Game machine

The gaming machine addresses the challenge of securing a pachinko machine by using a circulating media system with detection and notification features to inform others when a player is temporarily away, enhancing security.

JP2025006308APending Publication Date: 2025-01-17SANSEI R&D KK
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Patent Information

Application Number
JP2023107015
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-29
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

Players of pachinko gaming machines may leave their seats during games, leaving game balls or personal belongings in the ball tray to secure the machine, which is not possible in machines without a ball tray, making it difficult to notify others that the machine is secured.

Method used

A gaming machine with a circulating media system that includes a detection mechanism to recognize when a player is temporarily away, using a notification means to alert others of the player's absence.

Benefits of technology

Effectively conveys to others that the player is away from their seat, ensuring the machine is secured and preventing unauthorized use.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of appropriately appealing to people around the game machine about a fact that a player is leaving his or her seat.SOLUTION: A seat-leaving button is provided on a Pachinko game machine in a Pachinko game machine, which is a managed game machine. Furthermore, a performance display device is caused to execute seat-leaving notification for appealing to people around the game machine about a fact that a player is temporarily leaving his or her seat when an operation of the seat-leaving button is detected. Thereby, it is possible for the player to appeal to people around the game machine about the fact that he or she is temporarily leaving his or her seat by a simple operation of operating the seat-leaving button without putting his or her belongings at the game machine or around the game machine to secure the game machine.SELECTED DRAWING: Figure 36
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Description

[Technical field]

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

[0002] Conventionally, in a pachinko game machine, which is a type of game machine, a game ball is shot toward a game area, and when the game ball enters a winning hole, a prize ball is paid out. The prize balls paid out from the pachinko game machine are discharged into a storage tray (so-called an upper tray and a lower tray) (for example, see Patent Document 1).

[0003] Meanwhile, in recent years, pachinko gaming machines that circulate gaming balls internally without dispensing them to the outside (so-called controlled gaming machines) have also become known (for example, see Patent Document 2). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2023-073664 A [Patent Document 2] Patent Publication No. 2022-081774 Summary of the Invention [Problem to be solved by the invention]

[0005] However, sometimes a player leaves his / her seat during a game. At this time, the player may leave a few game balls in the ball tray or place his / her belongings there to show the employees of the gaming establishment and other players that the gaming machine is reserved.

[0006] In pachinko gaming machines such as that in Patent Document 1, it is possible to show that you have the machine in your possession by leaving gaming balls in the ball tray or placing your belongings there, but in pachinko gaming machines such as those in Patent Document 2, there is no ball tray, so you cannot show others that you have the machine in your possession by placing gaming balls or belongings there.

[0007] The present invention has been made to solve the problems in the prior art, and its object is to provide a gaming machine that can conveniently convey to those around that the player is away from his / her seat. [Means for solving the problem]

[0008] In order to achieve the above-mentioned object, the gaming machine of the present invention is a circulating type gaming machine in which gaming media circulates within the gaming machine, and is characterized in having an operation means that is operated when a specified notification means is used to notify the player that he or she is temporarily away from his or her seat, a detection means that detects the operation of the operation means, and an absence control means that, when the detection means detects the operation of the operation means, causes the notification means to execute an absence notification. Effect of the Invention

[0009] According to the gaming machine of the present invention having the above-mentioned configuration, it is possible to effectively convey to those around you that you are away from your seat. [Brief description of the drawings]

[0010] [Figure 1] FIG. 2 is a front view of the pachinko game machine and the card unit. [Diagram 2] FIG. [Diagram 3] FIG. 1 is a schematic diagram of a ball circulation mechanism. [Figure 4] 2 is an explanatory diagram showing, in blocks, the electrical configuration of a main control board and peripheral devices. FIG. [Diagram 5] 2 is an explanatory diagram showing, in blocks, the electrical configuration of a sub-control board and peripheral devices. FIG. [Figure 6] FIG. 13 is an explanatory diagram of a jackpot determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8] FIG. 13 is an explanatory diagram of a reach determination table. [Figure 9] FIG. 3 is an explanatory diagram of a time-saving type determination table. [Figure 10] FIG. 13 is an explanatory diagram of a special chart variation pattern selection table. [Figure 11] 4 is a flowchart of a main-side main control process. [Figure 12] 13 is a flowchart of a main-side timer interrupt process. [Figure 13] 13 is a flowchart of a start port sensor detection process. [Figure 14] 13 is a flowchart of a special symbol waiting process. [Figure 15] This is a flowchart of the special chart jackpot determination process. [Figure 16] 13 is a flowchart of a special chart variation pattern selection process. [Figure 17] This is a continuation of the flowchart in Figure 16. [Figure 18] This is a continuation of the flowchart in Figure 17. [Figure 19] 13 is a flowchart of special pattern change processing. [Figure 20] 13 is a flowchart of a game status management process. [Figure 21] 13 is a flowchart of a frame side main control process. [Figure 22] 13 is a flowchart of a frame side timer interrupt process. [Diagram 23] 13 is a flowchart of a game ball count management process. [Figure 24] 13 is a flowchart of a sub-side main control process. [Diagram 25] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 26] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 27] 13 is a flowchart of a received command analysis process. [Figure 28]13 is a flowchart of the variable performance start processing. [Figure 29] FIG. 13 is a schematic diagram illustrating the transition of the game state. [Diagram 30] 13 is a flowchart of a premonition performance control process. [Diagram 31] FIG. 11 is an explanatory diagram illustrating background colors corresponding to values ​​of a second time-saving counter. [Diagram 32] A schematic diagram showing the flow of premonition effects during the slight time-saving state. [Diagram 33] 13A is an explanatory diagram of a winning sound selection table, and FIG. 13B is a timing chart showing the output timing of the winning sound. [Diagram 34] FIG. 4A is an explanatory diagram of a counting sound selection table, FIG. 4B is a timing chart showing output timing of the counting sound, and FIG. 4C is an explanatory diagram explaining a determination criterion for the counting sound. [Diagram 35] 10A is an explanatory diagram of a confirmation sound selection table, and FIG. 10B is a timing chart showing the output timing of the confirmation sound. [Diagram 36] 13 is a flowchart of a departure notification control process. [Figure 37] FIG. 13 is a schematic diagram showing an away screen; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] A pachinko game machine as a game machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the direction of each part of the pachinko game machine is based on the direction seen by a player playing opposite the pachinko game machine. Specifically, the left-right and up-down directions of each part of the pachinko game machine are based on the left-right and up-down directions seen by the player. In addition, the direction approaching the player based on the pachinko game machine is the front, and the direction moving away from the player is the rear.

[0012] [Major components of a pachinko machine] 1, the pachinko gaming machine 1 includes a gaming machine frame 16. The gaming machine frame 16 is composed of, in order from the front side, a front frame 18, an inner frame 24, and an outer frame (not shown).

[0013] The outer frame is a vertically rectangular frame body, and forms the outer shell of the pachinko gaming machine 1. The inner frame 24 is disposed inside the outer frame, and a game board 2 (described later) is attached to it. The front frame 18 is disposed in front of the outer frame and the inner frame 24. In the pachinko gaming machine 1, the front frame 18 and the inner frame 24 are fixed to the upper left of the pachinko gaming machine 1 by hinges (not shown) so that they can each rotate.

[0014] A card unit 28, which is an external unit, is disposed on the left side of the pachinko gaming machine 1. An IC card, such as a prepaid card or a membership card (hereinafter simply referred to as a gaming card), which is a storage medium, is inserted into the card unit 28. The card unit 28 also reads and writes information stored in the gaming card, and communicates with the pachinko gaming machine 1 and a hall computer (not shown) installed in the gaming parlor. The gaming card is an example of an external recording medium in the present invention.

[0015] The pachinko game machine 1 is a so-called "managed game machine" (also called "smart pachinko") in which a predetermined number of game balls (for example, 45 balls) enclosed inside the machine are circulated inside the machine by an internal ball circulation mechanism (not shown). In this type of game machine, the "number of balls possessed (the number of game media possessed by the player)" and the like are electromagnetically stored and managed, and game balls are not physically dispensed. For example, in the pachinko game machine 1, when the ball loan button 282 or the replay button 284 described later is operated, a predetermined number of game balls is added to the number of balls possessed in the data, and updated. The number of balls possessed is stored in the memory area (RAM (RWM)) of the frame control board 150 described later.

[0016] On the other hand, in the pachinko game machine 1, when a game ball is used (fired) in a game, the number of game balls used is subtracted from the number of balls possessed and updated. Similarly, when a prize ball is awarded, the number of game balls equivalent to the prize ball is added to the number of balls possessed and updated.

[0017] In this way, the pachinko gaming machine 1 does not have a ball tray for storing game balls so that the game balls can be inserted and removed, since the player does not need to directly handle the game balls. Next, the operation console 25 will be described with reference to FIGS.

[0018] The operation console 25 is provided at the bottom of the front frame 18 in a shape that protrudes forward, that is, so as to be close to the player. The operation console 25 is provided with a handle 4, a performance lever 6, a performance button 9, a count button 251 (corresponding to the operation means), a cross key 252, an exit button 253 (corresponding to the operation means), and a game ball number display 26.

[0019] The handle 4 is provided at the lower right part of the operation console 25 (the lower right part of the front frame 18), that is, at a position where a player who faces the pachinko game machine 1 and plays the game can grip it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 4), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located at a position where the right hand of the player gripping the handle 4 can touch it. The firing lever 4a is for adjusting the strength of the firing of the game balls, and is provided rotatably on the handle 4. The firing stop button 4b is for stopping the firing of the game balls when they are being fired, and is provided at a position where it can be operated by the thumb of the right hand gripping the handle 4.

[0020] The effect lever 6 is provided at the lower left of the operation console 25 (near the lower left end of the front frame 18), that is, at a position where the player facing the pachinko game machine 1 can operate it with his / her left hand. The effect lever 6 is shaped so that it can be held by the left hand, and can be rotated clockwise or counterclockwise, as well as tilted in four directions, up, down, left and right. The effect lever 6 is also provided with an effect lever vibration motor 6c (FIG. 5). The effect lever vibration motor 6c vibrates the effect lever 6, and vibrates at a predetermined timing during the period during which the operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period during which the operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is triggered by the operation of the effect lever 6 is referred to as a lever effect. Note that the effect lever 6 may be omitted.

[0021] The effect button 9 is provided on the upper surface of the operation console 25. In other words, the effect button 9 is provided at a position where the player facing the pachinko game machine 1 can press the button with the right or left hand. The effect button 9 is also provided at a position where the player can press the button with the left hand while operating the handle 4 with the right hand. The effect button 9 can be, for example, a push-on button switch. The effect button 9 has an effect button vibration motor 9b (FIG. 5) and an effect button lamp 9c (FIG. 5) built in. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing during the period when the effect button 9 is pressed. In this embodiment, the effect button lamp 9c is an LED. The effect button lamp 9c can emit multiple colors, and when the effect button 9 is pressed during the period when the effect button 9 is pressed, or depending on the content of the effect, the effect button lamp 9c changes the emission color. The surface of the effect button 9 is made of a translucent material so that the light emitted by the effect button lamp 9c can be seen by the player.

[0022] The effect button 9 has a built-in elastic member such as a spring (not shown) for returning the pressed effect button 9 to the position before it was pressed, and when the pressed state is released, the effect button 9 returns to the state before it was pressed by the restoring force of the elastic member. When a player presses the effect button 9 while the pressing operation of the effect button 9 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a result of pressing the effect button 9 is referred to as a button effect.

[0023] The counting button 251 is provided on the upper surface of the operation console 25, to the right of the effect button 9. The counting button 251 is a button operated by a player when transferring the balls (data) stored in the pachinko game machine 1 (frame control board 150) to a storage medium such as a game card. The counting button 251 can be, for example, a push-on button switch. When the counting button 251 is operated, the pachinko game machine 1 (frame control board 150) subtracts a value according to the operation mode from the balls (data) stored at that time. Then, the subtracted amount of the balls (data) is counted (counted) by the card unit 28, and the number of balls is stored (added) to the game card. In this way, by operating the counting button 251, the balls (data) are transferred from the pachinko game machine 1 (frame control board 150) to the game card. In addition, the number of balls held may not be stored directly on the gaming card, but may be linked to the identification information of the gaming card and stored in an external server.

[0024] Incidentally, in the pachinko game machine 1, when a short press of the counting button 251 (for example, a press operation for less than 1000 ms) is detected, one ball (data) is moved to the game card. On the other hand, when a long press of the counting button 251 (for example, a press operation for 1000 ms) is detected, 250 balls (data) are moved to the game card.

[0025] The cross key 252 is provided on the top surface of the operation console 25, to the left of the effect button 9. The cross key 252 can be operated to specify each direction of up, down, left, and right, and can be operated, for example, when a menu screen for performing various settings during non-playing is displayed on the effect display device 7 in addition to during playing.

