection signal from the handle 18 and the payout control device 311, and if a positive determination is made, it drives the launch device 60 (launch solenoid) and performs a launch process to launch the gaming ball.The launch control circuit 312 also performs adjustment control of the launch device 60 regarding the launch strength (launch speed) of the gaming ball based on the dial position signal.As a result, the gaming ball is launched by the launch device 60 with the adjusted strength.
[0451] In addition, when the launch control circuit 312 receives a ball feeding signal from the main control unit 261, it checks the preparation ball detection sensor that detects whether a game ball is set at the launch position on the launch rail 61 where the game ball will be launched by the launch device 60, and if it is confirmed that a game ball is not set at the launch position, it drives the ball feeding device 63 and performs a ball feeding process to set the game ball at the launch position.
[0452] 1-13 is a flowchart showing the NMI interrupt process, which is executed by the CPU 501 of the main control device 261 when the power to the pachinko machine 10 is cut off due to a power outage or the like. By this NMI interrupt, the state of the main control device 261 at the time of power cut is stored in the backup area 503a of the RAM 503.
[0453] That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SK1 is output from the power outage monitoring circuit 542 to the NMI terminal of the CPU 501 in the main control device 261. Then, the CPU 501 suspends the control being executed and starts NMI interrupt processing, and in step SG401, stores the power outage occurrence information in the backup area 503a of the RAM 503 as the setting of the power outage occurrence information, and ends the NMI interrupt processing.
[0454] The above-mentioned NMI interrupt process is also executed in the payout control device 311, and the occurrence information of the power outage is stored in the backup area 513a of the RAM 513 by the NMI interrupt. That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, the power outage signal SK1 is output from the power outage monitoring circuit 542 to the NMI terminal of the CPU 511 in the payout control device 311, and the CPU 511 suspends the control being executed and starts the NMI interrupt process, the contents of which are as explained above.
[0455] 1-10, the flow of the startup process executed by the CPU 501 in the main control device 261 will be described. This startup process is initiated when the power is turned on and reset.
[0456] First, in step SG101, initial setting processing is performed when power is turned on. Specifically, a predetermined value is set in the stack pointer, and a wait processing is performed for, for example, about one second to wait for the sub-side control devices (sub-control device 262, dispensing control device 311, etc.) to become operable. In the following step SG102, RAM access is permitted.
[0457] Thereafter, data backup processing is performed for RAM 503 in CPU 501. That is, in step SG103, it is determined whether RAM clear switch 323 provided in power supply circuit 313 of power supply / launch control device 310 is pressed (ON). If it is pressed, the process proceeds to step SG112 to clear (erase) the backup data. On the other hand, if RAM clear switch 323 is not pressed, the process proceeds to the following step SG104 to determine whether power failure occurrence information is set in backup area 503a of RAM 503. If it is not set, backup data is not stored, and in this case, the process also proceeds to step SG112. If power failure occurrence information is set in backup area 503a, a RAM judgment value is calculated in step SG105, and in the following step SG106, it is determined whether the RAM judgment value matches the RAM judgment value saved at the time of power failure, i.e., the validity of the backup. If the calculated RAM judgment value does not match the RAM judgment value saved at the time of power failure, the backed-up data has been destroyed, and in this case, the process also proceeds to step SG112.
[0458] In the processing of step SG112, an initialization command is sent to initialize the dispensing control device 311, etc. Then, the process proceeds to RAM initialization processing (step SG113, etc.). The RAM judgment value is, for example, a checksum value in the working area address of RAM 503. Instead of this RAM judgment value, it is also possible to determine the validity of the backup by whether or not the keyword written in a predetermined area of RAM 503 is correctly saved.
[0459] As described above, in the present pachinko machine 10, when it is desired to return to the initial state when the power is turned on, for example, when the hall opens for business, the power is turned on while pressing the RAM clear switch 323. Therefore, if the RAM clear switch 323 is ON, the process proceeds to RAM initialization processing (step SG113, etc.). Similarly, if no power outage occurrence information is set or if a backup abnormality is confirmed by a RAM judgment value (checksum value, etc.), the process proceeds to RAM 503 initialization processing (step SG113, etc.). That is, in step SG113, the used area of RAM 503 is cleared to 0, and in the following step SG114, the initial value of RAM 503 is set. Thereafter, in step SG111, interrupt permission is set, and the process proceeds to the main processing described later.
