Game machine
Patent Information
- Application Number
- JP2023093610
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-07
- Publication Date
- 2026-09-03
AI Technical Summary
【0007】 本発明の遊技機によれば、遊技者にとっての興趣の向上等を図ることができる。
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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] Conventionally, as one type of gaming machine, a pachinko machine is known in which a game is played by shooting a game ball into a game area. Gaming machines such as pachinko machines provide various entertainment for players (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-31769 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, there is a demand for further improvements in entertainment value.
[0005] The present invention has been made to solve the problems exemplified above, and its object is to provide a gaming machine which 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 a determination made by a determination means for determining whether or not a predetermined lottery condition is satisfied that the predetermined lottery condition is satisfied; A variable display means for executing 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 respect 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 may be selected by the player from a plurality of values and input as a predetermined value, This gaming machine is a special display means for executing a special display corresponding to the completion of input of the one predetermined value determined by a 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, as the value of the output mode, a specific value which is different from the first value and the second value and which has been pre-stored in a storage means, even if a first value has been input by the player, or a second value different from the first value has been input. Effect of the Invention
[0007] According to the gaming machine of the present invention, it is possible to improve the interest of the player. [Brief description 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 showing 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] 2 is a block diagram showing the main electrical configuration of the pachinko machine. FIG. [Figure 1-8] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 1-9] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 1-10] 4 is a flowchart showing a start-up process by a main control device. [Figure 1-11] 4 is a flowchart showing main processing by a main control device. [Figure 1-12] 13 is a flowchart showing a timer interrupt process. [Figure 1-13] 13 is a flowchart showing an NMI interrupt process. [Figure 1-14] A flowchart showing the start winning processing. [Figure 1-15] 13A is a flowchart showing a first correct / incorrect judgment process, and FIG. 13B is a flowchart showing a second correct / incorrect judgment process. [Figure 1-16] 10(a) is a flowchart showing a first type determination process, and (b) is a flowchart showing a second type determination process. [Figure 1-17] 13 is a flowchart showing a process of determining whether or not a miss is approaching. [Figure 1-18] 13 is a flowchart showing a through gate passing process. [Figure 1-19] 13 is a flowchart showing a launch permission command setting process. [Figure 1-20] 13 is a flowchart showing a first special display control process. [Figure 1-21] 13 is a flowchart showing the first variable display setting process. [Figure 1-22] A flowchart showing the special chart 1 discrimination information setting process. [Figure 1-23] 13 is a flowchart showing a notification command setting process. [Figure 1-24]13 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 variable winning device control processing. [Figure 1-28] 13 is a flowchart showing specific prize-winning processing. [Figure 1-29] 13 is a flowchart showing a termination setting process. [Figure 1-30] 13 is a flowchart showing a remaining ball monitoring process. [Figure 1-31] 13 is a flowchart showing a normal display control process. [Figure 1-32] 13 is a flowchart showing the general map change setting process. [Figure 1-33] 13 is a flowchart showing a general map discrimination information setting process. [Figure 1-34] 13 is a flowchart showing the start prize section control processing. [Figure 1-35] 13 is a flowchart showing a reception interrupt process. [Figure 1-36] 13 is a flowchart showing the start-up process of the dispensing control device. [Figure 1-37] 13 is a flowchart showing the main processing of the dispensing control device. [Figure 1-38] 13 is a flowchart showing the command determination process of the dispensing control device. [Figure 1-39] 13 is a flowchart showing a start-up process of the sub-control device. [Figure 1-40] 4 is a flowchart showing a main process of the sub-control device. [Diagram 1-41] 13 is a flowchart showing a command determination process of the sub-control device. [Figure 1-42] 1 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 1-43] 13 is a flowchart showing a counter update process. [Figure 1-44] 13 is a flowchart showing a hold information storage process. [Figure 1-45] 13 is a flowchart showing a hold process. [Figure 1-46] 13 is a flowchart showing a winning display process. [Figure 1-47] 13 is a flowchart showing a variable display setting process. [Figure 1-48] 13 is a flowchart showing a fluctuation stop process. [Figure 1-49] 13 is a flowchart showing a notification display setting process. [Figure 1-50] 4 is a flowchart showing a main process of the display control device. [Figure 1-51] 4 is a flowchart showing a command interrupt process of the display control device. [Figure 1-52] 11 is a flowchart showing a V interrupt process of the display control device. [Figure 1-53] 4 is a flowchart showing a display content setting process of the display control device. [Diagram 1-54] 4 is a flowchart showing a drawing process of a display control device. [Figure 1-55] FIG. 2 is a diagram showing a schematic configuration of a display data table. [Diagram 1-56] 4 is a diagram showing the configuration of each address in a display data table; FIG. [Diagram 1-57] FIG. 13 is a diagram showing the configuration of each address in the additional data table. [Diagram 1-58] FIG. 2 is a diagram showing a schematic configuration of a drawing list. [Diagram 1-59] FIG. 13 is a diagram for explaining the breakeven period and the like. [Figure 1-60] A diagram to explain the decorative patterns displayed on the performance display device. [Figure 1-61] 1A and 1B are diagrams showing an example of the display mode of a performance display device, in which (a) shows the pattern change display during normal times, and (b) shows the pattern change display during a break-even period. [Figure 1-62] A figure showing an example of the display mode of the effect display device (normal reach effect). [Fig.1-63] A figure showing an example of the display mode of the effect display device (super reach effect). [Fig.1-64] A figure 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] A figure showing an example of a display mode of the performance display device (start of re-lottery performance). [Figure 1-70] A figure showing an example of a display mode of the effect display device (a showdown effect of a re-lottery effect). [Diagram 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 ends). [Diagram 1-72] 1A and 1B 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. [Diagram 1-73] FIG. 11 is a diagram showing an example of the display mode of a 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. [Diagram 1-74] A figure showing an example of a display mode of a performance display device (rush stage performance). [Diagram 1-75] A figure showing an example of a display mode of the performance display device (battle stage performance). [Diagram 1-76] A figure showing an example of a display mode of the performance display device (lucky chance stage performance). [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] An oblique view showing the state in which the inner frame and front frame are open. [Figure 2-4] A front view showing the configuration of the inner frame and 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, rear pack unit, etc. in an open state. [Diagram 2-7] 2 is a block diagram showing the main electrical configuration of the pachinko machine. FIG. [Figure 2-8] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 2-9] 4 is a flowchart showing main processing by a main control device. [Figure 2-10] 4 is a flowchart showing normal processing by the main control device. [Figure 2-11] 13 is a flowchart showing a timer interrupt process. [Figure 2-12] 13 is a flowchart showing an NMI interrupt process. [Figure 2-13] A flowchart showing the second start winning processing. [Figure 2-14] 13 is a flowchart showing the first start winning processing. [Figure 2-15] 13A is a flowchart showing a first correct / incorrect judgment process, and FIG. 13B is a flowchart showing a second correct / incorrect judgment process. [Figure 2-16] 10(a) is a flowchart showing a first type determination process, and (b) is a flowchart showing a second type determination process. [Figure 2-17] 13 is a flowchart showing a reach determination process. [Figure 2-18] 13 is a flowchart showing a through gate passing process. [Figure 2-19] 13 is a flowchart showing a launch permission command setting process. [Figure 2-20] 13 is a flowchart showing a first special display control process. [Figure 2-21] 13 is a flowchart showing the first variable display setting process. [Figure 2-22] A flowchart showing the special chart 1 discrimination information setting process. [Figure 2-23] 13 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 variable winning device control processing. [Figure 2-27] 13 is a flowchart showing a termination setting process. [Figure 2-28] 13 is a flowchart showing a normal display control process. [Figure 2-29] 13 is a flowchart showing the general map change setting process. [Figure 2-30] 13 is a flowchart showing a general map discrimination information setting process. [Figure 2-31] 13 is a flowchart showing the start prize section control processing. [Figure 2-32] 13 is a flowchart showing a reception interrupt process. [Figure 2-33] 13 is a flowchart showing the main processing of the dispensing control device. [Figure 2-34] 13 is a flowchart showing a timer interrupt process. [Figure 2-35] 13 is a flowchart showing a command determination process. [Figure 2-36] 13 is a flowchart showing normal processing of the sub-control device. [Figure 2-37] 1 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 2-38] 13 is a flowchart showing a counter update process. [Figure 2-39] 13 is a flowchart showing a hold information storage process. [Figure 2-40] 13 is a flowchart showing a hold process. [Figure 2-41]13 is a flowchart showing a winning display process. [Figure 2-42] 13 is a flowchart showing a variable display setting process. [Figure 2-43] 13 is a flowchart showing a fluctuation stop process. [Figure 2-44] FIG. 2 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 2-45] A figure showing an example of a display mode of an effect display device related to a big win effect. [Figure 2-46] A figure showing an example of a display mode of a performance display device for rush stage performance. [Figure 2-47] A figure showing an example of a display mode of a production display device for battle stage production. [Figure 2-48] FIG. 13 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 2-49] FIG. 4 is a plan view showing a second operation unit (a cross key). [Figure 2-50] 13 is a flowchart showing a menu selection process. [Figure 2-51] 13 is a flowchart showing a language setting process. [Figure 2-52] 13 is a flowchart showing a volume setting process. [Figure 2-53] 13 is a flowchart showing a luminance setting process. [Figure 2-54] 1A is a diagram showing a menu screen, and FIG. 1B is a flowchart showing a language setting screen. [Figure 2-55] FIG. 13A is a diagram showing a volume setting screen, FIG. 13B is a diagram showing a brightness setting screen, and FIG. 13C is a diagram showing a performance customization screen. [Figure 2-56] FIG. 13 shows 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. 2 is a plan view showing an NFC module on a pachinko machine. [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. 2A is a front view showing the portable terminal, and FIG. 2B 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] 13 is a flowchart showing a BT connection process on the mobile terminal side. [Figure 2-64] 13 is a flowchart showing a BT connection process on the pachinko machine side. [Figure 2-65] FIG. 11 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 a BT communication process performed on the mobile terminal side during a BT communication connection. [Figure 2-67] 11 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] 13 is a flowchart showing a process for disconnecting a BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 2-70] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-71] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-72] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-73] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-74] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-75] 13 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-76]13 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-77] 13 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-78] 13 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-79] 13 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-80] 13 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-81] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-82] 13 is a flowchart showing a BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 2-83] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-84] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-85] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-86] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-87] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-88] 13 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-89] 13 is a flowchart showing a performance customization process. [Figure 2-90] FIG. 13 is a diagram showing a BGM setting screen. [Figure 2-91] 1A is a diagram showing a screen for setting background music during pattern fluctuation, and FIG. 1B is a diagram showing a screen for setting background music during a big win. [Figure 2-92] 13 is a flowchart showing a character setting process. [Figure 2-93] FIG. 13A is a diagram showing a character setting screen, and FIG. 13B is a diagram showing a main character setting screen. [Figure 2-94] FIG. 13 shows a girl character setting screen. [Figure 2-95] FIG. 13 is a diagram showing a background setting screen. [Figure 2-96] 13 is a flowchart showing a background setting process. [Figure 2-97] A figure showing a preview performance setting screen. [Figure 2-98] 13 is a flowchart showing a preview performance setting process. [Figure 2-99] A figure showing a super reach performance setting screen. [Figure 2-100] 13 is a flowchart showing a reliability setting process. [Figure 2-101] FIG. 13A is a diagram showing a reliability setting screen, and FIG. 13B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-102] 13 is a flowchart showing an appearance rate setting process. [Fig.2-103] FIG. 13A is a diagram showing an appearance rate setting screen, and FIG. 13B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-104] 13 is a flowchart showing a reach effect setting process. [Figure 2-105] 13 is a flowchart showing the preview performance execution setting process. [Figure 2-106] FIG. 13 shows a plurality of reach effect tables. [Figure 2-107] FIG. 13 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] An oblique view showing the state in which the inner frame and front frame are open. [Diagram 3-4] A front view showing the configuration of the inner frame and game board, etc. [Figure 3-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Diagram 3-6] This is an oblique view showing the inner frame, rear pack unit, etc. in an open state. [Diagram 3-7] 2 is a block diagram showing the main electrical configuration of the pachinko machine. FIG. [Diagram 3-8] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Diagram 3-9] 4 is a flowchart showing main processing by a main control device. [Figure 3-10] 4 is a flowchart showing normal processing by the main control device. [Figure 3-11] 13 is a flowchart showing a timer interrupt process. [Figure 3-12] 13 is a flowchart showing an NMI interrupt process. [Figure 3-13] A flowchart showing the start winning processing. [Figure 3-14] 13A is a flowchart showing the first pass / fail judgment process, FIG. 13B is a flowchart showing the second pass / fail judgment process, and FIG. 13C 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 (b) is a flowchart showing a second type determination process. [Figure 3-16] 13 is a flowchart showing a reach determination process. [Figure 3-17] 13 is a flowchart showing a through gate passing process. [Figure 3-18] 13 is a flowchart showing a launch permission command setting process. [Figure 3-19] 13 is a flowchart showing a first special display control process. [Figure 3-20] 13 is a flowchart showing the first variable display setting process. [Figure 3-21] A flowchart showing a part of the special chart 1 discrimination information setting process. [Figure 3-22] 13 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 a part of the special chart 2 discrimination information setting process. [Figure 3-25] A flowchart showing variable winning device control processing. [Figure 3-26] 13 is a flowchart showing a termination setting process. [Figure 3-27] 13 is a flowchart showing a normal display control process. [Figure 3-28] 13 is a flowchart showing the general map change setting process. [Figure 3-29] 13 is a flowchart showing a general map discrimination information setting process. [Figure 3-30] 13 is a flowchart showing the start prize section control processing. [Figure 3-31] 13 is a flowchart showing a reception interrupt process. [Figure 3-32] 13 is a flowchart showing the main processing of the dispensing control device. [Figure 3-33] 13 is a flowchart showing a timer interrupt process. [Figure 3-34] 13 is a flowchart showing a command determination process. [Figure 3-35] 13 is a flowchart showing normal processing of the sub-control device. [Figure 3-36] 1 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 3-37] 13 is a flowchart showing a counter update process. [Figure 3-38] 13 is a flowchart showing a hold information storage process. [Figure 3-39] 13 is a flowchart showing a hold process. [Figure 3-40] 13 is a flowchart showing a winning display process. [Figure 3-41] 13 is a flowchart showing a variable display setting process. [Figure 3-42] 13 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. 13 is a diagram for explaining a variable time determination table. [Figure 3-45] FIG. 13 is a diagram for explaining the specifications of game modes. [Figure 3-46] FIG. 11 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. 11 is an explanatory diagram showing a first long fluctuation time determination table. [Figure 3-49] FIG. 11 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. 11 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 performance 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] A time chart for explaining the flow of changing displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 3-59] A time chart for explaining the flow of changing displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 3-60]A time chart for explaining the flow of changing 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 in one 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] A front view showing the configuration of the inner frame and 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, rear pack unit, etc. in an open state. [Diagram 4-7] FIG. 2 is a front view of the variable display unit. [Figure 4-8] A front view of the variable display unit with the prop unit appearing. [Figure 4-9] FIG. 1A is a diagram showing the movable props and the up-down drive mechanism in a standby state, and FIG. 1B is a diagram showing the movable props and the up-down drive mechanism in an operating state. [Figure 4-10] 2 is a block diagram showing the main electrical configuration of the pachinko machine. FIG. [Figure 4-11] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 4-12] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 4-13] 4 is a flowchart showing main processing by a main control device. [Figure 4-14] 4 is a flowchart showing normal processing by the main control device. [Figure 4-15] 13 is a flowchart showing a timer interrupt process. [Figure 4-16] A flowchart showing the start winning processing. [Figure 4-17] 13 is a flowchart showing a jackpot determination process. [Figure 4-18] 13 is a flowchart showing a reach determination process. [Figure 4-19] 13 is a flowchart showing a through gate passing process. [Figure 4-20] 13 is a flowchart showing a game status check process. [Figure 4-21] 13 is an explanatory diagram showing the correspondence relationship between a lottery mode flag, a support mode flag, a game state identification counter, and a game state judgment value. FIG. [Figure 4-22] 13 is a flowchart showing a first display control process. [Figure 4-23] 13 is a flowchart showing a variable display setting process. [Figure 4-24] 13 is a flowchart showing the end of fluctuation setting process. [Figure 4-25] A flowchart showing variable winning device control processing. [Figure 4-26] 13 is a flowchart showing a second display control process. [Figure 4-27] 13 is a flowchart showing the opening and closing feature control process. [Figure 4-28] 13 is a flowchart showing a reception interrupt process. [Figure 4-29] 13 is a flowchart showing the main processing of the dispensing control device. [Figure 4-30] 13 is a flowchart showing a timer interrupt process. [Figure 4-31] 13 is a flowchart showing a command determination process. [Figure 4-32] 13 is a flowchart showing normal processing of the sub-control device. [Figure 4-33] 13 is a flowchart showing a command determination process of the sub-control device. [Figure 4-34] 13 is a flowchart showing a variable display setting process. [Figure 4-35] 13 is a flowchart showing a display setting process during a win. [Figure 4-36] 13 is a flowchart showing a hold information storage process. [Figure 4-37] 13 is a flowchart showing a hold process. [Figure 4-38]A diagram to explain the types of jackpots. [Figure 4-39] FIG. 13 is a diagram showing the configuration of a first big win type determination table. [Figure 4-40] A diagram showing the configuration of a second big win type determination table. [Figure 4-41] FIG. 13A is a diagram showing the storage configuration of a fluctuation pattern table for a sure-variable jackpot, and FIG. 13B is a diagram showing the storage configuration of a fluctuation pattern table for a complete miss. [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. 