[0026] The leave button 253 is provided on the upper surface of the operation console 25 to the right of the count button 251. The leave button 253 is a button operated when executing a leave notification to indicate to third parties such as other players and employees of the game establishment that the player is temporarily away from the game, that is, that the player has secured the pachinko game machine 1 and does not want other players to use it. The leave button 253 can be, for example, a push-on button switch. Note that a player's leaving his / her game seat is usually an act that is likely to be performed when the player is not playing a jackpot game, when the special symbol is not fluctuating, and when the number of reserved special symbols is zero (so-called standby state). Details will be described later, but the leave notification in the pachinko game machine 1 is executed in a manner in which an image (a message saying "Away from the Game Seat" in this example) for notifying third parties that the player is away from the game seat is displayed on the performance display device 7, as shown in FIG. 37, for example.

[0027] The game ball number display 26 is provided on the upper surface of the operation console 25, between the effect button 9 and the count button 251. The game ball number display 26 displays the number of balls held. (Card unit) Next, the card unit 28 will be described with reference to FIG.

[0028] As described above, the card unit 28 is disposed on the side (left side) of the pachinko gaming machine 1, and the card unit 28 is electrically connected to the pachinko gaming machine 1. The card unit 28 also includes an insertion slot 281 for inserting bills, a ball lending button 282 that can be operated by a player, a return button 283, a replay button 284, and an insertion / removal slot 286 for inserting and removing game cards. A lending board (SC board, lending control board: not shown) is disposed inside the card unit 28. The lending board is electrically connected to the pachinko gaming machine 1 (frame control board 150). The card unit 28 (lending board) performs various controls, such as managing the player's amount information and outputting a ball lending signal to the pachinko gaming machine 1 (lending gaming balls to the player), storing the number of balls (data) notified by the pachinko gaming machine 1 in response to the operation of the counting button 251 on a gaming card, and obtaining various information regarding the game status from the pachinko gaming machine 1 and outputting it to the gaming parlor's management device (hall computer).

[0029] The card unit 28 also stores in the gaming card the amount information corresponding to the bill inserted into the insertion slot 281, and accepts the lending of gaming balls up to the number corresponding to the amount information stored in the gaming card. For example, when the amount information is 1000 yen, lending of gaming balls is permitted within the range of the number of gaming balls equivalent to 1000 yen (for example, 250 balls). At this time, if the player operates the ball lending button 282 to request lending of gaming balls worth 500 yen, the number of balls held is increased by transmitting the number of gaming balls equivalent to 500 yen (for example, 125 balls) as lending ball information to the pachinko gaming machine 1. On the other hand, when the player operates the replay button 284, the number of balls held is increased by transmitting a predetermined number of gaming balls (for example, 125 balls) as replay information (data) to the pachinko gaming machine 1. When the player operates the return button 283, the gaming card is ejected from the insertion / ejection slot 286. By inserting the ejected game card into the card unit of another pachinko game machine, it is possible to move balls between multiple game machines and play games (however, this is limited to stores where machine movement is permitted). The card unit 28 also has a data display 285. The data display 285 displays the remaining amount of the bills inserted into the insertion slot 281 and various other information.

[0030] Returning to the explanation of the pachinko game machine 1. A left side lamp 23a is provided on the left side of the front frame 18, and a right side lamp 23b is provided on the right side. The front frame 18 at the portion where the left side lamp 23a and the right side lamp 23b are provided is translucent, and a plurality of LEDs are arranged inside the translucent portion. Each LED can emit light of a plurality of colors, and lights up or blinks according to the content of the performance, and further changes the light emission color. The speakers 8 are provided at the left and right corners of the upper portion of the front frame 18, respectively, and output sounds such as music, sound effects, and notification sounds according to the content of the performance.

[0031] The pachinko gaming machine 1 also includes a game board 2, a glass plate 5, and a performance display device 7. The game board 2 is located approximately in the center of the pachinko game machine 1, that is, in a position that is approximately directly opposite the face of the player. The front of the game board 2 is covered with a transparent glass plate 5. The performance display device 7 is located behind the game board 2, and its screen is exposed from approximately the center of the game board 2.

[0032] A game area 3 in which game balls flow (roll) is formed on the surface of the game board 2. The game area 3 has a left game area 3A formed on the left side of the screen of the performance display device 7, and a right game area 3B formed on the right side of the screen of the performance display device 7. A plurality of game nails (not shown) are driven into the surface of the game board 2 to change the direction in which the game balls flow down. LEDs are provided at a plurality of locations on the game board 2, and in FIG. 5, these LEDs are collectively referred to as "board lamps 2a." Each LED that constitutes the board lamps 2a can emit multiple colors, light up or blink depending on the performance content, and also change the emitted color.

[0033] The game board 2 comprises a fixed winning device 10, a gate 12, a general winning port 13, a center decorative body 14, a movable body 15, a rail member 17, a normal variable winning device (also called an electric chute) 20, a first large winning device 30, a second large winning device 40, and displays 50.

[0034] The fixed winning device 10 is disposed approximately in the center of the game board 2. The fixed winning device 10 has a first starting hole 11 through which game balls can enter (win) one at a time. The first starting hole 11 is always open, and the probability that a game ball will win in the first starting hole 11 does not change substantially. The gate 12 is disposed in the right game area 3B, and is configured to allow game balls flowing down the right game area 3B to pass through. The general winning hole 13 is disposed in the left game area 3A, to the left of the fixed winning device 10.

[0035] The center decorative body 14 is disposed at the top of the game board 2. The center decorative body 14 is translucent, and on its inside are provided a number of LEDs that light up or flash depending on the content of the performance. The movable body 15 is disposed behind the center decorative body 14. FIG. 1 shows a state in which the movable body 15 is almost hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing depending on the content of the performance, and displaces into a state that is visible to the player.

[0036] The rail member 17 is disposed along the periphery of the game board 2. The rail member 17 guides game balls launched by a launching device 90 (FIG. 4) to the game area 3. An outlet 19 is opened in the center of the bottom of the game board 2 for discharging game balls that do not win anywhere.

[0037] The normal variable winning device 20 is disposed below the gate 12 in the right game area 3B. The normal variable winning device 20 includes a movable member (electric tulip) 21. The movable member 21 is configured to be rotatable around a base end as a rotation axis, and the second starting hole 22 is opened and closed by the opening and closing of the movable member 21. When the movable member 21 is opened, the second starting hole 22 is opened, and the game balls are easily allowed to enter the second starting hole 22 one by one. When the movable member 21 is closed, the second starting hole 22 is closed, and the game balls cannot enter the second starting hole 22. In the example shown in FIG. 1, the normal variable winning device 20 is disposed to the right of the game area 3, but may be disposed below the game area 3. In this embodiment, the normal variable winning device 20 having the second starting hole 22 is an example of a variable starting hole in the present invention.

[0038] The first large prize winning device 30 is located in the right game area 3B, to the right of the fixed prize winning device 10, and the second large prize winning device 40 is located above the first large prize winning device 30. The first large prize winning device 30 has a first opening / closing member 31 that opens and closes the first large prize winning opening 32, and the second large prize winning device 40 has a second opening / closing member 41 that opens and closes the second large prize winning opening 42. The first large prize winning opening 32 and the second large prize winning opening 42 are each formed to a size that allows multiple game balls to win (enter) at the same time. In this embodiment, the first opening / closing member 31 and the second opening / closing member 41 are each formed in a plate shape that is long in the left-right direction, and are configured to be rotatable around the left and right lower ends as rotation axes. Hereinafter, when describing matters common to the first large prize winning opening 32 and the second large prize winning opening 42, they are simply referred to as large prize winning openings.

[0039] Inside the second large prize winning device 40, a specific area (also called a V prize winning area, not shown) and a non-specific area (not shown) are formed, which are areas through which the game balls that have won the second large prize winning opening 42 can pass. Inside the second large prize winning device 40, there are provided a distribution member (not shown) that distributes the game balls that have won the second large prize winning opening 42 to a specific area or a non-specific area, and a distribution member solenoid 42d (FIG. 4) that drives the distribution member. When the distribution member solenoid 42d is energized, the distribution member is in a state in which it can distribute the game balls to the specific area, and when the distribution member solenoid 42d is not energized, it is in a state in which it cannot distribute the game balls to the specific area and can distribute the game balls to the non-specific area.

[0040] As described above, in the pachinko game machine 1, the shooting strength of the game ball can be adjusted by adjusting the shooting strength of the handle 4. Therefore, in the pachinko game machine 1, the game ball can be hit so as to flow down the left game area 3A or the right game area 3B. When the game ball is shot toward the left game area 3A, the game ball can win in the first start opening 11 or the general winning opening 13. On the other hand, when the game ball is shot toward the right game area 3B, the game ball can win in the gate 12, the second start opening 22, the first big winning opening 32, or the second big winning opening 42.

[0041] In this embodiment, a flow path is formed by game nails or the like so that the game ball cannot enter the first starting hole 11 when the ball is hit from the right. Therefore, when the ball is hit from the right, almost all of the game balls that are shot are guided to the second starting hole 22 side without flowing to the first starting hole 11 side. On the other hand, a plurality of game nails are driven into the periphery of the first starting hole 11 to change the flow direction of the game ball (not shown). Therefore, when the ball is hit from the left, not all of the game balls that are shot are guided to the first starting hole 11, but may come into contact with the game nails around the first starting hole 11 and flow down the game area 3 without entering the first starting hole 11.

[0042] In addition, in the pachinko game machine 1, a discharge path 29 (see FIG. 3) is provided outside the game area 3. This discharge path 29 is connected to all ball entry ports (the first start port 11, the general winning port 13, the second start port 22, the first large winning port 32, the second large winning port 42, and the out port 19) in the pachinko game machine 1. Therefore, the game balls that enter the first start port 11, the general winning port 13, the second start port 22, the first large winning port 32, the second large winning port 42, or the out port 19 always pass through the discharge path 29. The game balls that pass through the discharge path 29 head toward the storage section 140 described later and are stored in the storage section 140. In addition, the discharge path 29 is provided with a discharge port sensor 29a (FIG. 4) that detects the game balls that pass through the discharge path 29.

[0043] The display devices 50 are provided on the game board 2 outside the game area 3 and below the first big winning device 30. As shown in FIG. 4, the display devices 50 include a first special symbol display device 51 that variably displays the first special symbol (first special symbol), a second special symbol display device 52 that variably displays the second special symbol (second special symbol), and a normal symbol display device 53 that variably displays the normal symbol (normal symbol). Furthermore, the display devices 50 include a first special symbol reserve display device 51a, a second special symbol reserve display device 52a, and a normal symbol reserve display device 53a. The first special symbol reserve display device 51a displays the number of reserved activations stored in the first special symbol display device 51. The second special symbol reserve display device 52a displays the number of reserved activations stored in the second special symbol display device 52. The normal symbol reserve display device 53a displays the number of reserved activations stored in the normal symbol display device 53. Hereinafter, when describing matters common to the first special symbol and the second special symbol, they will simply be referred to as special symbols. Also, when describing matters common to the first special symbol display device 51 and the second special symbol display device 52, they will simply be referred to as special symbol displays.

[0044] Each of the special symbol displays 51, 52 is composed of a plurality of LEDs. Each of the LEDs constituting each of the special symbol displays 51, 52 lights up in a predetermined lighting pattern, and the combination of the lit and unlit LEDs represents the special symbol, and the state in which the combination of the lit and unlit LEDs changes represents the variable display of the special symbol. Hereinafter, the variable pattern of the special symbol from when the variable display of the special symbol starts until the special symbol is finally displayed is referred to as the special symbol variable pattern.

[0045] The normal symbol display 53 is composed of multiple (for example, two) LEDs. The LEDs that are turned on and off represent normal symbols, and the alternating lighting of the LEDs represents the variable display of the normal symbols. When the game ball passes through the gate 12, a lottery is performed for determining whether or not a win has been won, and the normal symbol display 53 variably displays the normal symbols. After a predetermined time has elapsed since the normal symbol display 53 started to display the variable normal symbols, the normal symbol display 53 displays the normal symbol corresponding to the result of the lottery. If the normal symbol displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 is activated, the movable member 21 is opened, and the second starting hole 22 is opened.

[0046] When the game ball enters the first starting hole 11, a jackpot determination (also called a jackpot lottery) is performed to determine whether or not a jackpot has been won, and the first special symbol display 51 variably displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the first special symbol display started to variably display the first special symbol. Here, if the first special symbol displayed as a fixed symbol is a special symbol indicating a jackpot, a jackpot occurs, the first big winning device 30 is activated, the first opening / closing member 31 is opened and closed, and the first big winning hole 32 is opened and closed. When the game ball enters the first starting hole 11 while the first special symbol display 51 is variably displaying the first special symbol, the operation of the first special symbol display 51 triggered by the winning is reserved. Then, the memory number indicating the number of reserved operations is displayed by the first special symbol reserved display 51a. Hereinafter, the number of reserved activations of the first special pattern display 51 is referred to as the first special pattern reserved number.