[0460] On the other hand, if the RAM erase switch 323 has not been pressed (step SG103: NO), processing at the time of power recovery (processing at the time of recovery from power outage) is executed on the condition that information on the occurrence of power outage has been set and the RAM judgment value (checksum value, etc.) is normal. That is, in step SG107, the stack pointer before the power outage is restored, and in step SG108, the information on the occurrence of power outage is cleared.
[0461] In step SG109, a command is sent to return the sub-controller to the gaming state it was in when the power was turned off. In step SG110, the used registers are restored from the backup area 503a of RAM 503. Then, in step SG111, interrupt permission is set and the process proceeds to the main process described later.
[0462] Next, the flow of the main processing will be explained with reference to the flowchart in Figure 1-11. In this main processing, the main processing of the game is executed. In summary, the processing of steps SG201 to SG211 is executed as a regular processing in a 4 msec cycle, and in the remaining time, the counter update processing of steps SG212 and SG213 is executed by the update function unit.
[0463] First, in step SG201, external output processing is performed to send control signals to each device based on the settings of the special pattern display devices 43A, 43B and the second start-up winning section 33WB, etc., updated in the previous main processing, and to send output data such as commands to each control device on the sub-side.
[0464] For example, when starting a variable display on the special pattern display devices 43A and 43B, a variable pattern command, a pattern command, etc. is sent to the sub-control device 262 to start a performance by varying the display of decorative patterns on the performance display device 42. In response to this, the sub-control device 262 that has input the variable pattern command, the pattern command, etc. determines the display mode (variation time, performance pattern, etc.) of the performance display device 42 based on these various commands, and issues an instruction to the display control device 45 to display the display mode on the performance display device 42.
[0465] The variation pattern command includes information specifying the variation pattern of the decorative symbols, such as normal reach, super reach, and special reach. Meanwhile, the sub-controller 262 stores a table that contains the relationship between these variation pattern commands and the variation patterns of the decorative symbols. Then, the sub-controller 262 determines the variation pattern of the decorative symbols based on the variation pattern command, and controls the display controller 45, sound, etc.
[0466] Here, we will explain the decorative symbol variation patterns. A "normal reach" is a reach pattern that is performed in a predetermined display mode in which no special effects are displayed other than the decorative symbol variation. A "super reach" is a reach pattern that is performed in a specific display mode in which, during the decorative symbol variation display (after the reach state is established), characters and the like are displayed on the effect display device 42 in addition to the decorative symbol, thereby creating a sense of anticipation in the player. A "special reach" is a presentation mode that can be derived when there is a high expectation of a small win state occurring (in this embodiment, only when a small win state occurs). During the decorative symbol variation display (after the re...
Claims
[Claim 1] A means for determining whether predetermined lottery conditions have been met determines that the predetermined lottery conditions have been met, and based on this determination, a means for determining whether predetermined lottery conditions have been met determines whether predetermined lottery conditions have been met and executes a draw for winning or losing. A fluctuation display means that performs a fluctuation display for a predetermined period based on the result of the aforementioned lottery, A specific game execution means that, if the result of the aforementioned lottery is a specific result, executes a specific variable display, displays a specific display result after the completion of the specific variable display, and then executes a specific game state, An effect execution means that performs a variation effect using multiple effect elements during the variation display for the predetermined period, A gaming machine equipped with, This gaming machine is Means for enabling a predetermined input by a player to the aforementioned performance execution means, comprising a predetermined detection means capable of changing the flow rate of current to reach a predetermined detection state when a predetermined detection target, which is different from a part of the player's body, approaches or comes into contact with a predetermined detection unit within a predetermined distance and reaches a predetermined state, It comprises at least an information output means capable of performing a predetermined output, During a predetermined input-enabled state, if the current flow rate changes in the predetermined detection means and the predetermined detection state occurs, the system is configured to output predetermined output information stored in a predetermined storage unit, which corresponds to the input of predetermined input information to the performance execution means, via the information output means. When the input of predetermined input information corresponding to the outputted predetermined output information is detected, the system is configured to execute a specific state in which predetermined configurable information can be reflected or output in the performance execution means. This gaming machine is When multiple inputs of predetermined input information corresponding to the outputted predetermined output information are detected, the system is configured to execute multiple specific states that can reflect or output predetermined configurable information in the performance execution means. A gaming machine characterized in that, when a predetermined number of the plurality of specified states are being performed, it is configured to generate a non-output state in which the predetermined output information is not output by the information output means when the predetermined state is reached.