13 is a diagram showing a configuration of an opening and closing pattern control table. [Figure 4-44] An explanatory diagram showing an overview of various counters used to determine continuous preview performances. [Figure 4-45] 4 is a flowchart showing a main process of the display control device. [Figure 4-46] 13 is a flowchart showing a timer interrupt process of the display control device. [Figure 4-47] 4 is a flowchart showing a command interrupt process of the display control device. [Figure 4-48] 11 is a flowchart showing a V interrupt process of the display control device. [Figure 4-49] 4 is a flowchart showing a display content setting process of the display control device. [Figure 4-50] 4 is a flowchart showing a drawing process of a display control device. [Figure 4-51] FIG. 2 is a diagram showing a schematic configuration of a display data table. [Figure 4-52] 4 is a diagram showing the configuration of each address in a display data table; FIG. [Figure 4-53] FIG. 13 is a diagram showing the configuration of each address in the additional data table. [Figure 4-54] FIG. 2 is a diagram showing a schematic configuration of a drawing list. [Figure 4-55] 1 is an explanatory diagram showing an overview of various counters used to determine decorative patterns. [Figure 4-56]13 is a flowchart showing a counter update process of the display control device. [Figure 4-57] 1 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] 1 is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) when a jackpot occurs. FIG. [Figure 4-59] 1 is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) during exciting mode. FIG. [Figure 4-60] 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. 4 is a front view showing a rotating body and the like in a reduced diameter state. [Figure 4-62] FIG. 4 is a rear view showing a part of the rotating body in a diameter-reduced state. [Figure 4-63] FIG. 4 is a front view showing a rotating body and the like in an expanded diameter state. [Figure 4-64] FIG. 4 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. 13 is a schematic diagram showing an example of a presentation using a rotating body. [Figure 4-67] 13 is a flowchart showing the continuous preview device operation setting process. [Figure 4-68] 13(a) to 13(c) are diagrams showing the configuration of a reel 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 operations. [Figure 4-70] 13A and 13B are diagrams showing time charts relating to successive preview performances. [Figure 4-71] 13(a) to (h) are diagrams showing an example of a manner in which decorative patterns are variably displayed. [Figure 4-72] 13(i) to (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] An oblique view showing the state in which the inner frame and front frame are open. [Figure 5-4] A front view showing the configuration of the inner frame and 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, rear pack unit, etc. in an open state. [Figure 5-7] 2 is a block diagram showing the main electrical configuration of the pachinko machine. FIG. [Figure 5-8] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 5-9] 4 is a flowchart showing main processing by a main control device. [Figure 5-10] 4 is a flowchart showing normal processing by the main control device. [Figure 5-11] 13 is a flowchart showing a timer interrupt process. [Figure 5-12] 13 is a flowchart showing an NMI interrupt process. [Figure 5-13] A flowchart showing the second start winning processing. [Figure 5-14] 13 is a flowchart showing the first start winning processing. [Figure 5-15] 13A is a flowchart showing a first correct / incorrect judgment process, and FIG. 13B is a flowchart showing a second correct / incorrect judgment process. [Figure 5-16] 10(a) is a flowchart showing a first type determination process, and (b) is a flowchart showing a second type determination process. [Figure 5-17] 13 is a flowchart showing a reach determination process. [Figure 5-18] 13 is a flowchart showing a through gate passing process. [Figure 5-19] 13 is a flowchart showing a launch permission command setting process. [Figure 5-20] 13 is a flowchart showing a first special display control process. [Figure 5-21]13 is a flowchart showing the first variable display setting process. [Figure 5-22] A flowchart showing the special chart 1 discrimination information setting process. [Figure 5-23] 13 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 variable winning device control processing. [Figure 5-27] 13 is a flowchart showing a termination setting process. [Figure 5-28] 13 is a flowchart showing a normal display control process. [Figure 5-29] 13 is a flowchart showing the general map change setting process. [Figure 5-30] 13 is a flowchart showing a general map discrimination information setting process. [Figure 5-31] 13 is a flowchart showing the start prize section control processing. [Figure 5-32] 13 is a flowchart showing a reception interrupt process. [Figure 5-33] 13 is a flowchart showing the main processing of the dispensing control device. [Figure 5-34] 13 is a flowchart showing a timer interrupt process. [Figure 5-35] 13 is a flowchart showing a command determination process. [Figure 5-36] 13 is a flowchart showing normal processing of the sub-control device. [Figure 5-37] 1 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 5-38] 13 is a flowchart showing a counter update process. [Figure 5-39] 13 is a flowchart showing a hold information storage process. [Figure 5-40] 13 is a flowchart showing a hold process. [Figure 5-41]13 is a flowchart showing a winning display process. [Figure 5-42] 13 is a flowchart showing a variable display setting process. [Figure 5-43] 13 is a flowchart showing a fluctuation stop process. [Figure 5-44] FIG. 2 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 5-45] FIG. 2 is a diagram showing an example of a display mode of a performance display device for an opening performance. [Figure 5-46] A figure showing an example of a display mode of a performance display device related to a round performance. [Figure 5-47] A figure 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 for interval performance (transition performance). [Figure 5-49] FIG. 2 is a diagram showing an example of a display mode of a performance display device for an ending performance. [Figure 5-50] A figure showing an example of a display mode of a performance display device for rush stage performance. [Figure 5-51] A figure showing an example of a display mode of a production display device for battle stage production. [Figure 5-52] FIG. 13 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 5-53] 5(a) to 5(c) are diagrams showing interval time determination tables. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [First embodiment] Hereinafter, a pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 according to a first embodiment will be described in detail with reference to the drawings.
[0010] Conventionally, there are known gaming machines in which a game ball is launched into a game area to play a game. As one type of gaming machine, for example, a pachinko machine is known in which a game ball is launched toward a game area, and a predetermined variable display means performs a variable display of a pattern (identification information) on the condition that the game ball enters a predetermined ball entry means, and a winning state occurs when the result of the variable display is a predetermined result (for example, see 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 to the player instructing him to switch the mode of launching the gaming ball when a winning state occurs.
[0012] However, in conventional gaming machines, it has been desired to provide a more suitable notification to the player.
[0013] An object of the present invention is to provide more appropriate notifications to players and to increase their interest.
[0014] In response 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 a predetermined identification information when a game ball enters the starting ball entry area; A game machine including a variable ball entry means provided in the game area and performing a variable action multiple times, 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 becomes a predetermined updated state in a specific game state; A notification control means for performing a predetermined notification in a first notification manner or a second notification manner different from the first notification manner; A determination means for executing a predetermined determination based on the game ball entering the start ball entry area; and a profit generating means for generating a specific profit when a specific game condition is established based on a specific game operation by a player when a specific judgment result is reached by the judgment means, The notification control means When a specific determination result is reached by the determination means, the specific determination result is notified in the first notification mode until a predetermined timing that is a predetermined period before the specific information becomes the predetermined updated state, and at a specific timing after the predetermined timing, the notification mode is switched to the second notification mode. It is possible to provide more appropriate notifications to the player, thereby increasing the player's interest.
[0015] More specifically, for example, the gaming machine according to the present invention is A launching device capable of launching game balls; A start 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 including a variable winning device provided in the game area and performing a plurality of variable operations, An update function unit that updates the value of the ceiling counter at the start of the variable display, etc.; A ceiling time-saving mode granting function unit that generates a ceiling time-saving mode at a predetermined timing after the value of the ceiling counter reaches a predetermined upper limit number (ceiling number) during a normal mode in which the ceiling time-saving mode has not been activated (from a ceiling reset state including initialization to the occurrence of the next jackpot state); A notification control unit that displays a small win notification in a right-hit recommended notification mode (e.g., "Please hit to the right") or a right-hit non-recommended notification mode (e.g., "We do not recommend hitting to the 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 generates 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 is 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 (e.g., the 700th time) that is a predetermined period (e.g., 300 times) before the value of the ceiling counter reaches the upper limit number of times (e.g., 1000 times), and at a specific timing (e.g., the 701st time) after the predetermined timing, the notification mode is changed to a right-hit non-recommended notification mode (left-hit recommended notification mode). It is possible to provide more appropriate notifications to the player, thereby increasing the player's interest.
[0016] In the present invention, the "starting ball entry area" may be an area provided in a game area through which a game ball can flow down, and as long as it can realize the gist of the present invention, it may be any type, such as a ball entry means or ball detection means arranged on a game board and through which a game ball flowing down the game area can enter or pass, a ball entry means or ball detection means arranged on a device (including a center frame, stage, etc.) arranged on the game board and through which a game ball can enter or pass through the device, a ball entry means or ball detection means arranged in a variable entry device arranged on the game board and through which a game ball that has entered the variable entry device can enter or pass, or a ball entry means or ball detection means arranged in an area that a game ball launched in a predetermined launch mode can reach (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) through which a game ball flowing down the area can enter or pass.
[0017] In the present invention, the "variable display means" may be anything that variably displays predetermined identification information when a game ball enters the starting ball entry area, and may be any type of display means, 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, as long as it is possible to realize the gist of the present invention.
[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 a game ball 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 a game ball to enter through the device, a ball entry means that is provided in a variable entry device provided on the game board and allows a game ball that has entered the variable entry device to enter, or a ball entry means that is provided in an area that a game ball launched in a predetermined launch mode can reach (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 a game ball 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 in a specific game state at a predetermined timing after specific information has reached a specified updated state, so long as it is capable of realizing the gist of the present invention.
[0020] Here, the "predetermined profit state" may be any profit for the player, and may include, as long as it is possible to realize the gist of the present invention, a state in which a prize ball is paid out based on a gaming ball entering a predetermined ball entry means or ball entry area, a state in which a predetermined lottery is executed based on a gaming ball entering a predetermined ball entry means or ball entry area, a state in which a predetermined movable means (including a variable ball entry means) operates based on a gaming ball entering a predetermined ball entry means or ball entry area, a state in which a predetermined presentation is executed in a predetermined presentation means based on a gaming ball entering a predetermined ball entry means or ball entry area, a state in which a predetermined variable display means displays a predetermined display state based on a gaming ball entering a predetermined ball entry means or ball entry area, and the like. the state in which the identification information is displayed in a variable manner, the state in which a specified variable ball entry means is opened for a specified period of time based on the game ball entering a specified ball entry means or ball entry area, the state in which a specified advantageous state (including a specified winning state) that is advantageous to the player is given, the state in which it becomes easier for a game ball to enter a specified ball entry means, the 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, the 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 ball entry means, the state in which the execution time for the variable display of the identification information is shortened, or any combination of these.
[0021] Furthermore, a "specific gaming state" may be anything, so long as it is possible to realize the gist of the present invention, such as a gaming state in which a player fires a gaming ball toward a specific gaming area, a gaming state in which a specific beneficial state has not been activated, a gaming state in which a specific beneficial state that is advantageous to the player has been granted, a gaming state in which a variable display is performed when a specific beneficial state occurs, a normal gaming state under specific conditions such as after a jackpot or after the RAM has been cleared, or any combination of these.
[0022] Furthermore, the "specified update state" may be anything, such as specific information for counting a period or time (e.g., a specified counter value, a specified pointer value, a specified flag value, specified data, etc.) indicating a specified value, or the specific information reaching a specified value such as a specified upper limit value or lower limit value.
[0023] In the present invention, the "update means" may be anything that updates specific information (e.g., a predetermined counter value, a predetermined pointer value, a predetermined flag value, a predetermined data, etc.) for counting a period or time based on the establishment of a predetermined update condition in the display of fluctuations, and as long as it is possible to realize the gist of the present invention, it may be, for example, something that updates specific information on the condition that a predetermined period has passed, something that updates specific information on the condition that a predetermined count value reaches an upper limit value or a lower limit value, something that updates specific information on the condition that the display of fluctuations is performed a specified number of times, something that updates specific information on the condition that a predetermined condition for starting the display of fluctuations is established, something that updates specific information on the condition that the display of fluctuations starts, something that updates specific information on the condition that a predetermined period has passed since the start of the display of fluctuations, something that updates specific information on the condition that the display of fluctuations stops, something that updates specific information on the condition that the stop of the display of fluctuations is confirmed, something that updates specific information on the condition that a predetermined period has passed since the stop of the display of fluctuations the specific information is updated on the condition that a game ball enters a predetermined ball entry area or a predetermined number of game balls enter, or a lottery is held with a predetermined probability based on that and a predetermined result is obtained; the specific information is updated on the condition that a predetermined operating means is operated or operated a predetermined number of times, or a lottery is held with a predetermined probability based on that and a predetermined result is obtained; the specific information is updated on the condition that a predetermined information or result is included in the right reserved in the reservation means; the specific information is updated on the condition that a predetermined performance is performed or a predetermined number of times; the specific information is updated on the condition that a predetermined signal is detected or input or output; the specific information is updated on the condition that a predetermined number of game balls are launched or paid out; the specific information is updated on the condition that a game ball enters a predetermined ball entry means or a predetermined number of game balls enter.
[0024] In the present invention, the "judgment means" may be any means that executes a predetermined judgment based on a gaming ball entering the starting ball entry area, and as long as it is possible to realize the gist of the present invention, the predetermined judgment may be, for example, a judgment as to whether or not to generate a small winning state that is more advantageous to the player than a normal state, or a jackpot state that is more advantageous to the player than a normal state or a small winning state (more specifically, a winning 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 judgment means determining that a transition to a special gaming state is made 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 gaming condition is established based on a specific gaming operation by the player, so 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, a payout of a prize ball based on a gaming ball entering a predetermined ball entry means or ball entry area, a predetermined lottery being executed based on a gaming ball entering a predetermined ball entry means or ball entry area, a predetermined movable means (including a variable ball entry means) operating based on a gaming ball entering a predetermined ball entry means or ball entry area, a predetermined presentation being executed in a predetermined presentation means based on a gaming ball entering a predetermined ball entry means or ball entry area, a predetermined variable display means being displayed based on a gaming ball entering a predetermined ball entry means or ball entry area, etc. 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 is made easier for the game ball to enter the predetermined ball entry means, the probability of winning in a lottery process that determines whether or not a predetermined advantageous state (including a predetermined winning state) will occur, the probability of winning 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, shortening the execution time of the variable display of the identification information, or any combination of these.
[0027] Here, a "specific judgment result" may be any judgment result obtained by a judgment means, and so 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 a normal state, or a jackpot state that is more advantageous to the player than a normal state or a 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 in the normal state, and 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, so long as the gist of the present invention can be realized, such as a 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 predecessor 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 side area of the game area (right hit), an operation of using a launching operating means to launch a game ball toward the left side 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 (e.g., 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, so 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 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 section as the launch means of the present invention, a judgment function section as the judgment means of the present invention, a variable display section as the variable display means of the present invention, an operation section as the operation means of the present invention, a variable ball entry section as the variable ball entry means of the present invention, a starting ball entry section as the starting ball entry area of the present invention, a profit state generating section as the profit state generating means of the present invention, an update function section as the update means of the present invention, a notification control section as the notification control means of the present invention, a profit generating function as the profit generating means of the present invention, a switching function section 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 notification mode of the present invention, a specific display mode as the second notification mode of the present invention, a special display mode as the third notification mode of the present invention, a special variable performance as the special performance of the present invention, counting information as the specific information of the present invention, a given profit 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 profit 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 the 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 the front frame 14 open. However, for the sake of 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, the back pack unit 203, etc. open.