[0047] In addition, when the game ball enters the second starting hole 22, a jackpot determination (also called a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the second special symbol display started to variably display. Here, if the second special symbol displayed as a fixed symbol is a special symbol indicating a jackpot, a jackpot occurs, the first big winning device 30 is activated, the first opening / closing member 31 is opened and closed, and the first big winning hole 32 is opened and closed. When the game ball enters the second starting hole 22 while the second special symbol display 52 variably displays the second special symbol, the operation of the second special symbol display 52 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the second special symbol reserved display 52a. Hereinafter, the number of reserved activations of the second special symbol display 52 is referred to as the second special symbol reserved number. In addition, when a small win is won as described later, the second large prize device 40 is activated, the second opening and closing member 41 is opened and closed, and the second large prize opening 42 is opened and closed.

[0048] In addition, when explaining matters common to the first and second special reserved numbers, it is simply called the special reserved number. Hereinafter, one change of the special pattern is defined as the period from when the special pattern display starts to display the special pattern to when the special pattern is confirmed. In addition, the reduction of the special reserved number by one each time the special pattern is changed is called the consumption of the special reserved number.

[0049] Next, the performance display device 7 will be described. The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images (demo images). The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 performs the variable display of the performance symbols so as to synchronize with the variable display of the special symbols. The performance symbols are symbols representing Arabic numerals (for example, 1 to 10). The performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. As areas in which the performance display device 7 displays the variable performance symbols, a left performance symbol display area, a center performance symbol display area, and a right performance symbol display area are set in order from the left. The left performance symbol display area displays the left performance symbol 7L, the center performance symbol display area displays the center performance symbol 7C, and the right performance symbol display area displays the right performance symbol 7R.

[0050] The main variation pattern (variation mode) of each performance symbol is a variation pattern in which the numbers represented by the performance symbols move from the top to the bottom of the screen in ascending order, that is, a variation pattern in which the symbols scroll vertically. In addition, as a variation pattern, a horizontal scroll method in which the performance symbols move from one side of the screen to the other, a method in which the performance symbols are displayed in ascending order of numbers at the same display position, etc. can also be used. In addition, the performance display device 7 displays a background image as a performance image on the background of each performance symbol. For example, the background image is a moving image from a television drama or movie, an animated moving image from the moving image, an animation, an original moving image from a pachinko game machine manufacturer, etc. The performance display device 7 is a liquid crystal display device. In addition, an organic EL display device, a display device using a dot matrix LED, etc. can also be used as the performance display device 7.

[0051] The effect display device 7 variably displays each effect pattern in synchronization with the variably display of the special pattern, and at the same time as the special pattern is displayed, each effect pattern is displayed and the big win determination result is displayed. Here, the variably displayed state means that the effect pattern does not swing up and down or change again, but is completely stopped.

[0052] Hereinafter, a combination of performance symbols that indicates that the result of the jackpot determination is a jackpot is referred to as a jackpot performance symbol combination, and a combination of performance symbols that indicates that the result of the jackpot determination is a miss is referred to as a miss performance symbol combination. A combination of jackpot performance symbols is a state in which each performance symbol is aligned with a performance symbol that represents the same number, that is, a state of a repeat number. For example, as shown in FIG. 1, the left performance symbol 7L, the center performance symbol 7C, and the right performance symbol 7R that are confirmed and displayed are all aligned with "7". Also, a combination of miss performance symbols is a state in which each performance symbol is not aligned with a performance symbol that represents the same number, that is, a state of a non-repeated number. For example, the left performance symbol 7L that is confirmed and displayed is "7", the center performance symbol 7C is "6", and the right performance symbol 7R is "7". Hereinafter, a change pattern of the performance symbols that the performance display device 7 changes and displays in synchronization with the special symbols is referred to as a performance symbol change pattern.

[0053] In addition to the notification of the result of the jackpot determination by the performance symbols, the pachinko game machine 1 notifies the result of the jackpot determination by using a background image displayed on the performance display device 7, a sound output from the speaker 8, the lighting of the board lamp 2a, etc. in a composite manner. Specifically, various performances such as advance notice performance and reach performance are included.

[0054] (Ball circulation mechanism) Next, the ball circulation mechanism will be described with reference to FIG. 3 is a schematic diagram of the ball circulation mechanism. As described above, the pachinko game machine 1 is a managed game machine that circulates a predetermined number of game balls (for example, 45 balls). As described above, the discharge path 29 provided in the pachinko game machine 1 communicates with all ball entrances in the pachinko game machine 1, so that game balls that enter the ball entrances pass through the discharge path 29 and are stored in the storage section 140.

[0055] The game balls stored in the storage section 140 are lifted by the lifting device 130 to the launch position of the launching device 90. The lifting device 130 has a polishing mechanism, and lifts the game balls stored in the storage section 140 upward one by one while polishing them. The game balls lifted by the lifting device 130 are lined up in a row in a passage of the launching device 90, and are carried to the launch position one by one, starting with the leading ball, and set there.

[0056] When the handle 4 is rotated, the game ball set in the launch position is shot out by the launch hammer 90a and shot toward the play area 3 through a launch path 94. A return flow path 95 is formed in the middle of the launch path 94. If the handle 4 is rotated sufficiently, the game ball passes through the launch path 94 and is shot out into the play area 3, but if the handle 4 is not rotated sufficiently, the game ball passes through the return flow path 95 and is returned to the storage section 140. A game ball that does not have enough urging force to enter the play area 3 (a so-called "foul ball") always passes through the return flow path 95 and returns to the storage section 140 again.

[0057] Next, an increase or decrease in the number of game balls displayed on the game ball number display 26 (FIG. 2) will be described. As shown in Fig. 3, a shot ball sensor 94a is disposed in the middle of the shot path 94 to detect a game ball passing through the shot path 94. Therefore, every time a game ball is shot, the game ball is detected by the shot ball sensor 94a. At this time, the number of game balls displayed on the game ball number display 26 decreases by "1" with each shot of the game ball.

[0058] As described above, a foul ball may occur in the pachinko game machine 1. A foul ball is a ball that has not reached the game area 3, but has passed through the launch path 94 once and has been detected by the launch ball sensor 94a. Therefore, the number of game balls is reduced by one even though the foul ball is not involved in the game. Therefore, in the pachinko game machine 1, a return ball sensor 95a is disposed in the middle of the return flow path 95 to detect game balls passing through the return flow path 95. Therefore, a game ball that has passed through the launch path 94 but has not reached the game area 3 and has returned to the return flow path 95 is detected by the return ball sensor 95a. When the game ball is detected by the return ball sensor 95a, the number of game balls displayed on the game ball number display 26 is increased by "1".

[0059] On the other hand, in the pachinko game machine 1, when a game ball enters a specific winning slot, the player can acquire a number of game balls corresponding to the winning slot. However, since the pachinko game machine 1 is a managed game machine, the game balls are not physically paid out. For example, when a game ball enters the first starting slot 11, the number of game balls displayed on the game ball number display 26 increases by "3". In the following explanation, the acquisition of prize balls by the player by winning a prize ball in a winning slot may be referred to as "paying out prize balls", but since the pachinko game machine 1 is a managed game machine, it means a numerical increase in the number of balls held.

[0060] [Main electrical configuration of a pachinko machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIG. 4 and FIG. The pachinko game machine 1 is equipped with a main control board 60 (Figure 4), a frame control board 150 (Figure 4), a sub control board 100 (Figure 5), an image control board 200 (Figure 5), a sound control board 78 (Figure 5), and a lamp control board 79 (Figure 5).

[0061] As shown in FIG. 4, a one-chip microcomputer for game control (hereinafter, referred to as a microcomputer for game control) 61 is mounted on the main control board 60. The microcomputer for game control 61 includes a CPU 62, a ROM 63, and a RAM 64. The main control board 60 also includes an input / output circuit 65. The microcomputer for game control 61 generates random numbers used in various judgments (lotteries), such as a jackpot random number, a jackpot type random number, a reach random number, a c time-saving type random number, and a variation pattern random number. The CPU 62 executes detection of winning, jackpot judgment, and updating of various random numbers. The ROM 63 stores various tables, such as a computer program executed by the CPU 62, a jackpot judgment table, a jackpot type judgment table, a reach judgment table, a c time-saving type judgment table, and a special chart variation pattern selection table.

[0062] The RAM 64 is used as a work memory or the like when the CPU 62 executes a computer program. The RAM 64 is also provided with a first special chart reservation memory section 64a, a second special chart reservation memory section 64b, and a normal chart reservation memory section 64c.

[0063] The first special symbol reservation memory unit 64a has first to fourth memory areas. That is, the maximum number of first special symbol reservations that can be stored is four. In each memory area, a jackpot random number, a jackpot type random number, a reach random number, a c time reduction type random number, and a change pattern random number that are acquired by the game control microcomputer 61 due to the game ball winning the first start hole 11 are stored. When the game ball wins the first start hole 11 while the first special symbol display device 51 is displaying the first special symbol, the display of the first special symbol caused by the winning is temporarily reserved (operation reserved), and the jackpot random number, etc. acquired due to the winning are stored in the first special symbol reservation memory unit 64a.

[0064] The second special symbol reservation memory unit 64b includes first to fourth memory areas. That is, the maximum number of second special symbol reservations that can be stored is four. In each memory area, a jackpot random number, a jackpot type random number, a reach random number, a c time reduction type random number, and a change pattern random number that are acquired by the game control microcomputer 61 due to the game ball winning the second start hole 22 are stored. When the game ball wins the second start hole 22 while the second special symbol display device 52 is displaying the second special symbol, the display of the second special symbol caused by the winning is temporarily reserved (activation reserved), and the jackpot random number, etc. acquired due to the winning are stored in the second special symbol reservation memory unit 64b.

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

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

[0067] The input / output circuit 65 transmits and receives data to and from each board etc. connected to the main control board 60 . The main control board 60 is electrically connected to the display devices 50. The main control board 60 is electrically connected to the first start port sensor 11a, the second start port sensor 22a, the gate sensor 12a, the first large prize port sensor 32a, the second large prize port sensor 42a, the specific area sensor 42b, the non-specific area sensor 42c, the general prize port sensor 13a, and the discharge port sensor 29a through the relay board 74. The main control board 60 is electrically connected to the electric chute solenoid 20a, the first large prize port solenoid 30a, the second large prize port solenoid 40a, and the distribution member solenoid 42d through the relay board 74.

[0068] The first start hole sensor 11a is provided directly below the first start hole 11, and outputs a signal indicating that the game ball has entered the first start hole 11 to the main control board 60. The second start hole sensor 22a is provided directly below the second start hole 22, and outputs a signal indicating that the game ball has entered the second start hole 22 to the main control board 60. The gate sensor 12a is provided in the passage area of ​​the game ball in the gate 12, and outputs a signal indicating that the game ball has passed through the gate 12 to the main control board 60. The first large prize hole sensor 32a is provided directly below the first large prize hole 32, and outputs a signal indicating that the game ball has entered the first large prize hole 32 to the main control board 60. The second large prize hole sensor 42a is provided directly below the second large prize hole 42, and outputs a signal indicating that the game ball has entered the second large prize hole 42 to the main control board 60. The specific area sensor 42b is provided in a specific area inside the second large winning opening 42, and outputs a signal indicating that the gaming ball has passed through the specific area to the main control board 60. The non-specific area sensor 42c is provided in a non-specific area inside the second large winning opening 42, and outputs a signal indicating that the gaming ball has passed through the non-specific area to the main control board 60. The general winning opening sensor 13a is provided directly below the general winning opening 13, and outputs a signal indicating that the gaming ball has won at the general winning opening 13 to the main control board 60. The discharge opening sensor 29a is provided in the discharge path 29 (FIG. 3) provided outside the game area 3, and outputs a signal indicating that the gaming ball has passed through the discharge path 29 to the main control board 60.

[0069] The electric chute solenoid 20a drives the movable member 21 of the normal variable winning device 20 to open and close. The first large winning opening solenoid 30a drives the first opening and closing member 31 of the first large winning device 30 to open and close. The second large winning opening solenoid 40a drives the second opening and closing member 41 of the second large winning device 40 to open and close. The distribution member solenoid 42d drives the distribution member provided inside the second large winning device 40.

[0070] Further, the card unit 28 is electrically connected to the main control board 60 via a frame control board 150. Further, the frame control board 150 is electrically connected to the game ball count display 26.

[0071] The frame control board 150 manages the number of game balls based on signals (data and information) from the game control microcomputer 61, detection signals from the shot ball sensor 94a, the return ball sensor 95a, and the count button sensor 251a, and various signals from the card unit 28. The frame control board 150 also displays the number of balls held on the game ball number display 26. The frame control board 150 is also connected to the launching device 90 via the launch control circuit 75. In addition, the frame control board 150 also controls the launching device 90 and communicates with the card unit 28. In this embodiment, the frame control board 150 is disposed below the inner frame 24 and is not attached to the game board 2. The main control board 60 not only transmits signals (data and information) to the frame control board 150, but also receives signals (data and information) from the frame control board 150 to monitor the number of game balls (monitor payout).

[0072] In addition, a one-chip microcomputer for frame control (hereinafter, referred to as a microcomputer for frame control) 151 is mounted on the frame control board 150. The microcomputer for frame control 151 includes a CPU 152, a ROM 153, and a RAM 154. In addition, the frame control board 150 includes an input / output circuit 155 and a RAM clear switch 156. The microcomputer for frame control 151 executes display control of the number of game balls according to a program. The CPU 152 executes the program. The ROM 153 stores a program for controlling the display of the number of game balls. The RAM 154 is used as a work memory or the like when the CPU 152 executes the program. In addition, the RAM 154 includes a ball number storage unit 154a for storing the number of balls held.

[0073] The input / output circuit 155 transmits or receives data between each board connected to the frame control board 150. In this embodiment, since the frame control board 150 and the main control board 60 are electrically connected, the game control microcomputer 61 can transmit a signal (data and information) to the frame control board 150 and receive a signal from the frame control board 150 to monitor the increase and decrease in the number of game balls. Similarly, since the frame control board 150 and the card unit 28 are electrically connected, the frame control microcomputer 151 can transmit a signal (data and information) to the card unit 28 and receive a signal from the card unit 28. Similarly, since the frame control board 150 and the sub-control board 100 are electrically connected, the frame control microcomputer 151 can transmit a signal (data and information) to the sub-control board 100 and receive a signal from the sub-control board 100.

[0074] The RAM clear switch 156 is operably provided on the frame control board 150. When the pachinko gaming machine 1 is started with the RAM clear switch 156 pressed, it initializes the RAM 64 of the main control board 60 and the RAM 120 of the sub-control board 100. The RAM clear switch 156 is operable when the power is turned on, and when the RAM clear switch 156 is operated, the gaming state of the pachinko gaming machine 1 becomes the normal gaming state (non-time-saving state in this embodiment). The RAM clear switch 156 may be provided on the main control board 60.

[0075] The card unit 28 identifies the amount (balance) by identifying the bill inserted into the insertion slot 281 or by reading a storage medium such as a gaming card inserted into the insertion / removal slot 286, and outputs the amount information to the pachinko gaming machine 1. This amount information is input to the frame control microcomputer 151. The frame control microcomputer 151 identifies the amount (balance) from the amount information input from the card unit 28, controls the lending of gaming balls in response to the operation of the ball lending button 282 by the player within the range of the number of gaming balls corresponding to the amount, and adds the number of lent balls to the number of balls held in the ball number storage unit 154a. Similarly, when the replay button 284 is operated, the frame control microcomputer 151 controls the movement of the gaming balls in response to the operation of the replay button 284, and adds a predetermined number of gaming balls (for example, 125 balls) to the number of balls held in the ball number storage unit 154a. Furthermore, when the count button 251 is operated, the frame control microcomputer 151 subtracts the number of balls according to the operation mode of the count button 251 from the number of balls stored in the ball number storage unit 154a. Then, the frame control microcomputer 151 outputs the subtracted number of balls to the card unit 28. As a result, the card unit 28 counts (counts) the subtracted number of balls, and stores (adds) the number of balls to the game card. As described above, when a short press operation (for example, a press operation for less than 1000 ms) of the count button 251 is detected, one ball (data) is moved to the game card. On the other hand, when a long press operation (for example, a press operation for 1000 ms) of the count button 251 is detected, 250 balls (data) are moved to the game card.

[0076] The launching device 90 connected to the frame control board 150 includes a launching motor 91, a touch switch 92, and a launching volume 93. When the launching control circuit 75 receives a signal from the touch switch 92 indicating that the player has touched the handle 4 while the game is in a playable state, the launching control circuit 75 drives the ball sending solenoid 90b to send the game balls one by one to the launch position. The launching control circuit 75 also controls the launching motor 91 to drive the launching hammer 90a with a striking strength corresponding to the displacement of the launching volume 93, and launches the game balls periodically (for example, at 0.6 second intervals).

[0077] In addition, the frame control board 150 is electrically connected to a fired ball sensor 94a, a returned ball sensor 95a, a counting button sensor 251a, and a game ball count clear switch SW1. The launched ball sensor 94a is provided in the launch path 94, and outputs a signal indicating that the gaming ball has passed through the launch path 94 to the frame control board 150. The return ball sensor 95a is provided in the return flow path 95, and outputs a signal indicating that the gaming ball has passed through the return flow path 95, i.e., that it has become a foul ball, to the frame control board 150.

[0078] The count button sensor 251a is provided on the count button 251, and outputs a signal indicating that the count button 251 has been pressed to the frame control board 150. The frame control board 150 can grasp the operation mode of the count button 251, i.e., the number of balls to be subtracted from the number of balls held, from the length of the detection signal from the count button 251, etc.

[0079] The game ball count clear switch SW1 is a switch that is operated when initializing the number of balls stored in the ball count memory unit 154a of the RAM 154 to "0". When the game ball count clear switch SW1 is operated, a signal instructing the number of game balls to be cleared is output to the frame control board 150. Like the RAM clear switch 156, the game ball count clear switch SW1 can be operated when the power is turned on.

[0080] The pachinko game machine 1 also includes a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the frame control board 150. The power supply board 70 supplies power to each device and each sensor electrically connected to the frame control board 150 via the frame control board 150. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power to the display devices 50 electrically connected to the main control board 60 via the main control board 60.

[0081] The power supply board 70 is provided with a backup power supply circuit 71. When power is not being supplied from an external source to the pachinko gaming machine 1, the backup power supply circuit 71 supplies power necessary for retaining information to the RAM 64 of the main control board 60 and the like. A power switch 72 for turning on / off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.

[0082] The main control board 60 transmits various commands to the sub-control board 100. The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is unidirectional communication in which only transmission from the main control board 60 to the sub-control board 100 is possible. On the other hand, the main control board 60 and the frame control board 150 are configured to be capable of bidirectional communication. Similarly, the frame control board 150 and the sub-control board 100 are also configured to be capable of bidirectional communication.

[0083] The main control board 60 and the frame control board 150 may be configured to enable one-way communication from the main control board 60 to the frame control board 150. Also, they may be configured to enable one-way communication from the frame control board 150 to the sub-control board 100. Also, in order to transmit information of the frame control board 150 to the sub-control board 100 without configuring communication between the frame control board 150 and the sub-control board 100, the information may be transmitted via the main control board 60. Also, various winning port sensors and ejection port sensors 29a may be electrically connected to the frame control board 150 instead of the main control board 60.

[0084] (Sub-control board) As shown in FIG. 5, a one-chip microcomputer for effect control (hereinafter referred to as the microcomputer for effect control) 101 is mounted on the sub-control board 100. The microcomputer for effect control 101 includes a CPU 102, a ROM 110, and a RAM 120. The sub-control board 100 also includes an input / output circuit 103. The CPU 102 controls the effect in accordance with the game. The ROM 110 stores various tables in addition to a computer program for the CPU 102 to control the effect. The RAM 120 is used as a work memory when the CPU 102 executes the computer program. The RAM 120 also includes a first special chart reserved effect storage unit 121, a second special chart reserved effect storage unit 122, and a variable effect storage unit 123.

[0085] The first special chart hold effect memory unit 121 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the first start winning command and the like output from the main control board 60. The first start winning command is a command including a jackpot random number, a jackpot type random number, a reach random number, a c time-saving type random number, and a fluctuation pattern random number acquired by the game control microcomputer 61 when the game ball wins the first start hole 11.

[0086] The second special chart hold effect memory unit 122 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the second start winning command and the like output from the main control board 60. The second start winning command is a command including a jackpot random number, a jackpot type random number, a reach random number, a c time-saving type random number, and a fluctuation pattern random number acquired by the game control microcomputer 61 when the game ball wins the second start hole 22.

[0087] The variable performance memory unit 123 stores the first start winning command or the second start winning command used for the variable performance pattern. The input / output circuit 103 transmits and receives data to and from each board etc. connected to the sub-control board 100 .

[0088] The sub-control board 100 is electrically connected to the image control board 200. The performance display device 7 is electrically connected to the image control board 200. The image control board 200 executes a VDP 201 (Video Display Processor), an image control CPU 202, and a control ROM 203. Furthermore, the image control board 200 is equipped with a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the performance display device 7 to display performance images such as a variable performance pattern, a button performance image, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP 201 reads image data from the CGROM 205 according to a display list created by the image control CPU 202, and loads the read image data in a load area in the VRAM 206. The VDP 201 then synthesizes the image data loaded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. The VDP 201 then converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image.

[0089] The sub-control board 100 is electrically connected to the board lamp 2a, the performance button lamp 9c, the left side lamp 23a, and the right side lamp 23b via the lamp control board 79. The performance control microcomputer 101 creates light emission pattern data that determines the light emission mode of each lamp using data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data.

[0090] The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. A device (not shown) for operating the movable body 15 is connected to the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The performance control microcomputer 101 creates motion pattern data that determines the motion pattern of the movable body 15 using the data stored in the ROM 110, and transmits the motion pattern data to the lamp control board 79. Then, the lamp control board 79 that receives the motion pattern data drives the movable body motor via the relay board 77 according to the motion pattern, thereby controlling the motion of the movable body 15.

[0091] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on a command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs a sound indicated by the input audio signal.

[0092] In addition, the sub-control board 100 is electrically connected to a performance lever push detection switch 6a, a performance lever rotation detection switch 6b, a performance button detection switch 9a, a cross key detection switch 252a, an leave button detection switch 253a, a performance lever vibration motor 6c, and a performance button vibration motor 9b.

[0093] The effect lever push detection switch 6a outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100. The effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 has been pushed, based on the signal input from the effect lever push detection switch 6a. The effect lever rotation detection switch 6b outputs a signal indicating that the effect lever 6 has been rotated, to the sub-control board 100. The effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 has been rotated, based on the signal input from the effect lever rotation detection switch 6b. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pushed to the sub-control board 100. The effect control microcomputer 101 executes a button effect, based on the signal input from the effect button detection switch 9a. The cross key detection switch 252a outputs a signal indicating that the cross key 252 has been operated, to the sub-control board 100. The Leave button detection switch 253a outputs a signal indicating that the Leave button 253 has been pressed to the sub-control board 100. The Leave button detection switch 253a may be connected to the frame control board 150.

[0094] The performance lever vibration motor 6c is a member that vibrates the performance lever 6, and is provided in a portion that contacts the performance lever 6 or inside the performance lever 6. The performance button vibration motor 9b is a member that vibrates the performance button 9, and is housed inside the performance button 9. The ROM 110 stores operation pattern data that determines the operation pattern of the performance lever vibration motor 6c and operation pattern data that determines the operation pattern of the performance button vibration motor 9b. The performance control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the performance lever 6, and drives and controls the performance lever vibration motor 6c based on the read operation pattern data. In addition, the performance control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the performance button 9, and drives and controls the performance button vibration motor 9b based on the read operation pattern data.

[0095] 4 and 5 are merely block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and are not limited to the boards shown in Fig. 4 and 5. Therefore, a plurality of boards other than the main control board 60 may be configured as one board, or all boards including the main control board 60 may be configured as one board.

[0096] [Game status explanation] Next, the gaming state of the pachinko gaming machine 1 will be described. In the pachinko game machine 1 of this embodiment, when a jackpot is won, the first big prize opening 32 is opened, and when a small prize is won, the second big prize opening 42 is opened. In addition to when a jackpot is determined, a jackpot game is started when a game ball that has won the second big prize opening 42 passes through a specific area (V entry). The pachinko game machine 1 of this embodiment is a type of machine that is so-called a type 1 / type 2 mixed machine. In addition, the probability of a jackpot being determined in a jackpot determination (hereinafter, referred to as the jackpot probability) is basically fixed, and this type of machine does not have a high probability state in which the jackpot probability is higher than normal.

[0097] The normal symbol display 53 of the pachinko game machine 1 is provided with a probability variation function and a variation time shortening function. On the other hand, the special symbol display does not have a probability variation function, but only has a variation time shortening function.

[0098] In addition, the state in which the variation time shortening function of the special symbol display is activated is called the "time shortening state," and the state in which it is not activated is called the "non-time shortening state." In the time shortening state, the variation time of the special symbol (the time required from the start of the variation display to the final display) is shorter than in the non-time shortening state. As a result, the number of times the special symbol variation is executed per unit time in the time shortening state is greater than the number of times the special symbol variation is executed per unit time in the non-time shortening state. The time shortening state in the pachinko game machine 1 includes two types of time shortening: the "slight time shortening state" and the "normal time shortening state." The "normal time shortening state" corresponds to a general time shortening state. In the "slight time shortening state," the variation time shortening function and the electric support control described below function, but there is no significant difference compared to the normal game state (normal probability state and non-time shortening), and the slight time shortening state and the normal game state (normal probability state and non-time shortening) can be said to be essentially the same state for the player. Hereinafter, when describing matters common to the slight time-saving state and the normal time-saving state, the term will be simply referred to as the "time-saving state."