[0034] As shown in Figures 1-3 and other figures, a pachinko machine 10 has an outer frame 11 that forms the outer hull 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 be opened and closed.
[0035] As shown in Figures 1-6, etc., the outer frame 11 has an upper side frame component 11a and a lower side frame component 11b which are made of wooden boards, and a left side frame component 11c and a right side frame component 11d which are made of an aluminum alloy extrusion material, and these frame components 11a to 11d are assembled together into a rectangular frame shape as a whole by removable 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 component 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 the like are housed in a space formed inside the outer frame 11.
[0037] The right-side frame component 11d has an extending wall 83 formed thereon, which protrudes from the vicinity of its rear end in the width direction toward the inside of the outer frame 11. The extending wall 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, a pair of upper and lower receiving portions 84, 85 to which a locking member of the locking device 600 is engaged are provided on the front side of the extending wall 83. In addition, a pressing portion 86 that abuts against an inner frame opening detection switch 92 (described later) is provided on the lower receiving portion 85, which protrudes toward the inside of the outer frame 11.
[0038] A resin-made apron ornament 87 is attached to the lower frame component 11b. An upwardly protruding rib 88 is integrally formed on the inner part of the upper surface of the apron ornament 87. This makes it difficult for a gap to form between the apron ornament 87 and the inner frame 12.
[0039] As shown in Figure 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 with this opening / closing axis as its 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. The front frame 14, like the inner frame 12, is designed to be able to open forward about an opening and closing axis set along the top and bottom on the left side as viewed from the front of the pachinko machine 10. The front frame 14 may be configured so as to be directly supported by the outer frame 11 so as to be able to open and close, 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 elliptical 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 FIG. 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 game 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 game balls from the lower tray 15 is provided on the front side of the lower tray 15.
[0043] A game ball launching handle (hereinafter, simply referred to as the "handle") 18 is provided on the right side of the lower tray 15 as an operation part (launching operation part) protruding toward the front. The handle 18 is provided with a rotation operation 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 operation amount of the rotation operation part 18a. With this configuration, when the rotation operation part 18a is rotated clockwise, a game ball is launched by a launching device 60 described later with a strength (launching strength) according to the amount of the rotation operation.
[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 the game balls paid out from the upper payout opening 17 and guides them in a line toward the launching device 60. When the upper tray 19 is filled with game balls, the game balls that are paid out are guided to the lower tray 15 via a lower tray connecting passage 71 and a lower payout opening 16, which will be described later.
[0046] On the upper surface of the front edge of the upper tray 19, a loan switch 121 and a return switch 122 as operation units, and a balance display unit 124 are provided. Usually, in game halls and the like, a CR unit (not shown) is arranged on the left side of the pachinko machine 10. Then, when the loan switch 121 is operated with a gaming card with a balance inserted in the CR unit, loan 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 in the CR unit. Also, the balance display unit 124 displays the remaining balance of the card inserted in 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 able to appear and disappear, 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, the player can move the game balls in the upper tray 19 to the lower tray 15 at any time by operating the ball removal button 123.
[0048] In addition, a performance button 125 and a cross button 126 are provided as an operation unit (performance operation unit) 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 described later.
[0049] Light-emitting parts such as various lamps are provided on the front of the front frame 14. The light-emitting parts have their light-emitting modes changed and controlled in response to changes in the game state, etc., and serve to enhance the presentation effects during play. For example, an illumination part 102 incorporating an illumination part such as an LED is provided on the periphery of the window part 101. In addition, error display lamps 104 that light up when a specified error occurs are provided on both sides of the illumination part 102. In addition, a large number of fine through holes are formed in the upper part of the illumination part 102, corresponding to the speaker SP (see Figure 1-3) provided on the rear 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 sheets attached separately to form a front and rear pair, but is round overall and is attached after 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 portion in contact with the back side of the resin base 38. Therefore, the approximate center portion of the front portion 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 of the resin base 38.
[0052] Also, a launching device 60 as a launching function part and a launching rail 61 that guides the game ball immediately after it is launched by the launching device 60 are attached to the lower front part of the inner frame 12 (resin base 38), i.e., below the window hole 39. In this embodiment, a solenoid type launching device is used as the launching device 60. Furthermore, above the launching device 60, a ball feeding device 63 is provided 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 to guide 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 through the launch rail 61 and the rail 50 into the play area formed between the game board 30 and the glass unit 137. The rail 50 is composed 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 portion of 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 portion of FIG. 1-4) of the outer rail component 52. This causes a game ball launched with a force greater than a predetermined value to hit the return rubber 54 and be returned, for example, to the approximate center side of the game board 30.
[0055] In this embodiment, the outer rail component 52 ends at the upper right part of the game board 30, and the inner rail component 51 ends at the lower right part of the game board 30. Therefore, the game 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 game ball shot out by the launching device 60 may flow back along the rail 50 until it passes through the return ball prevention member 53, the parallel portion of the inner and outer rail components 51, 52 is excluded from the game 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 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 viewed through the opening.
[0059] The display unit 42a of the performance display device 42 is a 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. Then, a predetermined image (video) is displayed on the liquid crystal display unit 42a by driving each pixel of the liquid crystal display unit 42a based on a video signal output from a display control device 45 described later.
[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 obtained by separating these signals, or may be output as a composite video signal obtained by superimposing these signals onto one signal. 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 a clock generating circuit outside the VDP 526. The synchronization signal itself may be generated outside the VDP 526 and input to the VDP 526. The synchronization signal includes a frame synchronization signal (a signal indicating the timing of the start or end of drawing an image for one frame), a vertical synchronization signal (a signal indicating the vertical timing when drawing an image for one frame), and a horizontal synchronization signal (a signal indicating the horizontal timing when drawing an image for one frame), and at least one of the 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 a storage area corresponding to the matrix-like pixel array, and pixel information is written for each corresponding address determined by the synchronization circuit.
[0063] The liquid crystal drive circuit identifies each pixel of the liquid crystal display section 42a based on its horizontal and vertical coordinates, and generates a drive signal based on the pixel information read from the corresponding address in the internal memory. Then, by lighting up the pixels at a predetermined brightness for each RGB color corresponding to the pixel information, a dot-matrix color image is displayed on the entire liquid crystal display section 42a.
[0064] A stage section 770 on which the game ball can roll is provided on the upper surface of the lower side of the center frame 47. A guide groove 774 that is gently inclined downward toward the front is formed in the center of the stage section 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 section 33WA.
[0065] A ball passage (warp flow path) 775 for passing the game ball is formed inside the left side of the center frame 47. The inlet of the ball passage 775 is formed as an opening on 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 is formed as an opening on the right side of the lower end of the left side of the center frame 47 (the stage section 770 side). This ball passage 775 can guide the game ball flowing down on the game board 30 surface to the left of the variable display unit 35 onto the stage section 770 in the center frame 47.
[0066] The game ball guided onto the stage portion 770 via the ball passage 775 etc. rolls on the stage portion 770, and then falls from the front edge of the stage portion 770 onto the surface of the game board 30, or is discharged onto the surface of the game board 30 via the guide groove 774. Of these, the game 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 hole (first start winning hole) through which the game ball can always enter is opened on the upper side of the first start winning section 33WA. In addition, a first start winning switch 224a capable of detecting the game ball that enters through the first start winning hole is provided at a position corresponding to the first start winning section 33WA.
[0068] Under such a configuration, when a game occurrence condition is met, such as a game ball entering the first start winning section 33WA and the game ball being 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, when a small win result is obtained as a specific lottery result in the small win lottery, the small win state is granted as a granted benefit. In other words, in this embodiment, the judgment function section is configured by a function of executing a win lottery as a predetermined judgment, and the benefit state generating section is configured by a function of generating a win state.
[0069] In addition, when the first start winning switch 224a detects a game ball, a small winning lottery is drawn and a predetermined pattern change display or a predetermined performance display is performed in the first special pattern display device 43A constituting the change display unit, which will be described later, and the performance display device 42 constituting the change display unit. In this embodiment, as the performance related to the pattern change display performed in the performance display device 42, for example, a miss change display performance, various reach performances, re-change performances, re-lottery performances, etc. are prepared.
[0070] Here, the re-changing effect is an effect in which, for example, during the changing display of symbols which is the execution state of a specific game, a combination of losing symbols (such as a combination of front and rear missing symbols, a combination of symbols other than front and rear missing symbols, and a combination of completely missing symbols, which will be described later) is lined up on a specified small winning line and displayed as if it had stopped, and then the losing symbols are replaced by a new changing pattern, and winning symbols are lined up on the specified small winning line in a combination of repeated numbers and displayed as if they had stopped.
[0071] As a result, during the period between a predetermined display mode in which a losing symbol unfavorable to the player is stopped and displayed at a predetermined timing, and a specific display mode in which a winning symbol 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, so that an effect can be performed in which the player is seemingly given a chance to stop and display a winning symbol. In addition, the start timing and end timing of the re-variation effect can be changed by the player operating the effect button 125 or the cross button 126.
[0072] Of course, even if the re-changing performance that functions as the switching function is performed, it may not be promoted to a winning symbol, but may be displayed as a losing symbol. Also, after the re-changing performance during the symbol changing display has turned into a winning symbol that is more advantageous to the player, it will not switch to a losing symbol until the player hits a jackpot state, which is a specific benefit, and wins a prize ball. This makes it possible to avoid a situation where, for example, when the re-changing performance is performed, the player is disappointed even though he or she thought that a winning symbol had hit the jackpot state. Conversely, there may be cases where the re-changing performance is not performed even if the symbol is stopped and displayed as a losing symbol.
[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 specified 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 from a predetermined display mode in which a first type symbol (for example, an even number symbol, a normal symbol, or a general winning symbol in this embodiment) that is disadvantageous to the player is stopped and displayed at a predetermined timing to a specific display mode in which a second type symbol (for example, an odd number symbol, a probability variable symbol, or a rush direct hit winning symbol in this embodiment) that is advantageous to the player 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, when the winning symbol is the first type symbol, a re-lottery performance is performed, so that an effect can be performed in which the player is apparently given a chance to have the second type symbol fixed and displayed. In addition, the start timing and end timing of the re-lottery performance can be changed by the player operating the performance button 125 or the cross button 126.
[0075] Of course, even if a re-draw performance that functions as a switching function is performed, it may not be promoted to the second type symbol and may be displayed as the first type symbol. Also, after the second type symbol becomes more advantageous to the player in the changing re-draw performance, it will not switch to the first type symbol at least until the special benefit of a jackpot state occurs and a prize ball is generated. This makes it possible to avoid a situation where, for example, when a re-draw performance is performed, the player thinks that a jackpot state has occurred with the second type symbol, but is then 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 the left-hand hit game without hitting the right-hand side when the first type symbol is displayed in a stopped state, a new variable display can be executed without generating a jackpot state.
[0077] Returning to the explanation of FIG. 1-4, the first variable winning device 32A is disposed below the first start 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 such a configuration, the first variable winning device 32A is in a closed state in which the large prize opening shutter 32Ab closes the large prize opening 32Aa along the top and bottom during normal times, and game balls flowing down the game area cannot enter the large prize opening 32Aa. Also, in such a closed state, game balls can flow down in front of the large prize opening shutter 32Ab.
[0079] On the other hand, when a big win state occurs as a later-described awarded benefit, the first variable winning device 32A executes a variable operation multiple times in which the big winning opening shutter 32Ab tilts forward with its lower side as a pivot axis, and the game ball flowing down the game area is in an open state where the game ball can enter the big winning opening 32Aa. Then, when a game generating condition is established, such as a game ball entering the big winning opening 32Aa and being detected by the big winning opening count switch 222, a predetermined number of prize balls are awarded to the player as a specific generated benefit by the benefit generating function of the main control device 261, as described later.
[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 so as to protrude forward from the front part of the game board 30, and a winning opening (general winning opening) through which game balls can always enter is opened on the upper side. In addition, a left general winning switch 221a capable of detecting game balls entering 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 game area (the right side of the variable display unit 35) through which game balls flowing down the game area can pass one by one. The through gate 34 is provided with a through gate switch 225 that can detect game balls passing therethrough.
[0082] Then, when the game ball passes through the through gate 34 (when the game occurrence condition is established, such as when the game ball is detected by the through gate switch 225), a start ball entry support lottery is held to determine whether the second start ball entry section 33WB is opened or not, and a variable display is displayed on the normal pattern display device 41 described later to inform the result of the start ball entry support lottery. Here, when a winning result is obtained as a specific lottery result in the start ball entry support lottery, after the variable display ends, the second start ball entry section 33WB is opened for a specified time, resulting in a specific game execution state.
[0083] Furthermore, in the right area of the game area (the right side position of the variable display unit 35), a right general winning section 31B is disposed at a position downstream of the through gate 34. The right general winning section 31B is provided so as to protrude forward from the front part of the game board 30, and a winning port (general winning port) through which game balls can always enter is opened on the upper side. In addition, a right general winning switch 221b capable of detecting game balls entering through the general winning port is provided at 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 disposed at a downstream position (diagonally lower right position of the variable display unit 35) than the right general winning section 31B. The second start winning section 33WB in this embodiment 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 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. In addition, an intrusion prevention member 145 is provided directly above the second start winning section 33WB to prevent game balls from intruding 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 satisfied as described later, the pair of blade members 33WBb are rotated and displaced so that their tips are separated from each other to an open position (open state), which is a specific game execution state. As a result, a gap through which the 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 is in an open state in which the game ball flowing down the game area can enter the second start winning port 33WBa.
[0088] Under such a configuration, when a game occurrence condition is met, such as a game ball entering the second start winning section 33WB in the open state and the game ball being detected by the second start winning switch 224b, 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 granted as a granted benefit. In other words, in this embodiment, the judgment function section is configured by a function of executing a win lottery as a predetermined judgment, and the benefit state generation section is configured by a function of generating a win state.
[0089] In addition, when a game ball is detected by the second start winning switch 224b, in addition to the small prize lottery, a predetermined pattern change display or a predetermined performance display is performed as a specific generated profit in 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] For ease of explanation, the display change triggered by a ball entering the first start winning section 33WA is also referred to as the "first display change," and the display change triggered by a ball entering the second start winning section 33WB is also referred to as the "second display change." In addition, the time period during which the first display change is called the "first time period" and the time period during which the second display change is called the "second time period."
[0091] At a lower position in the right area of the game area (diagonally lower right position of the variable display unit 35), a second variable winning device 32B is disposed 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 formed of a transparent member, so that the player can 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 a game ball flowing down the game area can enter the inner area 320a and a closed state in which a game ball flowing down the game area cannot enter the inner area 320a by driving and controlling the solenoid to open and close the opening / closing member 318.
[0094] Under such a configuration, the second variable winning device 32B is normally maintained in a closed state with the opening / closing member 318, and when a small win state described later occurs, the opening / closing member 318 enters a specific game execution state in which a variable operation for changing the state to an open state is performed multiple times by the switching function unit. Note that, when a small win state occurs, the opening / closing member 318 may be configured to perform a variable operation for changing the state to an open state only once.
[0095] The opening / closing member 318 is provided so as to be slidably displaceable in the front-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 game ball to the left (toward the center of the game board 30).
[0096] Here, a deceleration means for decelerating the game ball rolling on the guideway (for example, a configuration in which multiple protrusions are alternately formed on the front and rear walls of the guideway) may be provided. This allows more game balls to enter the inner 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 in an open state, game balls flowing down the game area or 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 to 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 on-off valve 319 is supported on a pivot so as to be rotatable, and is configured so as to be displaceable by a switching function unit between a closed position that restricts entry of the ball into the specific ball entry section 320c, and an open position that allows entry of the ball into the specific ball entry section 320c.
[0101] Under such a 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 the small win state occurs, if the game ball that entered the internal area 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 winning profit by the profit generating function of the main control device 261. In other words, when the game 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 generating 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 given benefit, and in a small winning state in which the ball entry opening 320b of the second variable winning device 32B is opened, when one game ball enters the specific ball entry section 320c and the game ball is detected by the specific ball entry detection switch 223b, the opening / closing valve 319 is driven and controlled to a closed state, and game balls guided onto the specific ball entry section 320c thereafter are guided to the non-specific ball entry section 320d. The game 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 opening and closing member 318 closes the ball entry opening 320b of the second variable winning device 32B, which is opened in the small winning state, and the game balls cannot enter the ball entry opening 320b. The specific ball entry section 320c and the non-specific ball entry section 320d are configured to merge at the bottom, and the 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 the small win state occurs and the ball entry opening 320b of the second variable winning device 32B is opened as a specific generated profit, it is designed so that about four game balls can enter the second variable winning device 32B on average. And, when the game ball can enter the second variable winning device 32B, it is designed so that the game ball always (almost 100%) enters the specific ball entry section 320c. Therefore, if the player performs the "right hit (the act of firing the game ball toward the right side area of the game area)" described later during the small win state, the game ball will enter the specific ball entry section 320c with almost 100% probability, and the big win state will occur.
[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, and the start-up winning sections 33WA, 33WB, it is detected by various winning switches, and a predetermined number of winning 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 when the ball enters the left general winning section 31A, 3 when the ball enters the right general winning section 31B, 15 when the ball enters the first variable winning device 32A (large winning port 32Aa), 5 when the ball enters the second variable winning device 32B (specific winning section 320c or non-specific winning section 320d), 3 when the ball enters the first start winning section 33WA, and 3 when the ball enters the second start winning section 33WB.
[0109] In addition, the game board 30 is provided with an outlet 36 corresponding to the bottom of the game area, and game balls that do not win in the general winning sections 31a, 31b, etc. are discharged outside the game area (to the back side of the game board 30) through this outlet 36. In addition, various members such as numerous nails and windmills are arranged on the game board 30 to appropriately disperse and adjust the falling direction of the game balls.
[0110] Here, various game states in the pachinko machine 10 of this embodiment will be described. First, the types of jackpots in this embodiment will be described. In this embodiment, the jackpot types are set as "15 round jackpot", "8 round jackpot", and "4 round jackpot". For the sake of simplicity, hereinafter, a "15 round jackpot" will be referred to as a "15R jackpot", an "8 round jackpot" as an "8R jackpot", and a "4 round jackpot" as a "4R jackpot".
[0111] In the "15R jackpot" jackpot state, the jackpot opening operation is repeated 15 times (15 rounds). The "jackpot opening operation" refers to a single opening / closing operation until the jackpot opening shutter 32Ab of the first variable winning device 32A is closed by the switching function unit and then closed, provided that the specified time of 30 seconds has elapsed or the specified number of eight game balls have entered the first variable winning device 32A (hereinafter the same).
[0112] In the "8R jackpot" jackpot state, the jackpot opening operation is repeated 8 times (8 rounds), and in the "4R jackpot" jackpot state, the jackpot opening operation is repeated 4 times (4 rounds). The first variable winning device 32A opens to create a game state in which the player can easily win prize balls, but the player cannot win prize balls by itself, so the player must shoot the game ball to win the first variable winning device 32A.
[0113] In addition, in this embodiment, the allocation of the jackpot type that is awarded in the case of winning the winning / losing lottery is different between when the game ball enters the first start winning section 33WA and when the game ball enters the second start winning section 33WB. When the winning / losing lottery triggered by the ball entering the first start winning section 33WA is won, it is allocated to either a "15R jackpot" or a "4R jackpot". When the winning / losing lottery triggered by the ball entering the second start winning section 33WB is won, it is allocated to either a "15R jackpot", "8R jackpot", or "4R jackpot" (excluding during the "time-saving B mode" described later).
[0114] Next, the start ball entry support state related to the second start winning section 33WB will be described. In this embodiment, the start ball entry support state is switched by a switching function unit between a "high ball entry state (high support state)" as a specific generated profit in which the blade member 33WBb of the second start winning section 33WB is opened relatively frequently and the game ball is easily entered into the second start winning section 33WB, and a "low ball entry state (low support state)" in which the blade member 33WBb is opened less frequently than in the "high ball entry state" and the game ball is less likely to enter the second start winning section 33WB.
[0115] In addition, examples of the "high ball entry state" include (1) a state in which the variable display time in the normal pattern display device 41 is shorter than that in the "low ball entry state", (2) a state in which the opening time (prescribed time) of the second start winning section 33WB once is longer than that in the "low ball entry state", (3) a state in which the prescribed number of game balls that can be entered per opening of the second start winning section 33WB is greater than that in the "low ball entry state", (4) a state in which the number of openings of the second start winning section 33WB per winning of the start ball entry support lottery is greater than that in the "low ball entry state", and (5) a state in which the winning probability of the start ball entry support lottery is higher than that in the "low ball entry state". The "high ball entry state" in this embodiment adopts the above configurations (1), (2), and (5). Of course, the "high ball entry state" is not limited to this, and any one of the configurations (1) to (5) or any combination of these configurations (1) to (5) may be adopted as the "high ball entry state".
[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 frequently enter the second start ball entry section 33WB 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 the occurrence of a jackpot state.
[0119] In the "normal mode", the special pattern display devices 43A, 43B display changes at normal times in a "normal change state", and the start goal support state becomes a "low goal state".
[0120] In the "Time-saving A mode" and "Time-saving B mode", the special symbol display devices 43A and 43B are in a "time-saving state" in which the display is performed in a shorter time than normal, and the start-goal-winning support state is in a "high-goal-winning state". In addition, the "normal-goal-winning state" and the "time-saving state" can be switched by changing the time-saving state determination table using the switching function unit, as described later.
[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) has been performed a predetermined number of times, and then transitions to the "normal mode."
[0122] In addition, in this embodiment, regardless of whether a jackpot state of a "15R jackpot," "8R jackpot," or "4R jackpot" occurs, a "time-saving A mode" is granted for a predetermined period of time 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, a "time-saving A mode" with a duration of 7 variable display cycles is granted by the profit state generating section, and when a "4R jackpot" occurs based on a game ball entering the first start winning section 33WA, after the jackpot ends, a "time-saving A mode" with a duration of 1 variable display cycle is granted by the profit state generating section.
[0124] On the other hand, when a jackpot state occurs based on the entry of a game ball into the second start-up winning section 33WB, regardless of the type of jackpot (whether it is a "15R jackpot," "8R jackpot," or "4R jackpot"), after the jackpot ends, the "time-saving A mode" with a duration of 7 variable display cycles is granted by the profit state generating section.
[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 the variable display is executed on the special pattern display device 43A, 43B (mainly the first special pattern display device 43A) reaches a predetermined upper limit number (hereinafter referred to as "ceiling number BT") of 1000 times without the occurrence of a jackpot state during the "normal mode". Therefore, the benefit state generating section is constituted by the function that generates this "time-saving B mode (ceiling time-saving mode)".
[0126] In addition, after being activated, the "Time-saving B mode" ends when the variable display executed on the special pattern display device 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 big win state, the "time-saving B mode" will not be activated again as a specific generated profit unless the next big win state occurs as a game generation condition or the data clear process of the RAM 503 of the main control device 261 is performed. However, as described later, if the player "hits right" during the "time-saving B mode" and executes the second variable display related to the second special pattern display device 43B 50 times, the small win state will occur with a probability of almost 100%, and the big win state will occur. In other words, the normal mode in which the time-saving B mode (ceiling time-saving mode) has not been activated (the period from the ceiling reset state including initialization to the occurrence of the next big win state) corresponds to the specific game execution state in this embodiment.
[0128] As described above, in the "normal mode", the start ball entry support state for the second start winning section 33WB is not a "high ball entry state", but 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 that the game ball cannot actually enter the second start winning section 33WB. In other words, during the "normal mode", the player is recommended to "hit left (the action of firing the game ball toward the left side area of the game area)" rather than "hit right (the action of firing the game ball toward the right side area of the game area)" described below.
[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 entry may be set to 10 minutes or more), or even if during "normal mode", when the game ball enters the second start winning section 33WB and a jackpot state occurs, the "time-saving A mode" is not granted after the jackpot state ends, 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" are recommended for the player during "normal mode".
[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 in the effect display device 42. For example, there are "normal stage effect" as an awarded benefit performed based on a ball entering the first start winning section 33WA in "normal mode", "battle stage effect" as an awarded benefit performed when "time-saving A mode" with a duration of one variable display is granted, "rush stage effect" as an awarded benefit performed when "time-saving A mode" with a duration of seven variable displays is granted, and "lucky chance stage effect" as an awarded benefit performed when "time-saving B mode" with a duration of 50 variable displays is granted.
[0131] As shown in Figure 1-4, on the outside of the upper right corner of the game area, a normal pattern display device 41 serving as a variable display unit (normal variable display unit) for indicating the result of a start ball entry support lottery held based on the passage of a game ball through the through gate 34, a first special pattern display device 43A serving as a variable display unit (first special variable display unit) for indicating the result of a small prize lottery held in response to a ball entering the first start winning section 33WA, and a second special pattern display device 43B serving as a variable display unit (second special variable display unit) for indicating the result of a small prize lottery held in response to a ball entering the second start winning section 33WB are provided so as to be visible from the front of the pachinko machine 10.
[0132] The normal pattern display device 41 is composed of two LEDs (normal pattern lamps). In the normal pattern display device 41, for example, the right normal pattern lamp is flashed (variable display) when the game ball passes through the through gate 34. Then, after the variable display is performed for a predetermined time on the normal pattern display device 41, the variable display is stopped based on the result of the start ball entry support lottery. In other words, the lighting state (combination of lit normal pattern lamps) when the variable display is stopped corresponds to various results of the start ball entry support lottery, and the result of the start ball entry support lottery is definitively displayed by the notification control unit depending on the lighting state when the variable display is stopped. For example, a specific display state in which both the left and right normal pattern lamps are lit indicates a "win," and a specific display state in which only the left normal pattern lamp is lit indicates a "lose."
[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 is stopped based on the result of the small prize lottery. In other words, the lighting state (combination of the 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 pattern display device 43B, the second variable display is stopped based on the result of the small prize lottery. In other words, the lighting state (combination of the lit special pattern 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 is a special display mode, so that the type of big win generated via a small win (whether it is a "15R big win", "8R big win" or "4R big win") is also definitively displayed. However, it is preferable that the type of big win 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 to indicate various wins and losses, and one of them may be selected and displayed to stop.
[0138] In addition, 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 (variable 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 elapsed 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 state indicating the result of the winning / losing lottery to a lighting state indicating a standby state in which no variable display is being performed. Not limited to this, the lighting state indicating the result of the winning / losing lottery may be configured to be maintained as it is.
[0140] Furthermore, in this embodiment, if a game ball enters the first start winning section 33WA during the execution of the first variable display, the first variable display corresponding to the ball entry is reserved and stored, and the reserved and stored first variable display is started after the stopped display of the first variable display being executed. Similarly, if a game ball enters the second start winning section 33WB during the execution of the second variable display, the second variable display corresponding to the ball entry is reserved and stored, and the reserved and stored second variable display is started after the stopped display of the second variable display being executed.
[0141] In addition, when a game ball passes through the through gate 34 during a 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 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 reserve display device 44 as a reserve display unit (normal reserve display unit) that indicates that the variable display of the normal pattern display device 41 is reserved and stored, a first reserve display device 46A as a reserve display unit (first reserve display unit) that can notify or suggest that the first variable display is reserved and stored (the right to execute the first variable display has been obtained), and a second reserve display device 46B as a reserve display unit (second reserve display unit) that can notify or suggest that the second variable display is reserved and stored (the right to execute the second variable display has been obtained). In this embodiment, the first special pattern display device 43A, the second special pattern display device 43B, the first reserve display device 46A, the second reserve display device 46B, the normal pattern display device 41, and the normal reserve display device 44 are directly displayed and controlled by the main control device 261 as the main control unit described later.
[0143] The normal reserve display device 44 is composed of two LEDs (normal reserve lamps). In this embodiment, the variable display of the normal pattern display device 41, which is performed based on the passage of the game ball to the through gate 34, can be reserved and stored up to four times. For example, when one variable display of the normal pattern display device 41 is reserved, the left normal reserve lamp is turned on in a predetermined display mode, when two variable displays are reserved, the left and right normal reserve lamps are turned on in a predetermined display mode, when three variable displays are reserved, the left normal reserve lamp flashes and the right normal reserve lamp is turned on in a predetermined display mode, and when four variable displays are reserved, the left and right normal reserve lamps flash in a predetermined display mode. In addition, when a new game ball passes through the through gate 34 during a jackpot state, the variable display for that amount can also be reserved.
[0144] The first reserved display device 46A is composed of two LEDs (first reserved lamps). In this embodiment, the device is configured to be able to reserve 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 reserved, the left first reserved lamp is turned on in a predetermined display mode, when two first variable displays are reserved, the left and right first reserved lamps are turned on in a predetermined display mode, when three first variable displays are reserved, the left first reserved lamp flashes and the right first reserved lamp is turned on in a predetermined display mode, and when four first variable displays are reserved, the left and right first reserved lamps are turned on in a predetermined display mode. When a plurality of first variable displays are reserved and stored, the first variable displays are consumed in order (starting from the first reserved display) in the order in which they were reserved and stored by the notification control unit.
[0145] The second reserved display device 46B is composed of two LEDs (second reserved lamps). In this embodiment, the second variable display based on the entry of a game ball into the second start winning section 33WB can be reserved and stored up to four times. For example, when one second variable display is reserved, the second reserved lamp on the left side is turned on in a predetermined display mode, when two second variable displays are reserved, the second reserved lamps on the left and right are turned on in a predetermined display mode, when three second variable displays are reserved, the second reserved lamp on the left side flashes and the second reserved lamp on the right side is turned on in a predetermined display mode, and when four second variable displays are reserved, the second reserved lamps on the left and right are turned on in a predetermined display mode. When a plurality of second variable displays are reserved and stored, the second variable displays are consumed in order (starting from the first reserved display) in the order in which they were reserved and stored by the notification control section.
[0146] In addition, 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 described later, in the big win 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 position in the right area of the play area, the second variable display is basically reserved and stored after the big win state ends.
[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 set with one or more of the first hold lamps and the second hold lamps lit), the second variable display triggered by a ball entering the second start winning section 33WB is 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 performed. 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] Moreover, the performance display device 42 of the variable display unit 35 is configured with a liquid crystal display device having a liquid crystal display portion, and the display contents are controlled by a sub-control device 262 and a display control device 45 described later. That is, in the performance display device 42, auxiliary display contents are determined by the sub-control device 262 based on a command from the main control device 261 so as to correspond to the results displayed on the special pattern display devices 43A, 43B, etc., and are displayed by the display control device 45 described later. That is, 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 capable of executing a performance change display (such as a change display of decorative patterns) 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 FIG. 1-61(a), the performance display device 42 is provided with three pattern display areas, upper, middle and lower (upper pattern display area, middle pattern display area, lower pattern display area), and multiple types of decorative patterns (pictorial patterns numbered "0" to "9") are displayed in sequence in each pattern display area, and then the decorative patterns are displayed in a stationary manner in each pattern display area (for example, in the order of upper pattern display area → lower 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 a small win is made on the first or second special pattern display device 43A, 43B, and decorative patterns are displayed in a combination corresponding to a small win on the performance display device 42 (for example, the same decorative patterns are displayed stopped in a line on a specified 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 the decorative symbols are displayed in a combination corresponding to a small win, the same decorative symbols are displayed on a predetermined effective line in the upper and lower symbol display areas as a preliminary step. In this way, the same symbols are displayed on a predetermined effective line in the upper and lower symbol display areas, and the state in which the variable display is still being performed in the middle symbol display area is a reach state. Of course, even if a reach state, which is a specific game execution state, occurs, it does not necessarily mean that it will become a small win state, and there are cases where it will miss.
[0154] In this embodiment, after a reach state occurs, a small win state is awarded when a decorative pattern that is the same as the decorative pattern (reach pattern) displayed stopped in the upper pattern display area and the lower pattern display area is displayed stopped on the same effective line in the middle pattern display area (when decorative patterns with the same numbers are displayed stopped in a sequence of repeated numbers).
[0155] As described above, in this embodiment, when a small win state occurs, the effect display device 42 displays decorative symbols with the same number in a sequence of double numbers on a predetermined effective line. However, as described later, when a small win lottery result is obtained as a specific lottery result that may result in a "15R big win (rush direct hit win)" based on the ball entering the first start winning section 33WA, a decorative symbol imitating a golden killer whale with a predetermined specific number ("0" in this embodiment) (hereinafter, sometimes referred to as a "rush direct hit winning symbol") is always displayed in a sequence of double numbers as a small win symbol. In other words, the rush direct hit winning symbols are displayed in a sequence of double numbers in the upper, middle, and lower symbol display areas (see the golden killer whale symbol Z0 in FIG. 1-71).
[0156] On the other hand, when a small win state occurs based on the entry of a game ball into 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 jackpot that can occur via the small win ("15R jackpot," "8R jackpot," or "4R jackpot"). Depending on the type of decorative pattern stopped and displayed on the performance display device 42, the type of jackpot cannot be determined.