[0099] The probability variation function and the variation time shortening function of the normal symbol display 53 are operable in synchronization with the variation time shortening function of the special symbol display. The probability variation function and the variation time shortening function of the normal symbol display 53 operate in the time shortening state and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of a winning symbol being determined in the lottery of the normal symbol is higher than in the non-time shortening state. In other words, when the probability variation function of the normal symbol display 53 operates, the probability that the normal symbol displayed by the normal symbol display 53 is a winning symbol (a normal symbol indicating that a winning symbol has been determined in the lottery of the normal symbol) is higher than when it is not operating. Incidentally, there is no significant difference in the probability of the slight time shortening state among the time shortening states compared to the normal game state (non-time shortening state).

[0100] In addition, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. For example, the variation time of the normal symbol is 10 seconds in the non-time-saving state, but 9 seconds in the minute time-saving state, and 1 second in the normal time-saving state. Furthermore, in the time-saving state, the opening time of the normal variable winning device 20 is longer than that in the non-time-saving state. In other words, the opening time extension function of the normal variable winning device 20 is activated. For example, the opening time of the normal variable winning device 20 in the non-time-saving state is 0.5 seconds, and the opening time of the normal variable winning device 20 in the minute time-saving state is 0.6 seconds. The opening time of the normal variable winning device 20 in the normal time-saving state is 3 seconds. In addition, in the time-saving state, the number of times that the normal variable winning device 20 is opened in the auxiliary game is greater than that in the non-time-saving state. In other words, the opening number increase function of the normal variable winning device 20 is activated. The auxiliary game is a game in which, when the confirmed normal symbol displayed is a specific normal symbol determined in advance, the second starting hole 22 is opened and closed in an opening pattern corresponding to the current game state.

[0101] When the probability variation function and the variation time shortening function of the normal pattern display 53 and the opening time extension function and the opening count increase function of the normal variable winning device 20 are operating, the normal variable winning device 20 is opened more frequently and the game balls enter the second starting hole 22 more frequently than when these functions are not operating. As a result, the ratio of the number of winning balls to the number of shot balls is high, so the player can aim for a big win without significantly reducing the number of game balls he has. In addition, in this way, when the probability variation function and the variation time shortening function of the normal pattern display 53 and the opening time extension function and the opening count increase function of the normal variable winning device 20 are operating, the control that supports the winning of the second starting hole 22 by the normal variable winning device 20 is called electric support control. Therefore, in the normal time shortening state in which the electric support control is operating, the player plays a game aiming at the second starting hole 22. On the other hand, as described above, in the micro-time-saving state, there is no significant difference between the normal game state and the normal game state in terms of the probability fluctuation function and the fluctuation time shortening function of the normal symbol display 53, and the ease of the game ball entering the second start hole 22 does not change. Therefore, in the micro-time-saving state, the player plays a game aiming at the first start hole 11, as in the normal game state, instead of the second start hole 22. However, since the micro-time-saving state is slightly more advantageous than the non-time-saving state, the player actually plays by aiming at the first start hole 11, but it can be said that the game ball is easier to enter the second start hole 22 in the micro-time-saving state than in the non-time-saving state. Similarly, even if the time-saving state is the same, the micro-time-saving state has less benefit from the electric support control compared to the normal time-saving state, so it can be said that the game ball is easier to enter the second start hole 22 in the normal time-saving state than in the micro-time-saving state.

[0102] In the pachinko game machine 1 of this embodiment, when a jackpot is won, the game state after the jackpot game ends is in a time-saving state (a time-saving) with electric support control. However, this time-saving state (a time-saving) may be a micro-time-saving state or a normal time-saving state. The a time-saving state ends when a specified number of special symbol variations are displayed, or when a jackpot is won within a specified number of times (including a jackpot due to a V winning) and a jackpot game is executed. Note that when playing the pachinko game machine 1 for the first time, the game state after the power is turned on is in a non-time-saving state with no electric support control. Also, the game state immediately after the RAM clear switch 156 is operated is in a non-time-saving state with no electric support control.

[0103] In this embodiment, a lottery for c time reduction (sudden time reduction) is performed, and if the c time reduction is won, the game moves to the time reduction state when the next special pattern starts to change, without going through a jackpot game. When the c time reduction (sudden time reduction) is stopped at a specific losing pattern (which is also a c time reduction pattern) during a normal game state, the game state switches to the time reduction state. Specifically, when the c time reduction (sudden time reduction) is determined to be "c time reduction (sudden time reduction)" by the random number value of the special pattern hit during a normal game state, the game state switches to the time reduction state after the specific losing pattern stops. The game state of this c time reduction is a slight time reduction state or a normal time reduction state, and which time reduction state is to be set is determined by a lottery. In addition, the c time reduction ends when a specified number of special pattern changes are displayed, or when a jackpot is won (including a jackpot due to a V prize) and the jackpot game is executed. In this embodiment, the non-time-saving state corresponds to the "normal game state" in the present invention. In addition, the normal time-saving state and the slight time-saving state correspond to the "easy-to-score state" in the present invention, and among them, the normal time-saving state corresponds to the "normal easy-to-score state" and the slight time-saving state corresponds to the "special easy-to-score state."

[0104] [Jackpot Judgment Table] The jackpot determination table T1 shown in FIG. 6 is a table that the game control microcomputer 61 refers to when executing the jackpot determination of whether or not there is a jackpot. The jackpot determination table is configured by associating the type of lottery (lottery of the first special chart or the second special chart) with a jackpot random number value (jackpot determination value). The jackpot random number value is a predetermined random number selected from the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63, and the jackpot random number counter operates and generates a jackpot random number by executing the computer program by the CPU 62. The jackpot random number counter may be one that utilizes a random number generating circuit such as a counter IC. The jackpot random number counter of the pachinko game machine 1 counts a total of 65536 jackpot random numbers from 0 to 65535. In other words, it generates a total of 65536 jackpot random numbers from 0 to 65535.

[0105] In the jackpot determination table T1, a total of 188 jackpot random numbers from 0 to 187 are set as the jackpot random number value for the lottery of the first special chart. The game control microcomputer 61 determines a jackpot when the jackpot random number obtained from the jackpot random number counter is within the range of 0 to 187, and determines a non-jackpot (in this embodiment, "c time reduction") when the jackpot random number is other than 0 to 187 among 0 to 65535. However, in this embodiment, even if the c time reduction is won, the c time reduction is not activated unless a specific condition is established (effectively equivalent to a miss). Although the details will be described later, the first rotation immediately after the operation of the RAM clear switch 156 or the first rotation immediately after the end of the time reduction (including the normal time reduction and the minute time reduction) corresponds to the establishment of a specific condition that allows the c time reduction to be activated. In other words, the c time reduction cannot be activated unless the game state at the time of executing the jackpot determination is in a non-time reduction state. And, as mentioned above, when controlling to the c time-saving state, it will transition to the c time-saving state from the next change without going through the big win game. In the following explanation, it may be simply described as "miss" when the big win judgment determines that it is not a big win, but the condition for activating the c time-saving is not met.

[0106] In addition, in the jackpot determination table T1, a total of 188 jackpot random numbers from 0 to 187 are set as jackpot random numbers for the lottery of the second special chart. The game control microcomputer 61 determines that the jackpot is a jackpot if the acquired jackpot random number is a value within the range of 0 to 187, and determines that the jackpot is not a jackpot if the acquired jackpot random number is a value other than 0 to 187 among 0 to 65535. Among these, if the acquired jackpot random number is a value within the range of 188 to 32299, it is determined that the jackpot is a small win. Note that the small win of the second special chart is a win in which the second big prize winning device 40 operates in an opening pattern that allows the game ball to pass through to the specific area (V prize winning area). In addition, if the acquired jackpot random number is a value within the range of 32300 to 65434, it is determined that the c time reduction is performed. In addition, if the acquired jackpot random number is a value within the range of 65435 to 65535, it is determined that the jackpot is a miss.

[0107] Incidentally, a small win may be set in the drawing of the first special chart, but the probability is preferably lower than the probability of a small win in the drawing of the second special chart. When a small win is set in the drawing of the first special chart, it is preferable to operate the second large winning device 40 in an opening pattern in which the game ball cannot pass through the specific area (V winning area). In addition, a small win random number may be set separately from the big win random number, and a small win determination may be made when the big win is not won. In addition, the winning probability of a small win may be the same in the drawing of the first special chart and the drawing of the second special chart, but when a small win is won in the drawing of the first special chart, it is preferable to operate the second large winning device 40 in an opening pattern in which the game ball cannot pass through the specific area. In addition, in the drawing of the second special chart, the winning probability of a small win and a c time reduction may be appropriately changed according to the playability, etc., and it is not necessary to win the c time reduction in the drawing of the second special chart.

[0108] [Big win type determination table] The jackpot type determination table T2 shown in FIG. 7 is a table that the game control microcomputer 61 refers to when it executes the jackpot type determination when it is determined that a jackpot has been generated. The jackpot type determination table T2 is configured by associating a predetermined number of jackpot type random numbers (jackpot type determination values) with each jackpot type (jackpot pattern type) according to the type of lottery (lottery for the first special symbol or the second special symbol). The jackpot type random number value is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in the ROM 63, and the jackpot type random number counter operates and generates a jackpot type random number by the CPU 62 executing the computer program. The jackpot type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 100 jackpot type random numbers from 0 to 99. That is, it generates a total of 100 jackpot type random numbers from 0 to 99.

[0109] In the pachinko game machine 1, the jackpot symbols to be determined when the lottery for the first special chart determines that a jackpot is reached are set to "jackpot symbol A," "jackpot symbol B," "jackpot symbol C," "jackpot symbol D," and "jackpot symbol E." In addition, the jackpot symbols to be determined when the lottery for the second special chart determines that a jackpot is reached are set to "jackpot symbol a," "jackpot symbol b," "jackpot symbol c," "jackpot symbol d," "jackpot symbol e," and "jackpot symbol f."

[0110] The jackpot game based on each jackpot symbol includes an opening that is executed before the first round game starts, multiple round games, and an ending that is executed after the final round game ends. Each round game ends when the number of game balls that enter the first jackpot winning hole 32 reaches a predetermined upper limit number (10 balls in this example) or a predetermined opening time (30 seconds in this example) has elapsed, whichever is earlier, and the ending condition is met (the first jackpot winning hole 32 is closed). After the end of the round game, the next round game starts when a predetermined interval time has elapsed.

[0111] The jackpot type specified by "jackpot pattern A" is a jackpot with the number of rounds constituting the jackpot game being "10". When "jackpot pattern A" is determined, after the jackpot game ends, the game is controlled to the normal time-saving state until the next jackpot is won.

[0112] The jackpot type specified by "jackpot pattern B" is a jackpot with the number of rounds constituting the jackpot game being "3". When "jackpot pattern B" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times being 1200 times.

[0113] The jackpot type specified by the "jackpot pattern C" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern C" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times set to 10.

[0114] The jackpot type specified by the "jackpot pattern D" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern D" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times set to 20.

[0115] The jackpot type specified by the "jackpot pattern E" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern E" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times being 30.

[0116] The jackpot type specified by the "jackpot pattern a" is a jackpot with the number of rounds constituting the jackpot game being "10". When the "jackpot pattern a" is determined, after the jackpot game ends, the game is controlled to the normal time-saving state until the next jackpot is won.

[0117] The jackpot type specified by the "jackpot pattern b" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern b" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times being 1200 times.

[0118] The jackpot type specified by the "jackpot pattern c" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern c" is determined, the game is controlled to a non-time-saving state after the jackpot game ends.

[0119] The jackpot type specified by the "jackpot pattern d" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern d" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times being 10.

[0120] The jackpot type specified by the "jackpot pattern e" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern e" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times set to 20.

[0121] The jackpot type specified by the "jackpot pattern f" is a jackpot with the number of rounds constituting the jackpot game being "3". When the "jackpot pattern f" is determined, after the jackpot game ends, the game is controlled to a micro-time-saving state with the upper limit number of times being 30.

[0122] In the pachinko game machine 1, in the drawing of the first special chart, if the jackpot type random number is a value within the range of 0 to 49, it is determined that the "jackpot pattern A" has been won, if the value is within the range of 50 to 74, it is determined that the "jackpot pattern B" has been won, and if the value is within the range of 75 to 84, it is determined that the "jackpot pattern C" has been won. Similarly, if the jackpot type random number is a value within the range of 85 to 93, it is determined that the "jackpot pattern D" has been won, and if the value is within the range of 94 to 99, it is determined that the "jackpot pattern E" has been won.

[0123] On the other hand, in the lottery of the second special chart, if the jackpot type random number is a value within the range of 0 to 79, it is determined that the "jackpot pattern a" has been won, if the value is within the range of 80 to 89, it is determined that the "jackpot pattern b" has been won, and if the value is within the range of 90 to 91, it is determined that the "jackpot pattern c" has been won. Similarly, if the jackpot type random number is a value within the range of 92 to 94, it is determined that the "jackpot pattern d" has been won, if the value is within the range of 95 to 97, it is determined that the "jackpot pattern e" has been won, and if the value is within the range of 98 to 99, it is determined that the "jackpot pattern f" has been won. Incidentally, in this embodiment, in the jackpot by the V winning (the jackpot by passing through a specific area in the second big winning device 40), regardless of the value of the acquired jackpot type random number, it is controlled to the same game state as the jackpot pattern a. Not limited to this example, multiple jackpot types caused by the V winning may be set.

[0124] In addition, the selectable jackpot type, the number of rounds, the maximum number of time-saving times, and the number of random numbers to be associated in the embodiment may be changed as appropriate depending on the game characteristics, etc. Also, the jackpot type specified by the jackpot pattern c does not have to be set. Also, like the jackpot patterns A and a, the jackpot type that sets the normal time-saving state after the jackpot game ends does not have to be set.

[0125] [Reach Judgment Table] The reach judgment table T3 shown in Fig. 8 is a table that the game control microcomputer 61 refers to when judging whether or not to select a special pattern variation pattern in which a reach appears when the result of the jackpot judgment is a miss. Here, the reach is a state in which there is only one special pattern remaining among the multiple special patterns that are displayed in a variable manner, and depending on which special pattern is displayed as the variable special pattern, a combination of special patterns that indicates a jackpot will be formed. Also, the reach is a state in which there is only one performance pattern remaining among the performance patterns that are displayed in a variable manner in the multiple display areas of the performance display device 7, and depending on which performance pattern is displayed as the variable special pattern, a combination of performance patterns that indicates a jackpot will be formed.

[0126] For example, when one of the combinations of the big win performance symbols is "777", "7" is displayed as the left performance symbol 7L in the left performance symbol display area, "7" is displayed as the right performance symbol 7R in the right performance symbol display area, and the middle performance symbol 7C is displayed in a variable manner in the middle performance symbol display area. The concept of reach includes the state in which the middle performance symbol 7C is scrolling, as well as the state in which it is shaking and repeatedly expanding and contracting.

[0127] The reach random number is a random number for determining whether or not to select a special chart variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table T3 is configured by associating a game state with a reach random number value (reach determination value). The reach random number value is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In this embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 256 are generated. A computer program for operating the reach random number counter is stored in the ROM 63, and the reach random number counter operates and generates a reach random number by the CPU 62 executing the computer program. In this embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random number value when the game state is in a non-time-saving state or a slight time-saving state. When the game state is a non-time-saving state or a slight time-saving state, if the reach random number obtained from the reach random number counter is a value within the range of 0 to 27, the game control microcomputer 61 determines that there is a reach in the reach judgment, and if the value is other than 0 to 27 among 0 to 255, it determines that there is no reach.

[0128] In this embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random number value when the game state is in the time-saving state (normal time-saving). When the game state is in the time-saving state (normal time-saving), the game control microcomputer 61 determines that there is a reach in the reach judgment if the reach random number acquired from the reach random number counter is a value within the range of 0 to 11, and determines that there is no reach if the value is other than 0 to 11 among 0 to 255.

[0129] The reach random number that is determined to be in reach is set lower in the normal time-saving state than in the non-time-saving state (including the micro-time-saving state). As a result, the probability of being determined to be in reach in the normal time-saving state is lower than in the non-time-saving state (including the micro-time-saving state). In other words, since the probability of being determined to be not in reach is higher, the probability of selecting a special chart fluctuation pattern that is not in reach is higher. For this reason, in the normal time-saving state, the pace of consumption of the reserved number of special charts is faster.

[0130] [c Short-time type determination table] The c time-saving type determination table T4 shown in FIG. 9 is a table that the gaming control microcomputer 61 refers to when it executes the type determination of the c time-saving when it is determined that the time-saving is c. The c time-saving type determination table T4 is configured by associating c time-saving type random numbers (c time-saving type determination values). The c time-saving type random number value is a predetermined random number selected from among the c time-saving type random numbers generated by the c time-saving type random number counter. A computer program for operating the c time-saving type random number counter is stored in the ROM 63, and the c time-saving type random number counter operates and generates a c time-saving type random number by the CPU 62 executing the computer program. The c time-saving type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the c time-saving type random number counter counts a total of 10 c time-saving type random numbers from 0 to 9. That is, it generates a total of 10 c time-saving type random numbers from 0 to 9. In the pachinko game machine 1, "normal time-saving (100 times)" and "slight time-saving (1200 times)" are set as the types of c time-saving. The number of times indicated by "100 times" and "1200 times" is the upper limit number of times of time-saving. This number may be changed appropriately depending on the game characteristics, etc. If the c time-saving type random number is a value within the range of 0 to 1, it is determined that "normal time-saving (100 times)" has been won. If the c time-saving type random number is a value within the range of 2 to 9, it is determined that "slight time-saving (1200 times)" has been won.

[0131] As described above, in this embodiment, even if the c time reduction is won, the c time reduction is not activated unless the specific condition is satisfied. Regardless of whether the specific condition is satisfied or not, when the c time reduction is won, the type of the c time reduction is always determined, and if the specific condition is satisfied, the time reduction state may be controlled according to the determined c time reduction type. In addition, when the c time reduction is won, it may be confirmed first whether the specific condition is satisfied, and the c time reduction type may be determined only after the specific condition is confirmed. Regardless of the type of time reduction, when the c time reduction is won during the time reduction state, the specific condition is not satisfied, and a new c time reduction is not activated (it may also be said to be invalidated).

[0132] [Special chart variation pattern selection table] The special pattern variation selection table T5 shown in Fig. 10 is a table that the game control microcomputer 61 refers to when determining the special pattern variation pattern by lottery. The special pattern variation selection table T5 is a table common to the first special pattern and the second special pattern. Of course, the tables referred to may be different for the first special pattern and the second special pattern.

[0133] The special chart fluctuation pattern selection table T5 is configured by associating the game state, the judgment (jackpot judgment and reach judgment) result, the number of reserved special charts, the fluctuation pattern random number value (fluctuation pattern judgment value), the special chart fluctuation pattern, and the fluctuation time. The jackpot type may also be associated. In addition, the "fluctuation performance pattern" shown in the special chart fluctuation pattern selection table T5 refers to a fluctuation performance pattern (determined on the sub-control board 100 side) that specifies the performance content performed on the performance display device 7 etc. in response to the selected special chart fluctuation pattern, and is described for reference. The fluctuation pattern random number value is a predetermined random number selected from the fluctuation pattern random numbers generated by the fluctuation pattern random number counter. The fluctuation pattern random number counter of the pachinko game machine 1 counts a total of 100 fluctuation pattern random numbers from 0 to 99. In other words, it generates a total of 100 fluctuation pattern random numbers from 0 to 99. A computer program for operating the fluctuation pattern random number counter is stored in the ROM 63, and the fluctuation pattern random number counter operates and generates a fluctuation pattern random number by executing the computer program by the CPU 62.

[0134] When the game state is not in the time-saving state, if the jackpot is determined by the jackpot determination and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is a value within the range of 0 to 94, the special chart fluctuation pattern P1 is selected regardless of the number of reserved special charts. Also, if the fluctuation pattern random number is a value within the range of 95 to 99, the special chart fluctuation pattern P2 is selected regardless of the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P1 is 70,000 ms, and the fluctuation time of the special chart fluctuation pattern P2 is 30,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P1 is associated with the content that executes the SP (super) reach performance. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P2 is associated with the content that executes the normal reach performance. The super reach performance is a performance in which a reach performance is executed in a progressive manner through normal fluctuation and normal reach performance, and the fluctuation time after the reach is longer than that of the normal reach performance. A normal reach effect is an effect in which the performance symbols in a specified row among the performance symbols that change in multiple rows stop temporarily to form a reach, and then the performance symbols that form the reach stop temporarily and the remaining performance symbol changes.

[0135] When the game state is not in the time-saving state, if the jackpot judgment is determined to be a miss and the reach judgment is determined to be a reach, if the acquired fluctuation pattern random number is a value within the range of 0 to 4, the special chart fluctuation pattern P3 is selected regardless of the number of reserved special charts. If the acquired fluctuation pattern random number is a value within the range of 5 to 99, the special chart fluctuation pattern P4 is selected regardless of the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P3 is 70,000 ms, and the fluctuation time of the special chart fluctuation pattern P4 is 30,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P3 is associated with the content that executes the super reach performance. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P4 is associated with the content that executes the normal reach performance.

[0136] When the game state is not in the time-saving state, if the jackpot judgment determines that the jackpot is a miss and the reach judgment determines that the reach is not reached, if the number of reserved special charts is 0 to 2, the special chart fluctuation pattern P5 is selected regardless of the value of the acquired fluctuation pattern random number. Also, if the number of reserved special charts is 3 to 4, the special chart fluctuation pattern P6 is selected regardless of the value of the acquired fluctuation pattern random number. The fluctuation time of the special chart fluctuation pattern P5 is 10,000 ms, and the fluctuation time of the special chart fluctuation pattern P6 is 5,000 ms. The fluctuation performance patterns corresponding to the special chart fluctuation patterns P5 and P6 are associated with contents that display normal fluctuations.

[0137] When the game state is not in the time-saving state and the jackpot is judged to be a small jackpot, the special chart fluctuation pattern P7 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P7 is 40,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P7 is associated with the content that displays the performance dedicated to the small jackpot.

[0138] When the game state is not in the time-saving state, if the jackpot judgment does not determine a jackpot but determines that it is c time-saving, and the type is "micro time-saving", a special chart fluctuation pattern according to the number of reserved special charts is selected. In detail, if the number of reserved special charts is 0 to 2, special chart fluctuation pattern P8 is selected regardless of the value of the acquired fluctuation pattern random number. If the number of reserved special charts is 3 to 4, special chart fluctuation pattern P9 is selected regardless of the value of the acquired fluctuation pattern random number. The fluctuation time of special chart fluctuation pattern P8 is 10,000 ms, and the fluctuation time of special chart fluctuation pattern P9 is 5,000 ms. The fluctuation performance patterns corresponding to special chart fluctuation patterns P8 and P9 are associated with contents that display normal fluctuations.

[0139] When the game state is not in the time-saving state, if the jackpot judgment does not determine a jackpot but determines that it is c time-saving, and the type is "normal time-saving", the special chart fluctuation pattern P10 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P10 is 50,000 ms. The content that displays the c time-saving (normal time-saving) exclusive performance is associated with the special chart fluctuation pattern P10.

[0140] In addition, when the game state is in the micro-time-saving state, if the jackpot is determined to be a jackpot by the jackpot determination and the acquired fluctuation pattern random number is a value within the range of 0 to 94, the special chart fluctuation pattern P11 is selected regardless of the number of reserved special charts. In addition, if the fluctuation pattern random number is a value within the range of 95 to 99, the special chart fluctuation pattern P12 is selected regardless of the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P11 is 70,000 ms, and the fluctuation time of the special chart fluctuation pattern P12 is 30,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P11 is associated with the content that executes the SP reach performance. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P12 is associated with the content that executes the normal reach performance.

[0141] When the game state is in the micro-time-saving state, if the jackpot judgment is determined to be a miss and the reach judgment is determined to be a reach, if the acquired fluctuation pattern random number is a value within the range of 0 to 4, the special chart fluctuation pattern P13 is selected regardless of the number of reserved special charts. If the acquired fluctuation pattern random number is a value within the range of 5 to 99, the special chart fluctuation pattern P14 is selected regardless of the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P13 is 70,000 ms, and the fluctuation time of the special chart fluctuation pattern P14 is 30,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P13 is associated with the content that executes the SP reach performance. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P14 is associated with the content that executes the normal reach performance. As described above, since the jackpot judgment of the first special chart does not win a "miss", the miss reach fluctuation is not performed by the first special chart fluctuation in the micro-time-saving state.

[0142] In addition, when the game state is in the micro-time-saving state, if the jackpot judgment is determined to be a miss and the reach judgment is determined to be no reach, if the number of reserved special charts is 0 to 1, the special chart fluctuation pattern P15 is selected regardless of the value of the acquired fluctuation pattern random number. In addition, if the number of reserved special charts is 2 to 4, the special chart fluctuation pattern P16 is selected regardless of the value of the acquired fluctuation pattern random number. The fluctuation time of the special chart fluctuation pattern P15 is 9,000 ms, and the fluctuation time of the special chart fluctuation pattern P16 is 4,000 ms. The fluctuation performance patterns corresponding to the special chart fluctuation patterns P15 and P16 are associated with contents that display normal fluctuations.