[0157] However, in this embodiment, even if a small prize lottery result that may result in a "15R big prize" is obtained based on the game ball entering the second start winning section 33WB, a "rush direct hit winning 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 rear 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 gap of a predetermined distance 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 the game ball that has fallen through the gap to the lower tray 15. As a result, if a game ball launched from the launch device 60 does not reach the return ball prevention member 53 and returns back along the rail 50 as a foul ball, the foul ball is discharged to the lower tray 15 through the foul ball passage 72.
[0159] Furthermore, a launching ball passage 74 is provided which connects the upper tray 19 and the ball delivery device 63 and guides the game balls stored in the upper tray 19 to the ball delivery 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 side which closes the communication hole. Furthermore, the first shutter is configured to be linked to the ball removal button 123, and to be displaced to an open position which opens the communication hole when the ball removal button 123 is pressed.
[0160] As shown in FIG. 1-2, the lower tray 15 is formed with an outlet 15a through which game balls stored in the lower tray 15 can be discharged to the outside of the pachinko machine 10, and is provided with a second shutter 15b for opening and closing the outlet 15a. The second shutter 15b is always biased toward a closed position side that closes the outlet 15a by a biasing means (not shown). Furthermore, the second shutter 15b is configured to work in conjunction with the ball removal lever 25, and is configured to be displaced to an open position that opens the outlet 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 indicates a payout passage for guiding the game balls paid out by the payout mechanism 352 described later to the front of the inner frame 12, and is divided into a passage leading to an upper tray connecting passage 73 (upper tray 19) and a passage leading to a lower tray connecting passage 71 (lower tray 15).
[0162] In addition, 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 biasing 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 inlet side of the lower tray communication passage 71. Also, the inlet portion (ball inlet portion) of the lower tray communication passage 71 and the inlet portion (ball inlet portion) of the upper tray communication passage 73 are provided adjacent to each other. Furthermore, when the front frame 14 is closed, the inlets 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 communication passage 73 are filled with game balls, the game balls to be paid out flow to the lower tray communication passage 71 side (overflowing to the inlet side of the lower tray communication passage 71), and are paid out to the lower tray 15 through the lower tray communication passage 71.
[0164] In addition, the ball passage unit 70 is provided with a full detection switch (not shown) that detects game balls located in the lower tray connecting passage 71. The presence of the full detection switch makes it possible to know that the lower tray 15 is full of game balls (the lower tray 15 is full of game balls and game balls are stuck in the lower tray connecting passage 71). In this embodiment, based on the game balls being continuously detected for a predetermined time by the full detection switch, the error notification is controlled by the notification control unit that informs the user that the lower tray 15 is full using a display or sound on the performance display device 42. Note that when the retention of game balls in the lower tray connecting passage 71 is eliminated and the game balls are no longer detected by the full detection switch (when they are not detected for a predetermined time), the error notification state is released.
[0165] Next, the rear structure of the pachinko machine 10 will be described with reference to Figs. 1-5, 1-6, etc. On the rear of the pachinko machine 10, various control boards are arranged 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 called the back pack, this unit will be referred to as the "back pack unit 203" here.
[0166] First, the rear structure of the game board 30 will be described. As shown in Fig. 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 Fig. 1-4) that is disposed corresponding to the through hole in the center of the game board 30. Also, on the rear side of the frame cover 213, the performance display device 42 as a liquid crystal display device facing forward from the opening of the frame cover 213, the display control device 45, and the sub-control device 262 are detachably attached in a state of being stacked in the front and rear.
[0167] The performance display device 42 is accommodated in a storage box (reference number omitted) having an opening for exposing the liquid crystal display unit of the performance display device 42 to the front side of the pachinko machine 10, and is fixed to the rear side of the frame cover 213. The display control device 45 is accommodated in a board box 45a and is fixed to the rear side of the performance display device 42. The sub-control device 262 is accommodated in a board box 262a and is fixed to the rear side of the display control device 45 (board box 45a). An LED control board that drives LEDs and the like built into the center frame 47 is disposed within the frame cover 213. The board boxes 45a and 262a are made of a transparent resin material, etc., 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 starting winning sections 33WA, 33WB from behind. The back frame set 215 is equipped with a ball recovery mechanism (not shown) for recovering the 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, which will be 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 by the back frame set 215 and can be opened toward the rear.
[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 the 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 whether the board box 263 has been tampered with.
[0171] In addition, although not shown, the back frame set 215 is provided with a first board relay board electrically connected to the general winning switches 221a, 221b, the large winning port 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 via a cable connector. This first board relay board relays 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 that detect winning in the start winning sections 33WA, WB are directly connected to the main control device 261 via a connector cable without passing 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 transmits a payout command (number of game balls to be paid out) according to the winning situation 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 surface relay board that relays various motors and solenoids and the main control device 261 is also provided on the back surface 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 payout mechanism 352 for game balls. 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 backwards around an opening / closing axis extending in the vertical direction. In addition, an external terminal board 240 is provided on the upper left part (upper right part 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 a plurality of output terminals (10 in this embodiment) that can output signals according to the gaming status to the outside.
[0176] For the sake of simplicity, 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 includes 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 includes 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 which output terminal to obtain information from is determined at the discretion of the manager of the amusement hall, etc. In other words, the manager of the amusement hall can use only the information necessary for the 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 (signals) 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 toward the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 354 has a shape in which the left and right sides and the top are closed 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 upper and right parts (the left part in FIG. 1-5) of the board box 263. As a result, when the back pack unit 203 is in the closed state, the sealing member provided on the right part of the board box 263 and the terminal part (board side connector) provided along the upper edge part of the main control device 261 are covered.
[0181] The payout mechanism 352 is disposed so as to bypass the protective cover 354. That is, above the protective cover 354, a tank 355 is provided with an opening on the upper side, and the tank 355 is successively replenished with game balls supplied from the island equipment of the game hall. Below the tank 355, a tank rail 356 having, for example, two horizontal rows of ball passages and gently inclining toward the downstream side is connected, and a case rail 357 is connected vertically to the downstream side of the tank rail 356. The payout device 358 is provided at the most downstream part of the case rail 357, and a required number of game balls are appropriately paid out by a predetermined electrical configuration such as a payout motor. The game balls paid out from the payout device 358 are then supplied to the upper tray 19, etc.
[0182] In addition, the dispensing mechanism 352 is provided with a dispensing relay board 381 that relays a dispensing command signal from the dispensing control device 311 to the dispensing device 358, and a power switch board 382 that takes in a main power source from the outside. The power switch board 382 is supplied with a main power source of, for example, 24V AC via a voltage converter, and the power is turned on or off by switching the power switch 382a.
[0183] Below the back pack unit 203 (board box 263), a lower frame set 251 is provided, which is pivoted on the left side (right side in FIG. 1-5) of the inner frame 12 and can be opened backward. As shown in FIG. 1-6, the lower frame set 251 is formed with a discharge passage section 217 into which the game balls collected by the ball collection mechanism described above flow, and a discharge chute (not shown) for discharging the game balls to the outside of the pachinko machine 10 is formed at the most downstream part of the discharge passage section 217. That is, the game balls that have won in each winning section such as the general winning section 31A are collected through the ball collection mechanism of the back frame set 215, and are further discharged to the outside of the pachinko machine 10 through the discharge chute of the discharge passage section 217. The out port 36 is also connected to the discharge passage section 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 / launch control device 310, the dispensing control device 311, and the CR unit connection board 314 are stacked front to back and removably attached to the back side of the lower frame set 251. The power supply / 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 rear 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, and 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 backward to eliminate the ball jam (return to the normal state).
[0188] Furthermore, the power supply circuit 313 is provided with a RAM erase switch 323 that protrudes outward from the board box 313a. This pachinko machine 10 has a backup function, and in the unlikely event of a power outage, the state at the time of the power outage is retained, and when the power is restored (power is restored), the state before the power outage is restored. Therefore, when the power is cut off in the normal procedure (for example, when the game hall closes), the state before the power outage is stored and retained, 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 has a cylinder lock 600a (see FIG. 1-1, etc.) exposed on the front side of the front frame 14, and 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 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 with the wire or the like. As a result, it is possible to improve defensive performance. Furthermore, the extended wall 83 is configured to cover the right end (the left end in FIG. 1-5) of the back pack unit 203 and the lower frame set 251 from the rear side, and when the inner frame 12 is in the closed state, the back pack unit 203 and the lower frame set 251 cannot be opened.
[0191] As shown in FIG. 1-4, a front frame open detection switch 91 for detecting the opening of the front frame 14 is provided at the lower right of the front side of the inner frame 12 (to the right of the launching device 60), and as shown in FIG. 1-5, an inner frame open detection switch 92 for detecting the opening of the inner frame 12 is provided at the lower right of the rear side of the inner frame 12 (lower left 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 inserted and removed from the switch main body, and the front frame open detection switch 91 is provided so that the detection unit faces forward, and the inner frame open detection switch 92 is provided so that the detection unit faces backward. When the detection unit is in a state where it protrudes 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 is inserted 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 portion 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 portion returns to the protruding state and turns it to the ON state. Similarly, when the inner frame 12 is closed, the detection portion of the inner frame open detection switch 92 is pressed by the pressing portion 86 integrally formed with the receiving portion 85 of the outer frame 11, turning it to the OFF state, and when the inner frame 12 is opened, the detection portion 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. FIG. 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 a calculation device. The CPU 501 is equipped with 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 executing the control programs stored in the ROM 502, 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] The RAM 503 includes a stack area in which the contents of the internal registers of the CPU 501 and the return addresses of the control programs executed by the 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, the 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 of the stack pointer, each register, I / O, etc. at the time of power off (including the time of power off, same below) so that the state of the pachinko machine 10 is restored to the state before the power off when the power is turned on again in the case where the power is turned off due to the occurrence of a power outage or the like. Writing to the backup area 503a is executed by the main processing when the power is turned off, and conversely, the restoration of each value written to the backup area 503a is executed in the start-up processing when the power is turned on (including the time when the power is restored due to the resolution of the power outage, same 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 the power outage monitoring circuit 542 described later when the power is turned off due to the occurrence of a power outage or the like, and when a power outage occurs, a power outage processing (NMI interrupt processing) is immediately executed.
[0196] Note that as long as data stored in at least the stack area and the backup area 503a is backed up, it is not necessary to back up data stored in all areas. For example, a configuration may be adopted in which data stored in the stack area and the backup area 503a is backed up, and 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 erase switch circuit 543, a payout control device 311, a sub-control device 262, special symbol display devices 43A and 43B, a 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 the normal symbol display device 41 are directly controlled by the main control device 261. On the other hand, the performance 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 the general winning switch 221a, 221b, the large winning port count switch 222, the ball count switch 223a, the specific winning detection switch 223b, the non-specific winning detection switch 223c, the start winning switch 224a, 224b, the through gate switch 225, various boards such as the power supply / launch control device 310, the payout control device 311, the sub-control device 262, information display devices such as the hold display devices 46A, 46B, the normal hold display device 44, various solenoids provided in the variable winning devices 32A, 32B, and the solenoid that operates the second start winning section 33WB. In other words, the main control device 261 is provided with multiple terminal parts (board side connectors) for connecting the connectors of various cable connectors, and the input / output port 505 is configured by these terminal parts and the like.
[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 storing 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 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 includes various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit (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, the ROM 552, and the RAM 553 via the 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 performance button 125, the cross button 126, the illumination unit 102, the error display lamp 104, and the like.
[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 (e.g., a variable pattern command) sent from the main control device 261, and causes the display device 42 to display the display. 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, includes 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 backup voltage from the power supply circuit 313 even after the power supply of 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 as long as data stored in at least the stack area and backup area 513a is backed up, it is not necessary to back up data stored in all areas. For example, the data stored in the stack area and backup area 513a may be backed up, and data stored in the work area may not be backed up.
[0205] The backup area 513a is an area for storing values of the stack pointer, each register, I / O, etc., at the time of power off in order to restore the state of the pachinko machine 10 to the state before the power off when the power is turned on again in the case where the power is turned off due to the occurrence of a power outage or the like. Writing to this backup area 513a is executed by the main processing when the power is turned off, and the restoration of each value written to the backup area 513a is executed in the start-up 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 the occurrence of a power outage or the like, and when the power outage signal SK1 is input to the CPU 511, an NMI interrupt processing as a processing at the time of power outage is immediately executed.
[0206] The working area is provided with a payout permission flag that sets permission for the payout control device 311 to pay out winning 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 the payout permission of prize balls, and is turned on when a specific command that permits the payout of prize balls is transmitted from the main control device 261 and the specific command is received, and is turned off when the initial setting process or the state before the power supply is 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 transmitted when the main control device 261 is powered back on.
[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 is returned to before the power was cut off, and 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 with regularity from the beginning to the end of the storage area, and when commands have been stored in all of the storage area, the command is updated by returning to the beginning of the storage area. 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 the respective pointers.
[0210] An input / output port 515 is connected to the CPU 511 incorporating the ROM 512 and RAM 513 via a bus line 514 consisting of an address bus and a data bus. The input / output port 515 is connected to a RAM erase switch circuit 543, a main control device 261, a power supply / launch control device 310 (launch control circuit 312), a payout device 358, a CR unit connection board 314, etc.
[0211] The CR unit connection board 314 is electrically connected to the ball lending operation unit (lending switch 121 and return switch 122) on the front of the pachinko machine 10, the CR unit (card reader unit, ball lending unit) arranged on the side of the pachinko machine 10 in a game hall or the like, and the payout control device 311. When information on the ball lending operation by the player to the ball lending operation unit or the CR unit is input to the CR unit and the balance of the game value is stored in a card, which is a recording medium inserted in the CR unit, the balance of the card is subtracted and a payout request signal for the number of game balls corresponding to the subtraction is output to the payout control device 311. 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 (e.g., 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 game 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 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 part 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 connection board 314 and the CR unit are electrically connected.
[0214] The launch control circuit 312 outputs a launch state signal to the main control device 261 on condition that the touch signal, the launch switch signal, and the CR unit connection signal are input, and the main control device 261 outputs a launch permission signal and a ball feed signal to the launch control circuit 312 on condition that the launch state signal is input. When the launch state signal is input, the main control device 261 outputs a launch permission signal at 0.6 second intervals.
[0215] The launch control circuit 312 is configured to drive the ball sending device 63 and send the game ball to the launch position when a ball sending signal is input. Note that when a preparation ball detection sensor, which is provided in the ball sending device 63 and can detect whether a game ball is present at the launch position, detects that a game ball is already present at the launch position, the ball sending device 63 is not driven (the game ball is not sent to the launch position even if a ball sending signal is received).
[0216] Furthermore, the launch control circuit 312 is configured to drive the launch device 60 (launch solenoid) on the condition that the touch signal, the launch switch signal, the CR unit connection signal, the dial position signal, and the launch permission signal are input. This causes the game ball set at the launch position to be shot out 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 or the like, 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 device 261, the dispensing control device 311, etc. through a power supply path not shown. In summary, the power supply unit 541 takes in an externally supplied 24-volt AC power supply, generates a +12V power supply for driving various switches and motors, 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 device 261, the dispensing control device 311, etc. Note that operating power is supplied to the various switches, motors, etc. through the control devices to which they are connected.
[0219] The power failure monitoring circuit 542 is a circuit that outputs a power failure 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 the occurrence of a power failure or the like. The power failure 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 failure (power failure) has occurred and outputs the power failure signal SK1 to the main control device 261 and the dispensing control device 311. By outputting this power failure signal SK1, the main control device 261 and the dispensing control device 311 recognize the occurrence of a power failure and execute power failure processing (NMI interrupt processing).
[0220] In addition, the power supply unit 541 is configured to maintain the output of 5 volts, which is the drive voltage of the control system, at a normal value for a sufficient time to execute the power failure processing, even after the voltage of the DC stable 24 volts becomes less than 22 volts. Therefore, the main control device 261 and the dispensing control device 311 can normally execute and complete the power failure processing.
[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 of the pachinko machine 10 is turned on with the RAM clearing switch 323 pressed, the data in the RAMs 503, 513 in the main control device 261 and the payout control device 311 are cleared.
[0222] The display control device 45 controls the display contents of the performance display device 42 based on instructions from the sub-control device 262, and for example, executes 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 the input port 527 is connected to the output side of the input / output port 554 of the sub-control device 262. The output side of the input port 527 is also connected to the CPU 521, program ROM 522, work RAM 523, and VDP 526 via a bus line 530. The VDP 526 is also connected to an output port 529 via a bus line 531, and the performance display device 42 is connected to the output side of the output port 529.