[0143] When the game state is in the micro time shortening state and the jackpot is judged to be a small win, the special chart fluctuation pattern P17 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P17 is 40,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P17 is associated with the content that displays the performance dedicated to the small win.

[0144] When the game state is in the micro time-saving state, if the jackpot judgment does not determine a jackpot but determines that it is c time-saving, a special chart change pattern according to the number of reserved special charts is selected. In detail, if the number of reserved special charts is 0 to 1, the special chart change pattern P18 is selected regardless of the value of the acquired change pattern random number. If the number of reserved special charts is 2 to 4, the special chart change pattern P19 is selected regardless of the value of the acquired change pattern random number. The change time of the special chart change pattern P18 is 9,000 ms, and the change time of the special chart change pattern P9 is 4,000 ms. The change performance patterns corresponding to the special chart change patterns P18 and P19 are associated with contents that display normal changes. As mentioned above, the c time-saving winning in the non-time-saving state is considered valid, but the c time-saving winning in the time-saving state (including normal time-saving and micro time-saving) is invalidated, so when the c time-saving is won in the time-saving state (including normal time-saving and micro time-saving), a special chart change pattern equivalent to a no-reach miss is associated.

[0145] When the game state is in the normal time-saving state, if the jackpot judgment determines that the jackpot is a jackpot, the special chart fluctuation pattern P21 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. Also, when the game state is in the normal time-saving state, if the jackpot judgment determines that the jackpot is a miss and the reach judgment determines that there is a reach, the special chart fluctuation pattern P22 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P21 and the special chart fluctuation pattern P22 is 50,000 ms, respectively. The fluctuation performance pattern corresponding to the special chart fluctuation patterns P21 and P22 is associated with the content that executes the SP reach performance. As described above, since the jackpot judgment of the first special chart does not win a "miss", the miss reach fluctuation is not performed by the first special chart fluctuation in the normal time-saving state.

[0146] When the game state is in the normal time-saving state, if the jackpot judgment is a miss and the reach judgment is a no-reach, if the number of reserved special charts is 0 to 1, the special chart fluctuation pattern P23 is selected regardless of the value of the acquired fluctuation pattern random number. Also, if the number of reserved special charts is 2 to 4, the special chart fluctuation pattern P24 is selected regardless of the value of the acquired fluctuation pattern random number. The fluctuation time of the special chart fluctuation pattern P23 is 5,000 ms, and the fluctuation time of the special chart fluctuation pattern P24 is 2,500 ms. The fluctuation performance patterns corresponding to the special chart fluctuation patterns P23 and P24 are associated with contents that display normal fluctuations.

[0147] When the game state is in the normal time-saving state and the jackpot is judged to be a small jackpot, the special chart fluctuation pattern P25 is selected regardless of the acquired fluctuation pattern random number value and the number of reserved special charts. The fluctuation time of the special chart fluctuation pattern P25 is 40,000 ms. The fluctuation performance pattern corresponding to the special chart fluctuation pattern P25 is associated with the content that displays the performance dedicated to the small jackpot.

[0148] When the game state is in the normal time-saving state, if the jackpot judgment does not determine a jackpot but determines that it is c time-saving, a special chart change pattern according to the number of reserved special charts is selected. In detail, if the number of reserved special charts is 0 to 1, the special chart change pattern P26 is selected regardless of the value of the acquired change pattern random number. If the number of reserved special charts is 2 to 4, the special chart change pattern P27 is selected regardless of the value of the acquired change pattern random number. The change time of the special chart change pattern P26 is 5,000 ms, and the change time of the special chart change pattern P27 is 2,500 ms. The change performance pattern corresponding to the special chart change patterns P26 and P27 is associated with the content that displays the normal change. As mentioned above, the c time-saving winning in the non-time-saving state is considered valid, but the c time-saving winning in the time-saving state (including normal time-saving and minute time-saving) is invalidated, so when the c time-saving is won in the time-saving state (including normal time-saving and minute time-saving), a special chart change pattern equivalent to a no-reach miss is associated.

[0149] [Main processing of the gaming control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 will be described with reference to the drawings.

[0150] (Main control processing on the main side) First, the contents of the main control process on the main side will be described with reference to FIG. 11. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 61 reads out the computer program of the main control process on the main side from the ROM 63 and executes it. The game control microcomputer 61 first performs initial setting (step (hereinafter abbreviated as S) 1). In this initial setting, for example, stack setting, constant setting, interruption time setting, CPU 62 setting, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interruption time), resetting various flags, counters, timers, etc. Next, the game control microcomputer 61 executes interrupt prohibition (S2) and executes normal symbol / special symbol main random number update processing (S3). In this normal / special symbol main random number update process, the initial value of each random number counter that generates the aforementioned jackpot random number, jackpot type random number, reach random number, c time-saving type random number, and variable pattern random number is updated by adding "1" to each. When the count value of each random number counter reaches the upper limit, it returns to "0" and is added "1" again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the count value of each random number counter may be updated by adding a value of "2" or more. Also, each random number may be a so-called hardware random number generated by a known random number generating circuit made of a counter IC or the like. When this hardware random number is used, the random number update process (S3) by software is not necessary.

[0151] Next, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main timer interrupt process (S5) becomes possible. The main timer interrupt process (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle. Then, during the period from when the main timer interrupt process (S5) ends until the next main timer interrupt process (S5) starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S3). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S5) is not started immediately, but is started after the interrupt permission (S4) is executed.

[0152] (Main timer interrupt processing) Next, the contents of the main-side timer interrupt process (S5) will be described with reference to FIG. The game control microcomputer 61 executes an output process (S10). In this output process, commands and the like set in the output buffer provided in the RAM 64 of the main control board 60 in each process described below are output to the sub-control board 100, the frame control board 150, and the like. The game control microcomputer 61 also outputs a change start command for a normal symbol indicating that a normal symbol has started to change when the normal symbol has started to change, and a change start command for a special symbol indicating that a special symbol has started to change when the special symbol has started to change. Next, the game control microcomputer 61 executes an input process (S11). In this input process, each detection signal detected by various sensors (the first start hole sensor 11a, the second start hole sensor 22a, the first large prize hole sensor 32a, the second large prize hole sensor 42a, the gate sensor 12a, etc.) mainly attached to the pachinko game machine 1 is read. Next, the game control microcomputer 61 executes a timer update process (S12). In this timer update process, the subtraction counter operating as a timer is updated (decremented). Next, the game control microcomputer 61 executes a prize ball control process (S13). In this prize ball control process, a payout command for paying out prize balls according to the type of winning port is set in the output buffer of the RAM 64 based on the detection signals of various sensors read in the input process (S11). The payout command is a command output to the frame control board 150. However, since the pachinko game machine 1 of this embodiment is a so-called "managed game machine", the payout is performed by adding the number of game balls equivalent to the number of prize balls to the number of balls held and storing it, without physically paying out the game balls. Next, the game control microcomputer 61 executes a normal symbol / special symbol main random number update process (S14). This normal symbol / special symbol main random number update process is the same as the normal symbol / special symbol main random number update process (S3) executed in the main control process on the main side of FIG. 11. In other words, the update process of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt processing (S5) and during other periods (the period from the end of the main side timer interrupt processing (S5) to the start of the next main side timer interrupt processing (S5)).

[0153] Next, the game control microcomputer 61 executes the start hole sensor detection process (S15), the V winning detection process (S16), the normal operation process (S17), the special symbol waiting process (S18), the special symbol variation process (S19), and other processes (S19a) described later, and ends this process. The other processes (S19a) are a security control process for detecting and notifying an illegal winning, a magnetic detection process for detecting and notifying an illegal act using magnetism, a door opening process for detecting and notifying an opening of the front frame 18 or the inner frame, an illegal radio wave detection process for detecting and notifying an illegal act using radio waves, and an impact detection process for detecting and notifying an illegal act of vibrating the pachinko game machine 1. In addition, in the other processes, the first special symbol reserved indicator 51a is controlled to a display mode showing the number based on the number of first special symbols reserved, and the second special symbol reserved indicator 52a is controlled to a display mode showing the number based on the number of second special symbols reserved. Then, the processes of S2 to S4 of the main control process (FIG. 11) are repeatedly executed until the next interrupt pulse is input to the CPU 62, and when the interrupt pulse is input (approximately 4 msec later), the main timer interrupt process (S5) is executed again. In the output process (S10) of the main timer interrupt process executed again, the commands and the like set in the output buffer of the RAM 64 in the previous main timer interrupt process (S5) are output to a predetermined board. In this embodiment, the prize ball control process shown in S13 and the game control microcomputer 61 that executes the prize ball control process are an example of the prize generating means in the present invention.

[0154] (Start port sensor detection process) Next, the contents of the start hole sensor detection process (S15) will be described with reference to FIG. The game control microcomputer 61 judges whether or not the game ball has passed through the gate 12 (S20). The game ball's passage through the gate 12 is detected by the gate sensor 12a. When it is judged that the game ball has passed through the gate 12 (S20: Yes), the game control microcomputer 61 executes a gate passing process (S21). In this gate passing process, it judges whether or not the number of reserved regular symbols is 4 or more, and if the number of reserved regular symbols is not 4 or more, it adds "1" to the number of reserved regular symbols and executes a process of acquiring and storing a winning random number for drawing a regular symbol.

[0155] After the end of S21, or when it is determined that the game ball has not passed through the gate 12 (S20: No), the game control microcomputer 61 determines whether the game ball has entered the second start hole 22 (S22). The game ball's entry into the second start hole 22 is detected by the second start hole sensor 22a. When it is determined that the game ball has entered the second start hole 22 (S22: Yes), the game control microcomputer 61 determines whether the second special symbol reservation number U2 has reached the upper limit value of "4" (S23). When it is determined that the second special symbol reservation number U2 has not reached "4" (S23: No), the game control microcomputer 61 adds 1 to the second special symbol reservation number U2 (S24). This establishes the variable reservation condition of the second special symbol. Next, the game control microcomputer 61 executes the second special symbol related random number acquisition process (S25). In this second special chart related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, the c time-saving type random number counted by the c time-saving type random number counter, and the fluctuation pattern random number counted by the fluctuation pattern random number counter are acquired. Then, each acquired random number is stored in a storage area corresponding to the current second special chart reserved number in the second special chart reserved storage unit 64b. For example, if the current second special chart reserved number is "3", each random number is stored in the fourth storage area.

[0156] Next, the game control microcomputer 61 executes a second start winning command creation process (S26). In this second start winning command creation process, a second start winning command is created based on each random number group stored in the second special chart reservation memory unit 64b in S25. This second start winning command is composed of data indicating that the game ball has entered the second start hole 22, data indicating each random number stored in the second special chart reservation memory unit 64b in S25, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S26 in the output buffer of the RAM 64 (S27). This set second start winning command is output to the sub-control board 100 in the output process (S10), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.

[0157] After the end of S27, if it is determined that the game ball has not entered the second start hole 22 (S22: No), or if it is determined that the second special symbol reserved number U2 has reached "4" (S23: Yes), the game control microcomputer 61 determines whether or not the game ball has entered the first start hole 11 (S28). The game ball entering the first start hole 11 is detected by the first start hole sensor 11a. If it is determined that the game ball has entered the first start hole 11 (S28: Yes), the game control microcomputer 61 determines whether or not the first special symbol reserved number U1 has reached the upper limit value of "4" (S29). If it is determined that the first special symbol reserved number U1 has not reached "4" (S29: No), the game control microcomputer 61 adds 1 to the first special symbol reserved number U1 (S30). This establishes the variable reservation condition for the first special symbol. Next, the game control microcomputer 61 executes a first special chart related random number acquisition process (S31). In this first special chart related random number acquisition process, a jackpot random number, a jackpot type random number, a reach random number, a c time-saving type random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area of ​​the first special chart reserved storage unit 64a according to the current number of first special chart reserved. For example, if the current number of first special chart reserved is "3", each random number is stored in the fourth storage area.

[0158] Next, the game control microcomputer 61 executes a first start winning command creation process (S32). In this first start winning command creation process, the first start winning command is created based on each random number group stored in the first special symbol reservation memory unit 64a in S31. This first start winning command is composed of data indicating that the game ball has won the first start hole 11, data indicating each random number stored in the first special symbol reservation memory unit 64a in S31, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S32 in the output buffer of the RAM 64 (S33). This set first start winning command is output to the sub-control board 100 in the output process (S10), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command. After S33 ends, if it is determined that the game ball has not entered the first starting hole 11 (S28: No), or if it is determined that the first special chart reserved number U1 has reached "4" (S29: Yes), the game control microcomputer 61 ends this process.