[0225] The CPU 521 functions as the main control unit in the display control device 45, and based on the display control commands received from the sub-control device 262, instructs the VDP 526 to execute drawing processes and the like to generate images (videos) to be displayed on the performance display device 42.
[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 over the performance display device 42 can be executed.
[0227] The program ROM 522 is a storage unit for storing in advance various programs executed by the CPU 521 and fixed value data, 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 (e.g., a variable pattern command) from the main control device 261, 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 defines in detail the contents (drawing contents) of one frame of image to be displayed during a time period (20 milliseconds in this embodiment) in correspondence with an address that represents the time period during which one frame of image is displayed on the performance display device 42 (liquid crystal display unit 42a). The details of the display data table will be described later.
[0231] The additional data table specifies the display contents to be displayed over time for an additional performance to be displayed on the performance display device 42 (liquid crystal display unit 42a) in addition to one display performance based on a command from the main control device 261, and similarly to the display data table, it specifies in detail the contents (drawing contents) 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 performance display device 42 (liquid crystal display unit 42a). Details of the additional data table will be described later.
[0232] The display data table and the additional data table are prepared one by one corresponding to 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 for each variable effect pattern, totaling 32 display data tables, is prepared. Note that, as the display data tables, display data tables corresponding to, for example, miss variable display effects, various reach effects, re-variation effects, re-lottery effects, demo effects, etc. are prepared.
[0233] For example, Figure 1-55 is a configuration diagram showing the general configuration of a display data table for a variable display that can be selected when performing a special variable display such as a re-variable display or a re-lottery display as part of the variable display when a small winning state occurs, based on the display performance content performed by the performance 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 top, middle and bottom pattern rows start scrolling (see Figure 1-61(a)).
[0235] In addition, the "symbol row" refers to a group of decorative symbols (symbols Z0 to Z9, described later: see FIG. 1-60) that are variably displayed in a predetermined order in each of the upper, middle, and lower symbol display areas. Hereinafter, the symbol rows that are variably displayed in each of 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 elapsed since the start of the fluctuation, the upper, middle, and lower rows of symbols (symbols Z0 to Z9) begin to scroll at a high speed at a speed that is difficult for the player to see.
[0237] When the table pointer indicates "0096H" and "3 seconds" have elapsed since the start of the fluctuation, the upper, middle, and lower rows of symbols (symbols Z0 to Z9) begin to scroll at a speed that is visible to the player, starting a medium-speed fluctuation display.
[0238] When the table pointer indicates "00FAH" and "5 seconds" have passed since the start of the fluctuation, the upper row of patterns (patterns Z0 to Z9) will begin to display a slow fluctuation that gradually slows down, and one second later, that is, when the table pointer indicates "012CH" and "6 seconds" have passed since the start of the fluctuation, the upper row of patterns will stop.
[0239] When the table pointer indicates "0190H" and "8 seconds" have passed since the start of the fluctuation, the lower pattern row (pattern Z0 to pattern Z9) will begin to display a slow fluctuation that gradually slows down, and one 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, an octopus pattern Z1 with the number "1" is displayed stopped on a small win line slanting downward to the right in the upper and lower pattern display areas, and a crab pattern Z9 with the number "9" is displayed stopped on a small win line slanting downward to the left in the upper and lower pattern display areas.
[0242] However, in the case of the display data table shown in FIG. 1-55 (in the case of a re-draw performance), the decorative pattern stopped and displayed here as a reach pattern is any 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 elapsed since the start of the fluctuation, the reach performance (normal reach performance) will start. When the normal reach performance starts, a coral reef background image is displayed as the background image for the normal reach (see Figure 1-62).
[0244] When the table pointer indicates "02EEH" and "15 seconds" have elapsed since the start of the fluctuation, the Super Reach performance will progress to the Super Reach performance. When the Super Reach performance starts, a ripple image is displayed as a Super Reach effect (see Figure 1-63). When the table pointer indicates "03E6H" and "20 seconds" have elapsed 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 row (symbol Z0 to symbol Z9) stops in the middle symbol display area. Then, in the middle symbol display area, a decorative symbol (e.g. turtle symbol Z3) that is a losing symbol different from the reach symbols displayed in the upper and lower symbol display areas is displayed 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 in the display data table, a loss notification display is 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 in a pseudo-stopped manner (slightly swinging), notifying the player that they have lost the small win lottery.
[0247] When the table pointer indicates "0546H" and "27 seconds" have elapsed since the start of the variation, the middle symbol row (symbol Z0 to symbol Z9) starts scrolling again in the middle symbol display area. In other words, the re-variation performance starts (see Figure 1-66).
[0248] When the table pointer indicates "05DCH" and "30 seconds" have elapsed since the start of the variation, a spiral re-variation performance, which has developed from a scroll re-variation performance, begins (see FIG. 1-67). In the spiral re-variation performance, a spiral image is displayed as an effect, and a special display mode display performance is performed in which winning symbols (octopus symbol Z1, crab symbol Z9) and losing symbols (symbols Z2 to Z8, etc.) are alternated and rotated in accordance with the movement of the spiral. Of course, the re-variation performance is not limited to these performances. For example, a special display mode display performance 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 elapsed since the start of the fluctuation when the table pointer indicates "06D6H", a decorative pattern (for example, octopus pattern Z1) that is the same as the reach pattern displayed in the upper and lower pattern display areas will stop in the middle pattern display area, and a small win notification will be displayed 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 is displayed in a specified display mode in which three decorative patterns (general win patterns) of the same type are displayed in a pseudo-stopped manner (slightly swaying) lined up on specified small win lines in the upper, middle and lower pattern display areas, respectively, to notify that a small win state has been confirmed to have occurred.
[0251] When the table pointer indicates "076CH" and "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 provisional 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, the re-draw performance is started. In this embodiment, as the re-draw performance, a showdown performance is performed in a special display mode in which an enlarged and displayed provisional winning symbol (octopus symbol Z1) and an enlarged and displayed true winning symbol, the rush direct hit winning symbol (golden killer whale symbol Z0), collide with each other (see FIG. 1-70). Of course, the re-draw performance is not limited to the showdown performance. For example, the performance display may be configured to be performed in a special display mode in which a provisional 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 elapsed 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 a win.
[0253] Next, the rush direct hit winning symbol (golden killer whale symbol Z0) is reduced to its normal size, and the table pointer indicates "0ABEH." At a specific timing "55 seconds" after the start of the fluctuation, a small win notification is displayed in a specific display mode in which three rush direct hit winning symbols (golden killer whale symbol Z0) are lined up along a specified small win line and displayed as confirmed stopped (see Figure 1-71).
[0254] After that, when the table pointer indicates "0BB8H", and "60 seconds" have elapsed since the start of the fluctuation, the specified update state specified by the End information is reached, the fluctuation display performance specified by the display data table shown in FIG. 1-55 ends, and the display transitions to a small win performance specified by another display data table (see FIG. 1-73). In other words, a small win state occurs. In the example of the display data table shown in FIG. 1-55, the re-flux performance and the re-lottery performance are performed, but of course, the display data table may be configured to perform only one of the re-flux performance or the re-lottery performance.
[0255] The work RAM 523 is a memory unit for temporarily storing (setting) various data tables read out 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 performance to be displayed on the performance 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 performance to be displayed in addition to the performance displayed on the performance 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 expressed as a unit of 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's worth 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 is to 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 the magnification ratio. If the magnification ratio is greater than 100%, the sprite is displayed enlarged compared to the standard size, and if the magnification ratio is less than 100%, the sprite is displayed reduced compared to the standard size.
[0262] The rotation angle is information for specifying the rotation angle when the sprite is rotated for display. The translucency value is information for specifying the transparency of the entire sprite. The higher the translucency value, the more the image displayed in the background of the sprite can be seen through it.
[0263] The alpha blending information is information for specifying a known alpha blending coefficient used when overlaying a sprite with another sprite. The color information is information for specifying the color tone of the sprite to be displayed. The filter specification information is information for specifying an 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 character ROM 525 in which 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 includes drawing information for each sprite, such as one background image, multiple decorative patterns (pattern 1, pattern 2, ...), effects that express the shining of light in the image, and characters (character 1, character 2, ...) used for various performances.
[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 the storage information are specified.
[0267] Examples of background images for variable displays include background images for various stages corresponding to various game states (one example is a background image that evokes the underwater world as shown in Figure 1-61(a)), and background images for various reach effects (one example is 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", 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, a case will be described in which only the "background type" is specified in addition to the storage information as the drawing contents of the background image in the display data table. Alternatively, the "background type" and "position information" indicating which range of the background image corresponding to the "background type" should be displayed may be specified. This "position information" may be information indicating, for example, the elapsed time since the background image of the range corresponding to the initial position was displayed. In this case, the CPU 521 specifies the range of the background image to be displayed for that frame based on the elapsed time since the background image of the range corresponding to the initial position indicated by the "position information" was displayed.
[0270] The "position information" may also be information indicating the elapsed time since drawing of the image based on this display data table (or display on the performance display device 42) started. In this case, the CPU 521 specifies 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 stage when drawing of the image based on the display data table started and the elapsed time since drawing of the image started, which is indicated by the "position information".
[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 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 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 indicates the difference between 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 the decorative symbol in the variable performance changes depending on the stop symbol of the previous variable performance and the stop symbol of the current variable performance, and the "symbol type offset information" from the start of the change until a predetermined time has elapsed specifies the offset information from the stop symbol of the previous variable performance. As a result, the variable performance starts from the stop symbol of the previous variable performance.
[0273] On the other hand, after a predetermined time has elapsed since the start of the fluctuation, offset information from the stop pattern set by the sub-controller 262 is regulated based on the pattern command from the main controller 261. This allows the fluctuation performance to be stopped at the stop pattern 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 stopping 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 the various decorative patterns, the decorative pattern to be displayed can be easily identified from the offset information.
[0275] In addition, the predetermined time for switching from the offset information of the stopped symbols of the previous variable performance to the offset information of the stopped symbols of the current variable performance in the "symbol type offset information" is set to be the time during which the decorative symbols are displayed in a high-speed variable manner. While the decorative symbols are displayed in a high-speed variable manner, 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 performance to the offset information of the stopped symbols of the current variable performance during that time, even if the continuity of the numbers of the decorative symbols is interrupted, the player will not be aware of the interruption in the continuity of the numbers.
[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 FIG. 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 contents corresponding to the presentation mode to be specified in the display data table are specified.
[0277] In response to a command transmitted 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 also initializes the value of a 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 specified 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, the drawing content is specified in chronological order in the order specified in the display data table as the table pointer is updated, and the image as 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 performance image to be displayed on the performance display device 42 can be changed by simply performing 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 performance image to be displayed on performance display device 42 was changed, as in conventional pachinko machines, the processing load for starting and executing programs which become increasingly complex and voluminous as the variety of performance images increases would be great, and this could limit the processing power of display control device 45, resulting in a risk of limiting the diversification of controllable performance images.
[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 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, and changing the image displayed in one display performance.
[0284] In other words, the additional data table prescribes 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 display performance, and the drawing content required to change and display an image displayed in a display performance.
[0285] In this embodiment, a case will be described in which the display content for displaying consecutive preview performances that are displayed in addition to the variable performances displayed by the display data table for variable display selected by the sub-controller 262 based on the variable pattern command from the main control unit 261 is specified by an additional data table.
[0286] The additional data table is prepared in correspondence with, for example, a continuous preview effect that is additionally set for a variable effect. Specifically, additional data tables corresponding to a "bubble effect" or a "fish school effect", which are special display modes of the continuous preview effect, are stored in the data table storage area 522b.
[0287] In this additional data table, the contents of one frame of image (drawing contents) to be additionally displayed at the time indicated by the address defined in the display data table are defined in detail in association with the address.
[0288] The drawing content specifies the type of sprite for each sprite, which is an object to be added to an image for one frame, and also specifies drawing information for causing the performance display device 42 to draw the sprite, such as display position coordinates, magnification ratio, rotation angle, semi-transparency 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, in association with the address "0097H" specified in the display data table, 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 each of the two effects (effect 1, effect 2) and two characters (character 1, character 2).
[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] In addition, in the first address of the additional data table, "0000H", "Start" information indicating the start of the data table is specified, as in the display data table, and in the last address of the additional data table ("00FDH" in the example of FIG. 1-57), "End" information indicating the end of the data table is specified. And for each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, drawing contents corresponding to the presentation mode to be specified in the additional data table are specified.
[0292] Based on a display control command from the sub-control device 262, the CPU 521 determines whether or not there are any additional effects to be displayed in addition to the display effects output to the performance 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, it reads out an additional data table corresponding to that performance 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 a 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 out 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 a display data table in the display data table setting area 523a, the CPU 521 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 is no display object 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 pointed to 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, the table pointer points to 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 issues a drawing instruction to the VDP 526 to draw the image by transmitting the generated drawing list to the VDP 526. As a result, with the update of the table pointer, 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 as specified in the display data table and the additional data table is displayed on the performance display device 42.
[0300] In this manner, in this embodiment, when the display control device 45 is to display another performance image (e.g., a continuous preview performance image) in addition to a performance image (e.g., a variable performance image) to be displayed on the performance display device 42 in response to a command transmitted 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 other performance image can be easily added to and displayed in addition to the base performance image.
[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, in a case where there are 32 types of original performance images and 5 types of other performance images to be added and displayed, if a display data table that specifies an image in which the other performance images are superimposed on each original performance image is separately prepared, 32×(1+5)=192 types of display data tables must be prepared, but by separately specifying a data table corresponding to the other performance images as an additional data table as in this embodiment, it is sufficient to prepare 32+5=37 types of display and additional data tables, and the increase in capacity of the data table storage area 522b can be suppressed. Therefore, it is possible to store data tables corresponding to various performance modes within the capacity prepared in the data table storage area 522b, and further diversification of the performance images can be easily achieved.
[0303] Furthermore, by defining the other performance images to be added and displayed as additional data tables as in this embodiment, even if it is decided to display the other performance images to be added 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 performance images to be added and displayed can be easily added to the original performance image and displayed by simply setting the additional data table corresponding to the other 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] In addition, since the additional data table is configured to have the same data structure as the display data table, the drawing contents defined at the addresses indicated by the table pointers can be easily identified 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 while updating the table pointers every time, and a drawing list corresponding to one frame can be easily generated from these.
[0305] Therefore, even if the display of another performance is decided by the sub-controller 262 or the like in addition to one display performance performed based on a command from the main control unit 261, a wide variety of performance displays can be easily performed from a small number of data tables by specifying the display contents of the additional performance to be displayed in the additional data table.
[0306] The pointer setting area 523c is a memory area for setting a table pointer for specifying an address from which to obtain corresponding drawing content 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 accordance 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 of one frame of image is completed, a pointer update process (see step SG6301 in FIG. 1-53) is executed in the display content setting process (see step SG6203 in FIG. 1-52) of the V interrupt process executed by the CPU 521, which will be 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 performance corresponding to the display data table set in the display data table setting area 523a is displayed on the performance display device 42, and if an additional data table is set in the additional data table setting area 523b, the performance corresponding to the additional data table is displayed on the performance display device 42 in addition to the performance corresponding to the display data table.
[0310] Furthermore, the performance displayed on the performance 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 an 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, the configuration of the drawing list will be explained in detail. Figure 1-58 is a diagram showing the schematic configuration of the drawing list. The drawing list is an instruction table that instructs the VDP 526 to draw one frame's worth of images, and as shown in Figure 1-58, it defines the drawing information for each sprite, 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, ...) used in one frame of image.
[0313] As described above, the drawing information for each sprite includes, as storage information, the address of a storage area in character ROM 525 in which image data for the corresponding sprite (display object) is stored. VDP 526 retrieves the image data for 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 of each sprite includes display position coordinates, magnification ratio, rotation angle, semi-transparency value, alpha blending information, color information, and filter designation information, and the VDP 526 performs enlargement / reduction processing according to the magnification ratio, rotation processing according to the rotation angle, semi-transparency processing according to the semi-transparency value, synthesis processing with other sprites according to the alpha blending information, color correction processing according to the color information, filtering processing according to the filter designation information by a method designated by the information, and then draws an 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 designated by a drawing target buffer flag described later.
[0315] CPU 521 generates drawing information for all sprites used to draw one frame of an image based on the drawing content specified at the address indicated by the table pointer in the display data table set in display data table setting area 523a and the additional data table set in additional data table setting area 523b, and the content of other images to be drawn (e.g., reserved icons, etc.), and creates a drawing list by rearranging the drawing information for each sprite.
[0316] Here, the address of the storage area of character ROM 525 where the sprite (display object) data is stored among the drawing information of 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 of character ROM 525 where the image data of the sprite is stored is fixed for each sprite, CPU 521 can instantly specify the address of 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 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 is, as specified in the display data table and additional data table.
[0318] Furthermore, when generating the drawing list, CPU 521 rearranges the sprites in one frame's worth of images in order from the sprite that should be placed closest to the background to the sprite that should be placed closest to 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 according to the order set in the drawing list that defines the image drawing instructions for each frame, and expands the drawn sprites by overwriting them in the frame buffer of the video RAM 524. Therefore, in one frame's worth of image generated by the drawing list, the first sprite drawn can be placed at the background side, 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") into which an image to be drawn by the VDP 526 is expanded 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 on this designated drawing target buffer is sent to the VDP 526 together with the drawing list, as described later.
[0322] As a result, the VDP 526 executes a drawing process in which an image drawn based on the drawing list is expanded on the designated drawing target buffer. In addition, the VDP 526 executes an image output process (display process) in which the image is displayed on the performance display device 42 by reading out previously expanded drawing image information from a frame buffer different from the drawing target buffer in parallel with the drawing process and transferring the image information to the performance display device 42 as a video signal.
[0323] The render target buffer flag is updated as the render target buffer information is sent along with the render list to the VDP 526. This is done by inverting the value of the render target buffer flag, i.e., by setting the flag to "1" if it was "0" and to "0" if it was "1". This causes the render target buffer to alternate between the first frame buffer 524a and the second frame buffer 524b each time a render list is sent.
[0324] In addition, the drawing list is transmitted each time the drawing process of the V interrupt processing executed by the CPU 521 is executed based on the V interrupt signal transmitted 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, the first frame buffer 524a is designated as the frame buffer that develops one frame's worth of image, and the 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, the second frame buffer 524b is designated as the frame buffer that develops 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 information is read. As a result, the image information of the image previously developed in the first frame buffer 524a can be read out and displayed on the performance display device 42, and at the same time, a new image is developed in the second frame buffer 524b.
[0326] Then, after another 20 msec, the first frame buffer 524a is specified as the frame buffer in which one frame's worth of image is displayed, and the second frame buffer 524b is specified 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 the second frame buffer 524b is read out and displayed on the performance display device 42, and at the same time, a new image is displayed in the first frame buffer 524a. Thereafter, by alternately specifying the first frame buffer 524a and the second frame buffer 524b as the frame buffer in which one frame's worth of image is displayed and the frame buffer into which one frame's worth of image information is read, every 20 msec, it is possible to perform output processing of one frame's worth of image continuously in 20 msec units while performing drawing processing of one frame's worth of image.
[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 provided to be capable of storing one frame of image (one screen of image). Here, one frame of image refers to one screen 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 be able to store data for specifying which color to display. In this embodiment, a full-color method is adopted, and 256 levels can be set for each color of R (red), G (green), and B (blue) in each pixel. 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 3 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 the video RAM 524, the VDP 526 writes one frame of image created in accordance with instructions from the CPU 521 into one of the first frame buffer 524a or the 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, it reads out the one frame of image previously displayed in the other frame buffer and outputs the image information to the performance display device 42, thereby executing a process of displaying the one frame of image on the performance display device 42.
[0332] 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 out 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's worth 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. Then, 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 expanded 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 expanded 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 expanded, and the second frame buffer 524b is designated as the frame buffer from which one frame's worth of image is 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 out, 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 outputting the image for one frame in units of 20 msec.
[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, reserved icons, etc.), and has a pattern storage area 525a, a character storage area 525b, a reserved icon storage area 525c, a background image storage area 525d, etc.
[0339] Here, the image data of each sprite includes at least a combination of bitmap data that defines the design or character's shape and pattern, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. Also, the image data of the background image is stored and held, for example, as JPEG data in a compressed state of still image data.
[0340] The pattern storage area 525a is a memory area for storing image data corresponding to decorative patterns that are variably displayed on the performance display device 42, and in this embodiment, image data corresponding to ten types of patterns Z0 to Z9 (see Figure 1-60) numbered "0" to "9" is stored.
[0341] The character storage area 525b is a storage area for storing image data corresponding to various characters to be displayed on the performance display device 42, and for example, the Kaito character UC (see FIG. 1-64) and the like are stored.
[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 VDP526 is a kind 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, 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 VDP526 in this embodiment is also called a "drawing chip" because it is made into an IC chip, and its actual substance can be said to be 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 rendering process for one frame of image is completed. The CPU 521 executes V interrupt processing (see FIG. 1-52) every time it detects this V interrupt signal, and instructs the VDP 526 to render the next frame of image. In response to this instruction, the VDP 526 executes rendering processing for the next frame of image, and also executes image output processing (display processing) for displaying the image previously developed by rendering on the performance display device 42.
[0346] More specifically, the VDP 526 draws one frame of an image, expands the drawn image in either the first frame buffer 524a or the second frame buffer 524b, and outputs the one frame of image 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 an image and the output process of this one frame of an 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, CPU 521 executes V interrupt processing in response to a V interrupt signal from VDP 526 and issues drawing instructions to VDP 526, so that VDP 526 can receive an image drawing instruction from CPU 521 at each execution interval (20 msec) of image drawing processing and output processing. Therefore, VDP 526 does not receive a drawing instruction for the next image before image drawing processing or output processing is completed, so it is possible to prevent starting drawing of a new image in the middle of drawing an image or developing an image in response to a new drawing instruction in the frame buffer where the currently displayed image is developed.
[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 transmitted 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 including 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 R (red), G (green), and B (blue) color information indicating the color data of each pixel of the liquid crystal display unit 42a, as well as 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 video signals for one frame's worth 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 video signals sequentially to each pixel lined up on the same horizontal line to the pixel in the upper right corner (first row, nth column) of the LCD display unit 42a.After outputting the video signal to the pixel in the upper right corner (first row, nth column), it then outputs video signals 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 the same manner, by outputting video signals sequentially from the top, from the leftmost pixel to the rightmost pixel, an image can 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 lower 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, the output process of the video signal related to one frame of image is executed to the performance display device 42 every 20 msec that the V interrupt signal is output.
[0353] Next, a description will be given of 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 FIG. 1-9, a win / loss random number counter CG1 as a win / loss random number generating unit used for a win / loss lottery to determine whether or not a small win state is generated, a type determination counter CG2 used for determining the win type (type lottery), a variation selection counter CG3 used for determining whether or not a reach state is generated in the performance display device 42, an initial value random number counter CINI used for setting the initial value of the win / loss random number counter CG1, a first variation type counter CS1 and a second variation type counter CS2 used for determining the variation display time of the special pattern display devices 43A, 43B (performance display device 42), and a normal pattern random number counter CG4 used for a start winning support lottery to determine whether or not the second start winning section 33WB is opened. The variation selection counter CG3 is also used for a lottery of a reach pattern when the decorative pattern of the performance display device 42 is changed to a miss. The variation type counters CS1 and CS2 are also used for selecting the performance pattern (variation pattern of the decorative pattern) in the performance display device 42.
[0355] The counters CG1, CG2, CG3, CINI, CS1, CS2, and CG4 serving as count information are loop counters in which 1 is added to the previous value by the update function unit each time they are updated, and after reaching their upper limit value, they return to the lower limit value of 0. Each counter is periodically updated, and the updated value is appropriately stored in a counter buffer set in a predetermined area of the RAM 503 (except for the random number initial value counter CINI).
[0356] RAM503 is provided with a special variable pending area serving as a memory unit (reserved 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 pending area serving as a memory unit (reserved memory unit) in which the value of the normal pattern random number counter CG4 is stored.
[0357] The special variable reserved area includes a first special variable reserved area and a second special variable reserved area each including four reserved 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 winning section 33WA.
[0359] In each holding area of the second 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 second start winning section 33WB.
[0360] In addition, in this embodiment, there is one execution area for the special change pending area, and the data stored in the first special change pending area and the second special change pending area is shifted to a common execution area when a change display based on the data is performed.
[0361] The normal variable reserve area has four reserve areas (reservation 1 to reserve 4 areas) and one execution area. In each reserve area of the normal variable reserve area, the value of the normal symbol 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 such a 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 be incremented by 1 in sequence within the range of, for example, 0 to 899, and after reaching the upper limit value (i.e., 899) as the closing value, it returns to 0, which is the lower limit value as the opening value. Normally, when the win / no-win random number counter CG1 goes around once, 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. 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 for each timer interrupt by the update function unit, and is repeatedly updated within the remaining time of the main processing. Meanwhile, the win / no-win random number counter CG1 is updated periodically (once for each timer interrupt in this embodiment) 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, at the time when the game ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the win / lose random number counter CG1 stored in the win / lose random number counter buffer is stored in a special variable reserve area (first special variable reserve area or second special variable reserve area).
[0364] In this embodiment, the probability of winning the small prize lottery caused by the entry of a game ball into the first start winning section 33WA does not change depending on the game mode (any of the game modes "normal mode", "time-saving A mode" and "time-saving B mode"). 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 game ball into the first start winning section 33WA results in a 1 / 300 probability of winning the small prize lottery and generating a small prize state.
[0365] In addition, in the small prize lottery caused by the game ball entering the second start winning section 33WB, the winning probability does not change depending on the game mode (either the "normal mode", "time-saving A mode" or "time-saving B mode" game mode), and the number of values of the win / lose random number counter CG1 that results in the small prize state is 120, and the values are "1 to 40, 201 to 240, 401 to 440." In other words, the small prize lottery is won with a probability of 1 / 7.5 due to the game ball entering the second start winning section 33WB, and the small prize state occurs.
[0366] However, as mentioned above, during "normal mode", it is difficult (effectively impossible) for the game ball to enter the second start winning section 33WB, so it is extremely difficult to get the game ball to enter the second start winning section 33WB during "normal mode" to generate a small win state.
[0367] The ROM 502 is provided with a winning / losing judgment table that is referred to when judging whether the value of the winning / losing random number counter CG1 corresponds to any winning or not. In this embodiment, there is a first winning / losing judgment table (a first winning / losing judgment table common to the "normal mode", "time-saving A mode" and "time-saving B mode") corresponding to the ball entering the first start winning section 33WA, and a second winning / losing judgment table (a second winning / losing judgment table common to the "normal mode", "time-saving A mode" and "time-saving B mode") corresponding to the ball entering the second start winning section 33WB.
[0368] The type determination counter CG2 is configured to be incremented by 1 within a range of, for example, 0 to 99, and to return to the lower limit of 0 after reaching an upper limit (that is, 19).
[0369] The ROM 502 is provided with a type determination table that is referred to 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 the 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 the ball entering the second start winning section 33WB are provided.
[0370] If a small jackpot is won in the win / lose lottery, the type of jackpot state that can be awarded on the condition that the ball enters the specific entry section 320c of the second variable winning device 32B (hereinafter, such entry may be referred to as a "V entry") is determined based on the value of the type determination counter CG2 (a type lottery is held to determine the awarding benefit).
[0371] In this embodiment, in the "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 start 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)" is selected with a 1% probability, and a "4R jackpot" is selected with a 99% probability.
[0372] On the other hand, in the "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 start-up winning section 33WB, then, as the type of jackpot state that can be awarded on the condition of a V winning, there is a 10% chance that a "15R jackpot" will be selected, a 30% chance that an "8R jackpot" will be selected, and a 60% chance that a "4R jackpot" will be selected.
[0373] In addition, in the "time-saving B mode", if a small jackpot is won in the small jackpot lottery triggered by the ball entering the second start winning section 33WB, the "15R jackpot" is selected 100% of the time as the type of jackpot state that can be granted with the V winning as the game occurrence condition. In other words, the selection rate of the "8R jackpot" and the "4R jackpot" is 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 game 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 the RAM 503.
[0375] The variable selection counter CG3 is configured to be incremented by 1 within a range of, for example, 0 to 238, and to return to the lower limit of 0 after reaching the upper limit (i.e., 238). In this embodiment, the variable selection counter CG3 is configured to draw a "reach before or after miss" in which the final stopping pattern stops just one space before or after the reach pattern after the reach state occurs for the decorative pattern, a "reach other than miss before or after" in which the final stopping pattern stops other than before or after the reach pattern 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 game 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 the RAM 503.
[0378] In addition, of the two fluctuation type counters CS1, CS2, one of the fluctuation type counters CS1 is configured to be incremented by one in sequence, for example within a range of 0 to 255, and after reaching an upper limit value (i.e., 255), returns to the lower limit value of 0, and the other fluctuation type counter CS2 is configured to be incremented by one in sequence, for example within a range of 0 to 31, and after reaching an upper limit value (i.e., 31), returns 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 with each other 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 in the special symbol display device 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 appropriately changed for each model.
[0381] In addition, the fluctuation type counters CS1 and CS2 are updated once by the update function unit each time the main processing described later is executed once, and are repeatedly updated within the remaining time of the main processing. In this embodiment, the values of the fluctuation type counters CS1 and CS2 stored in the fluctuation type counter buffer of the RAM 503 are stored in the special fluctuation holding area of the RAM 503 at the timing when the game 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 performances can be performed using the information. In addition, if there is no need for a configuration in which the fluctuation time is read in advance to perform a performance, the buffer values of the fluctuation type counters CS1 and CS2 may be acquired when the performance 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 to use different prime numbers for the win / lose random number counter CG1, type determination counter CG2, variation selection counter CG3, and variation type counters CS1 and CS2, and to make them non-synchronized in any case.
[0384] The normal symbol random number counter CG4 is configured as a loop counter that is incremented by 1 within the range of 0 to 29, and returns to the lower limit of 0 after reaching the upper limit (i.e., 29). The normal symbol random number counter CG4 is periodically updated (in this embodiment, once for each timer interrupt) by the update function unit, and the value of the normal symbol random number counter CG4 is acquired when the game ball passes through the through gate 34.
[0385] Then, when a value of the normal pattern random number counter CG4 which indicates a winning result is obtained, the normal pattern display device 41 displays a varying value for a predetermined period of time (after the normal pattern lamps constituting the normal pattern display device 41 flash alternately), and then the normal pattern display device 41 displays a stopped state in a manner (lighting pattern) corresponding to a winning result, and the second start-up winning section 33WB is opened in a pattern corresponding to the game mode at that time.
[0386] In this embodiment, in the "low ball entry state", the winning random number value is two, "0, 1". On the other hand, in the "high ball entry state", the winning random number value is 28, "0 to 27". In other words, in the "low ball entry state", the second start winning section 33WB is in the open state with a probability of 1 / 15, and in the "high ball entry state", the second start winning section 33WB is in the open state with a probability of 14 / 15.
[0387] The ROM 502 is provided with a support judgment table that is referred to when judging whether the value of the normal symbol random number counter CG4 corresponds to a winning or not. In this embodiment, a first support judgment table corresponding to a "low ball winning state" and a second support judgment table corresponding to a "high ball winning state" are set.
[0388] Next, each control process executed by the CPU 501 in the main control device 261 will be described with reference to a flowchart. The processes of the CPU 501 are roughly divided into start-up process which is started when the power is turned on, timer interrupt process which is started periodically (every 2 msec in this embodiment), and NMI interrupt process which is started by inputting 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, and then the start-up process will be described.
[0389] FIG. 1-12 is a flow chart showing the timer interrupt process, and this process is executed by the CPU 501 of the main control device 261, for example, every 2 msec. First, in step SG301, the process of reading various winning switches is executed. That is, the state of various switches (except for the RAM erase switch 323) connected to the main control device 261 is read, and the state of the switch is judged and the detection information (winning detection information) is saved. On the other hand, if there is no detection information, the process proceeds directly to the next process.
[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. In addition, 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 the maximum value, it is cleared to 0.
[0392] In addition, in step SG303, a random number update process is executed as an update function section. 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 the 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 entry (winning) of the game ball into 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 passage of the game ball into the through gate 34. In the following step SG306, a launch permission command setting process is executed to perform a process 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 there are any game balls remaining 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 described with reference to the flowchart of Fig. 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 which stores the value of the win / lose random number counter CG1, a win type random number memory area which stores the value of the type determination counter CG2, a reach random number memory area which stores the value of the variable selection counter CG3, a first variable type random number memory area which stores the value of the first variable type counter CS1, a second variable type random number memory area which stores the value of the second variable type counter CS2, and a mode memory area which stores game mode information for identifying the game mode at the start of the variable display.
[0396] First, in step SG501, whether or not the game ball has entered the second start winning section 33WB is determined based on the detection information of the second start winning switch 224b. If the result of the determination in step SG501 is positive, then in step SG502, it is determined whether or not the value of the second reserved counter Nb is less than the upper limit value ("4" in this embodiment). If the result of the determination in step SG501 or SG502 is negative, the process proceeds to step SG510. On the other hand, if the result of the determination in step SG502 is positive, the process proceeds to step SG503, where the update function unit increments the second reserved counter Nb by 1.
[0397] In the next step SG504, the notification control unit performs an addition display process of the second hold display device 46B (second hold lamp) corresponding to the hold number of the second variable display being increased by one. That is, when both of the pair of left and right second hold lamps are in an unlit 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 in an lit state, the left second hold lamp is blinked while the right second hold lamp is turned on, and when the left second hold lamp is blinking and the right second hold lamp is lit, the switching function unit performs a switching process to blink both the left and right second hold lamps.
[0398] After step SG504, in the process of step SG505, the values of the winning / losing random number counter CG1, the type determination counter CG2, the variation selection counter CG3, and the variation type counters CS1 and CS2 (the values stored in the winning / losing random number counter buffer, the type determination counter buffer, the variation selection counter buffer, and each variation type counter buffer) are stored in the first reserve area (winning / losing random number memory area, winning type random number memory area, reach random number memory area, and first and second variation type random number memory areas) among the vacant reserve areas of the second special variation reserve area. At the same time, the game mode when this second variation display starts is specified based on the values of the time-saving variation counters A and B described later, and the game mode information is stored in the mode memory area. After step SG505, proceed to step SG506.
[0399] In step SG506, a second win / loss determination process is performed, which serves as a determination function section that determines whether the value of the win / loss random number counter CG1 newly stored in the second special variable pending 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 judgment function unit judges whether the value of the win / lose random number counter CG1 newly stored in the second special variable reserve area matches any of the values corresponding to a small win ("1-40", "201-240", "401-440") by referring to the second win / lose judgment table. If the judgment in step SG5111 is positive, 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 process is terminated. On the other hand, if the judgment in step SG5111 is negative, this process is terminated as it 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 serves as 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 pending area.
[0403] Here, the second type determination process of step SG507 will be described with reference to FIG. 1-16(b). In the second type determination process, first, in step SG5300, it is determined whether or not the small win flag is set to ON in the second hit / miss determination process performed immediately before. If the result is negative in step SG5300, this process is terminated.
[0404] On the other hand, if an affirmative decision is made in step SG5300, then in step SG5301 it is decided whether or not "31", which corresponds 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 judges 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 judgment table corresponding to the current game mode. If the judgment in step SG5302 is affirmative, the process proceeds to step SG5303.
[0407] In step SG5303, the 15R big win scheduled flag of the corresponding reserved area in the second special variable reserved area is turned on. After that, this process ends.
[0408] Also, if the result of step SG5302 is negative, in step SG5304, the judgment function unit judges 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" by referring to the second type judgment table corresponding to the current game mode. If the result of step SG5304 is positive, 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 process 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 scheduled flag of the corresponding reserved area among the second special variable reserved areas is turned on, and then this processing is terminated.
[0410] Returning to the explanation of FIG. 1-14, in step SG508 following step SG507, a second fluctuation time determination process is performed, 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 the "normal mode", the second normal fluctuation time determination table for the "normal mode" is referenced, and the second fluctuation time is grasped based on the value of the first fluctuation type counter CS1. If the game mode at the start of the second fluctuation display is the "time-saving A mode", the second shortened fluctuation time determination table for the "time-saving A mode" is referenced, and the second fluctuation time is grasped based on the value of the first fluctuation type counter CS1. Also, if the game mode at the start of the second fluctuation display is the "time-saving B mode", the second shortened fluctuation time determination table for the "time-saving B mode" is referenced, and the second fluctuation time is grasped based on the value of the first fluctuation type counter CS1. The fluctuation time grasped here is stored in the corresponding reserve area among the second special fluctuation reserve areas. However, the value of the first fluctuation type counter CS1 in the reserve area is not erased here.
[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-saving A mode", and a second shortened variable time determination table for the "time-saving B mode" are provided as tables for "small wins" and "misses", respectively.
[0412] Furthermore, in this embodiment, a mode storage area is provided in the RAM 503 of the main control device 261 to be referenced when determining the game mode. The mode storage area stores one of the 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-control device 262 refers to when determining the game mode is also provided in the RAM 553 of the sub-control device 262. The game mode information set in the main control device 261 is output to the sub-control device 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-control device 262 determines that it has received a time-saving mode start command from the main control device 261 based on a time-saving mode start command reception flag described later, it sets a value corresponding to the command in a 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. The advance command includes the change information (information used to determine the contents of the change display) showing the results of the second hit / miss judgment process, the second type judgment process, and the second change time judgment process, information showing whether the change information is triggered by the 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 change display, and is output to the sub-control device 262 in the next external output process (see step SG201).
[0416] After the process of step SG509, or if the result of step SG501 or step SG502 is negative, in step SG510, it is determined whether or not the game ball has entered the first start winning section 33WA based on the detection information of the first start winning switch 224a. If the result of step SG510 is negative, this process is terminated.
[0417] On the other hand, if the answer is positive in step SG510, in step SG511, the judgment function unit judges whether the value of the first pending counter Na, which counts the number of pending first variable display triggered by the ball entering the first start winning section 33WA, is less than the upper limit value ("4" in this embodiment). If the answer is negative in step SG511, the process ends as it is. On the other hand, if the answer is positive in step SG511, 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 of the first hold display device 46A (first hold lamp) corresponding to the hold number of the first variable display being increased by one. That is, when both of the pair of left and right first hold lamps are turned off, the left first hold lamp is turned on, when the left first hold lamp is turned on and the right first hold lamp is turned off, both the left and right first hold lamps are turned on, when both the left and right first hold lamps are turned on, the left first hold lamp blinks while the right first hold lamp is turned on, and when the left first hold lamp is blinking and the right first hold lamp is turned on, the switching function unit performs a switching process to blink both the left and right first hold lamps.
[0419] After step SG513, in the process of step SG514, the values of the winning / losing random number counter CG1, the type determination counter CG2, the fluctuation selection counter CG3, and the fluctuation type counters CS1 and CS2 (the values stored in the winning / losing random number counter buffer, the type determination counter buffer, the fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (winning / losing random number memory area, winning type random number memory area, reach random number memory area, and first and second fluctuation type random number memory areas) among the vacant reserve areas of the first special fluctuation reserve area. At the same time, the game mode when this first fluctuation display starts is specified based on the current values of the time-saving fluctuation counters A and B, 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 section that determines whether the value of the win / loss random number counter CG1 newly stored in the first special variable pending area is a value corresponding to a small win.
[0421] Here, the details of the first pass / fail judgment process in step SG515 will be described with reference to FIG. 1-15(a).
[0422] First, in step SG5101, the judgment function unit judges whether the value of the win / loss random number counter CG1 newly stored in the first special variable reserve area matches any of the values corresponding to a small win ("7", "207", "407") by referring to the first win / loss judgment table. If the judgment is negative in step SG5101, the process ends as it is.
[0423] On the other hand, if a positive judgment is made in step SG5101, in step SG5102, the small win flag of the corresponding reserve area among the first special variable reserve areas is turned on, 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 / lose random number counter CG1 is a value corresponding to a small win, a first type determination process is performed, which serves as 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 pending area.
[0425] Here, the first type determination process of step SG516 will be described with reference to FIG. 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 to ON in the first win / loss determination process performed immediately before. If the result in 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 process 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 scheduled flag of the corresponding reserved area among the first special variable reserved area 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 win / lose random number counter CG1 does not correspond to a small win (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 FIG. 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 the positive judgment in 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, in step SG5402, the reach determination table is referred to, 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, 1" corresponding to the "front or rear miss reach." If the result of step SG5402 is positive, in step SG5403, the front or rear flag indicating the occurrence of the front or rear miss reach is turned on, and then this process is terminated.
[0431] On the other hand, if the result of step SG5402 is negative, in step SG5404, the reach determination table is referred to, 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 the "reach other than front and rear miss". If the result of step SG5404 is positive, the non-front and rear flag is turned on in step SG5405, and then this process is terminated.
[0432] Also, if the result of step SG5404 is negative, that is, if the variable display ends without going through a reach state and it is a "complete miss," then this process is terminated.
[0433] Returning to the explanation of FIG. 1-14, in step SG518 following step SG517, a first variation time determination process is performed to determine the first variation time of the first variation display. Here, if the game mode at the start of the first variation display is the "normal mode", the first normal variation time determination table for the "normal mode" is referenced to determine the first variation time based on the value of the first variation type counter CS1. If the game mode at the start of the first variation display is the "time-saving A mode", the first shortened variation time determination table for the "time-saving A mode" is referenced to determine the first variation time based on the value of the first variation type counter CS1. If the game mode at the start of the first variation display is the "time-saving B mode", the first shortened variation time determination table for the "time-saving B mode" is referenced to determine the first variation time based on the value of the first variation type counter CS1. The variation time determined here is stored in the corresponding reserve area among the first special variation reserve areas. However, the value of the first variation type counter CS1 in the reserve area is not erased here.
[0434] In this embodiment, the first normal fluctuation time determination table for the above-mentioned "normal mode", the first shortened fluctuation time determination table for the "time-saving A mode", and the first shortened fluctuation time determination table for the "time-saving B mode" are provided with tables for "small win", "front or rear miss reach", "non-front or rear miss reach", and "complete miss", respectively.
[0435] Also, for example, for the "complete miss" variable time determination table, variable time determination tables such as "for reserved number 1 and 2 (normal variable time)", "for reserved number 3 (reduced variable time)", and "for reserved number 4 (reduced variable time)" may be provided, and the variable time determination table (variable time) to be referred to may be changed according to the number of reserved variable displays stored in the first special variable reserved area. In this way, when the reserved first variable displays are being executed sequentially, the shortened time of the first variable display for miss can be set according to the number of first variable displays scheduled to be executed that are reserved and stored at that time. Here, for example, in a situation where the variable time determination table for "reserved number 4" is referenced when executing a specific variable display, if the variable display is a variable display corresponding 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. The advance command includes the fluctuation information (information used to determine the contents of the fluctuation display) showing the results of the first hit / miss judgment process, the first type judgment process, the miss reach judgment process, and the first fluctuation time judgment process, information showing whether the fluctuation information is triggered by the 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 fluctuation 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 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 and the like are directly stored in the special variable reserve area, and then the win / loss 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 win / loss random number counter CG1 and the like when the counter value is acquired, and the information stored in the temporary storage area may be stored in the reserve area of the corresponding special variable reserve area after the win / loss determination process and the like are executed.
[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 terminated.
[0440] On the other hand, if the answer is YES in step SG601, that is, if it is determined that the game 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 the 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 answer is NO, then this process ends as is. On the other hand, if the answer is YES in step SG602, that is, if the passage of the game ball through the through gate 34 is confirmed and the value of the normal hold counter Nc is <4, then the process proceeds to step SG603, and the update function unit increments the normal hold counter Nc by 1.
[0441] In the next step SG604, the notification control unit performs an addition display process of the normal hold display device 44 (normal hold lamp) corresponding to the increase of the number of holds in the variable display in the normal pattern display device 41 by one. In other words, when both of the pair of left and right normal hold lamps are off, the left normal hold lamp is turned on, when the left normal hold lamp is turned on and the right normal hold lamp is turned off, both left and right normal hold lamps are turned on, when 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 when 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 winning or losing is obtained. Specifically, the value of the normal symbol random number counter CG4 updated in the random number update process in 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 terminated.
[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 the 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 is YES in step SG701, then in step SG702 it is determined whether or not a launch state signal has been received. If the answer is NO in step SG702, then in step SG703 the launch permission flag is turned off, and then this process is terminated.
[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 the 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 device 261 transmits 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 NO, then in step SG708 it is determined whether or not a launch state signal has been received. If the answer in step SG708 is NO, then the process ends. On the other hand, if the answer in step SG708 is YES, then in step SG709 the launch permission flag is set ON.
[0449] In the next step SG710, a ball feed 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 set reliably at the launch position by the ball feed device 63 before being shot out by the launch device 60, and while the main control device 261 continues to receive a launch state signal from the launch control circuit 312, a launch permission signal is sent from the main control device 261 at 0.6 second intervals, and the game ball is 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 or not 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 the determination is affirmative, it drives the launch device 60 (launch solenoid) and performs a launch process to launch the game ball. The launch control circuit 312 adjusts and controls the launch device 60 with respect to the launch strength (launch speed) of the game ball based on the dial position signal. This allows the game ball to be shot out 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 which detects whether a game ball has been 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 the power outage 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 interrupts 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 processing 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 of 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 interrupts the control being executed and starts the NMI interrupt processing. The contents are as described above.
[0455] 1-10, the flow of the start-up process executed by the CPU 501 in the main control device 261 will be described below. This start-up process is started in response to a reset when the power is turned on.
[0456] First, in step SG101, the initial setting process is performed when the power is turned on. Specifically, a predetermined value is set in the stack pointer, and a wait process is performed for about one second, for example, 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] Then, data backup processing is performed for the RAM 503 in the CPU 501. That is, in step SG103, it is determined whether or not the RAM erase switch 323 provided in the power supply circuit 313 of the power supply / launch control device 310 is pressed (ON), and if it is pressed, the process proceeds to step SG112 to clear (delete) the backup data. On the other hand, if the RAM erase switch 323 is not pressed, the process proceeds to the next step SG104 to determine whether or not power interruption occurrence information is set in the backup area 503a of the RAM 503. If it is not set, the backup data is not stored, and in this case, the process also proceeds to step SG112. If the power interruption occurrence information is set in the backup area 503a, a RAM judgment value is calculated in step SG105, and in the next step SG106, it is determined whether or not the RAM judgment value matches the RAM judgment value saved at the time of power interruption, that is, the validity of the backup. If the calculated RAM judgment value does not match the RAM judgment value saved at the time of power interruption, the backed up data is destroyed, and in this case, the process also proceeds to step SG112.
[0458] In the process of step SG112, an initialization command is sent to initialize the dispensing control device 311, etc. Then, the process proceeds to the RAM initialization process (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 judge the validity of the backup by whether or not the keyword written in a specified 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 the RAM initialization process (step SG113, etc.). Similarly, if the power interruption occurrence information is not set, or if an abnormality in the backup is confirmed by the RAM judgment value (checksum value, etc.), the process proceeds to the RAM 503 initialization process (step SG113, etc.). That is, in step SG113, the used area of the RAM 503 is cleared to 0, and in the following step SG114, the initial value of the RAM 503 is set. After that, in step SG111, interrupt permission is set, and the process proceeds to the main process 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 failure) is executed on the condition that the power failure occurrence information has been set and the RAM judgment value (checksum value, etc.) is normal. That is, in step SG107, the stack pointer before the power failure is restored, and in step SG108, the power failure occurrence information is cleared.
[0461] In step SG109, a command is sent to restore the sub-side control device to the gaming state at the time of power off. In step SG110, the used register is restored from the backup area 503a of the RAM 503. After that, in step SG111, interrupt permission is set and the process proceeds to the main process described later.
[0462] Next, the flow of the main process will be described with reference to the flowchart in Figure 1-11. In this main process, the main process of the game is executed. In summary, the process of steps SG201 to SG211 is executed as a regular process with a 4 msec cycle, and in the remaining time, the counter update process of steps SG212 and SG213 is executed by the update function unit.
[0463] First, in step SG201, external output processing is executed to transmit 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 transmit 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. are sent to the sub-control device 262 to start a performance by a variable display of a decorative pattern 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 such 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 that specifies the variation pattern of the decorative symbols, such as normal reach, super reach, and special reach. Meanwhile, the sub-control device 262 stores the relationship between these va...
Claims
[Claim 1] A means for determining whether or not 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 or not predetermined lottery conditions have been met, and a means for determining whether or not predetermined lottery conditions have been met, and 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 which changes the flow rate of current and results in a predetermined detection state when a predetermined detection target, different from a part of the player's body, approaches or comes into contact with a predetermined detection unit within a predetermined distance and enters 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 information output means is configured to output predetermined output information stored in a predetermined storage unit that corresponds to the input of predetermined input information to the performance execution 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 possible 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.