[0159] (V winning detection process) Next, the contents of the V winning detection process (S16) will be explained. The game control microcomputer 61 judges whether or not the game ball has passed through a specific area provided in the second large winning opening 42. The specific area sensor 42b detects that the game ball has passed through the specific area provided in the second large winning opening 42. When the game ball has passed through the specific area, the game control microcomputer 61 determines the type of jackpot and turns on the jackpot flag. It is also possible to distinguish between a jackpot that has occurred because the game ball has passed through the specific area and a jackpot that has occurred because a jackpot has been determined to be a jackpot in the jackpot determination.

[0160] (Normal operation processing) Next, the contents of the normal operation process (S17) will be described. The game control microcomputer 61 performs processes such as adding the number of reserved normal symbols, displaying the changing normal symbols using the normal symbol display 53, determining whether the normal symbol is a win or not, and opening and closing the normal variable winning device 20 when the result of the win determination is a win.

[0161] The normal winning judgment is performed using a normal winning judgment table (not shown) in which the value of the normal winning random number that is judged as a normal winning is different for each game state. In the normal winning judgment table, the value of the normal winning random number is associated so that the probability of being judged as a normal winning is higher during the normal time-saving state compared to during the non-time-saving state and the slight time-saving state. Then, the game control microcomputer 61 reads the value of the normal winning random number stored in the first storage area of ​​the normal winning reservation storage unit 64c, and judges whether the random number value is included in the range of random numbers corresponding to the normal winning in the normal winning judgment table to perform the normal winning judgment. Next, the game control microcomputer 61 selects a normal winning pattern.

[0162] When the time-saving flag is set to "1", the game control microcomputer 61 selects a normal map fluctuation pattern that defines a fluctuation time for the normal time-saving state (1 second in this example). When the time-saving flag is set to "2", the game control microcomputer 61 selects a normal map fluctuation pattern that defines a fluctuation time for the slight time-saving state (9 seconds in this example). When the time-saving flag is OFF, the game control microcomputer 61 selects a normal map fluctuation pattern that defines a fluctuation time for the non-time-saving state (10 seconds in this example). Note that a normal map fluctuation pattern that defines a different fluctuation time may be selected depending on the number of reserved normal maps and the result of the normal map hit determination.

[0163] Also, in the case of a normal winning combination, the opening pattern of the movable member 21 is set according to the game state, and the opening and closing of the movable member 21 is controlled. If the time-saving flag is set to "1", the opening is controlled with the opening pattern for the normal time-saving state (3 seconds in this example). If the time-saving flag is set to "2", the opening is controlled with the opening pattern for the slight time-saving state (0.6 seconds in this example). If the time-saving flag is OFF, the opening is controlled with the opening pattern for the non-time-saving state (0.5 seconds in this example).

[0164] (Special pattern waiting process) Next, the contents of the special symbol waiting process (S18) will be described with reference to FIG. The game control microcomputer 61 judges whether the second special chart reserved number U2 is "0" or not (S40). When it is judged that it is not "0" (S40: No), the game control microcomputer 61 executes the second special chart big win judgment process (FIG. 15) described later (S41). Then, the game control microcomputer 61 executes the second special chart change pattern selection process (FIGS. 16 to 18) described later (S42). Then, the game control microcomputer 61 subtracts "1" from the second special chart reserved number U2 (S43), and shifts each data stored in each memory area of ​​the second special chart reserved memory unit 64b one by one to the memory area with the oldest memory order, that is, to the side to be read (S44). Then, the game control microcomputer 61 executes the second special chart change start process (S45). That is, the second special symbol display 52 performs the variable display of the second special symbol in the order that the game control microcomputer 61 performs the hit / miss judgment based on the jackpot random number stored in the second special symbol reservation storage unit 64b. Also, each time the second special symbol display 52 performs the variable display of the second special symbol, each data stored in each storage area of ​​the second special symbol reservation storage unit 64b is shifted to the storage area with the oldest storage order.

[0165] In this second special symbol variation start process, a variation start command for the special symbol is set in the output buffer of the RAM 64 to start the variation display of the second special symbol. The variation start command for the special symbol set in the output buffer of the RAM 64 includes data of the special symbol stop symbol set in the second special symbol big win determination process (FIG. 15) described later and data of the special symbol variation pattern set in the second special symbol variation pattern selection process (FIGS. 16 to 18). After executing S45, the game control microcomputer 61 ends this process.

[0166] In addition, when the game control microcomputer 61 judges that the second special chart reserved number U2 is "0" (S40: Yes), it judges whether the first special chart reserved number U1 is "0" or not (S46). When it judges that it is not "0" (S46: No), the game control microcomputer 61 executes the first special chart big win judgment process (FIG. 15) described later (S47). Then, the game control microcomputer 61 executes the first special chart change pattern selection process (FIGS. 16 to 18) described later (S48). Then, the game control microcomputer 61 subtracts "1" from the first special chart reserved number U1 (S49), and shifts each data stored in each storage area of ​​the first special chart reserved storage unit 64a one by one to the storage area with the oldest storage order, that is, to the side to be read (S50). Then, the game control microcomputer 61 executes the first special chart change start process (S51). That is, the first special symbol display 51 performs the variance display of the first special symbol in the order that the game control microcomputer 61 executes the hit / miss judgment based on the jackpot random number stored in the first special symbol reservation storage unit 64a. Also, each time the first special symbol display 51 performs the variance display of the first special symbol, each data stored in each storage area of ​​the first special symbol reservation storage unit 64a is shifted to the storage area with the oldest storage order.

[0167] In this first special symbol variation start process, a variation start command for the special symbol is set in the output buffer of the RAM 64 to start the variation display of the first special symbol. The variation start command for the special symbol set in the output buffer of the RAM 64 includes data of the special symbol stop symbol set in the first special symbol big win determination process (FIG. 15) described later and data of the variation pattern set in the first special symbol variation pattern selection process (FIGS. 16 to 18). After executing S51, the game control microcomputer 61 ends this process.

[0168] In addition, when the game control microcomputer 61 judges in S46 that the first special symbol reserved number U1 is "0" (S46: Yes), it judges whether or not it is in a standby state (S52). The standby state refers to a state in which the jackpot game is not being played, the special symbol is not being changed, and the number of reserved special symbols is zero. More specifically, the standby state is a state that occurs when, in addition to the above-mentioned conditions, the special symbol (or performance symbol) is displayed and the symbol is stopped for a certain period of time or more after the fixed display. Here, when it is judged that it is in a standby state (S52: Yes), the game control microcomputer 61 ends the special symbol standby process, and when it is judged that it is not in a standby state (S52: No), it executes a standby screen setting process (S53). In this standby screen setting process, a customer waiting standby command for displaying a standby screen, which is a demo screen for waiting for customers, is set in the output buffer of the RAM 64 after a predetermined standby time (corresponding to the above-mentioned certain time) has elapsed. After that, the game control microcomputer 61 ends this process. The game control microcomputer 61 may determine whether or not it is in a standby state by, for example, the ON / OFF of a demo screen display flag for waiting for customers. In addition, in this embodiment, the variable display of the first special pattern based on the first special pattern reservation is performed only when the second special pattern reservation number U2 is "0" (S40: Yes). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation.

[0169] (2nd special chart big win determination process (1st special chart big win determination process)) Next, the contents of the second special chart big win determination process (S41) and the first special chart big win determination process (S47) will be described according to Fig. 15. The second special chart big win determination process (S41) and the first special chart big win determination process (S47) have the same process flow, so they will be described together. In addition, when describing matters common to the first special chart reservation storage unit 64a and the second special chart reservation storage unit 64b, they will simply be referred to as the special chart reservation storage unit.

[0170] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area of ​​the special chart reservation storage section of the RAM 64 (S60), and refers to the jackpot determination table (in this example, the jackpot determination table T1 (FIG. 6)) (S61). Next, the game control microcomputer 61 refers to the jackpot random number in the jackpot determination table, and determines whether or not there is a random number identical to the jackpot random number read out in S60, that is, whether or not there is a jackpot (S62).

[0171] When it is determined that there is a jackpot in S62 (S62: Yes), the game control microcomputer 61 reads out the jackpot type random number stored in the first storage area of ​​the special chart reservation storage section, and determines the type of the jackpot by referring to the jackpot type determination table (in this example, the jackpot type determination table T2 (FIG. 7)) (S63). Next, the game control microcomputer 61 turns on the jackpot flag indicating that there is a jackpot in the jackpot determination (S64), and proceeds to S69a.

[0172] If it is not determined that there is a big win in S63 (S62: No), the game control microcomputer 61 refers to the range of random numbers corresponding to the small win in the big win determination table, and determines whether or not there is a random number that is the same as the big win random number read in S60, that is, whether or not there is a small win (S65). As described above, in this embodiment, the small win determination is performed only on the second special symbol, and not on the first special symbol.

[0173] If it is determined that there is a small win in S65 (S65: Yes), the game control microcomputer 61 turns on the small win flag indicating that there is a small win (S66) and proceeds to S69a. On the other hand, if there is no small win in S65 (S65: No), the game control microcomputer 61 refers to the range of random numbers corresponding to the c time reduction in the big win determination table, and determines whether or not there is a random number identical to the big win random number read in S60, that is, whether or not there is a c time reduction (S67).

[0174] When it is determined that the time reduction is c in S67 (S67: Yes), the game control microcomputer 61 reads out the c time reduction type random number stored in the first storage area of ​​the special pattern reservation storage section, and determines the type of the time reduction by referring to the c time reduction type determination table (in this example, the c time reduction type determination table T4 (FIG. 9)) (S68). After that, the game control microcomputer 61 turns on the c time reduction winning flag indicating that the time reduction is won in the current special pattern change (S69), and proceeds to S69a. The c time reduction winning flag is in the ON state only during the change of the special pattern that is determined to have won the c time reduction. In addition, when the time reduction is won in c time reduction, the game state (non-time reduction state, slight time reduction state, normal time reduction state) of the pachinko game machine 1 at the time when the time reduction is won is also stored. As described above, in the first special pattern, basically, the "time reduction win" is obtained except for the big win. However, even if it is determined that the c time reduction has been won, the transition to the c time reduction state is made only when a specific condition is met, and if the specific condition is not met, the game is controlled not to transition to the c time reduction state (S128 to S131 in FIG. 20). On the other hand, if it is not determined that the c time reduction has been won in S67 (S67: No), the game control microcomputer 61 determines that it has been lost, and transitions to S69a.

[0175] When it is determined that a big win has occurred (S64), the game control microcomputer 61 sets in the special chart buffer in the RAM 64 special chart stop pattern data for determining and displaying the big win pattern of the special chart corresponding to the type of the big win determined in S63 in S69a, and ends this process. When it is determined that a small win has occurred (S66), the game control microcomputer 61 sets in the special chart buffer in the RAM 64 special chart stop pattern data for determining and displaying the small win pattern of the special chart in S69a, and ends this process. When it is determined that a c time reduction has occurred (S69), the game control microcomputer 61 sets in the special chart buffer in the RAM 64 special chart stop pattern data for determining and displaying the c time reduction pattern of the special chart corresponding to the type of the c time reduction determined in S68 in S69a, and ends this process. Also, if it is determined to be a miss (S67: No), the game control microcomputer 61 sets the special chart stop pattern data for confirming and displaying the missing pattern of the special chart in the special chart buffer in S69a, and ends this process.

[0176] In this embodiment, winning a jackpot corresponds to "a favorable state advantageous to the player." Moreover, the process of S62 and the game control microcomputer 61 that executes the process of S62 are an example of a lottery means of the present invention. Moreover, being determined to be "c time-saving winning" in the jackpot determination corresponds to "a specific result in the jackpot lottery" in the present invention.

[0177] (Second special chart fluctuation pattern selection process (first special chart fluctuation pattern selection process)) Next, the contents of the second special pattern variation pattern selection process (S42) and the first special pattern variation pattern selection process (S48) will be described according to Fig. 16, Fig. 17, and Fig. 18. Note that the second special pattern variation pattern selection process (S42) and the first special pattern variation pattern selection process (S48) have the same process flow, so they will be described together.

[0178] The game control microcomputer 61 judges whether the game state is in the time-saving state (S70). As described above, the time-saving state in this embodiment includes a "normal time-saving state" and a "slight time-saving state", and the type of the time-saving state can be determined from the value set in the time-saving flag.

[0179] When the time-saving flag is OFF, it means that the game is in a non-time-saving state (S70: No), and the game control microcomputer 61 transitions to S71. When the time-saving flag is set to "1", it means that the game is in a normal time-saving state (S80: Yes), and the game control microcomputer 61 transitions to S81. When the time-saving flag is set to "2", it means that the game is in a slight time-saving state (S80: No), and the game control microcomputer 61 transitions to S91.

[0180] The game control microcomputer 61 that has moved to S71, S81, and S91 judges whether the jackpot flag is ON or not. If the jackpot flag is ON (S71, S81, and S91: Yes), the game control microcomputer 61 refers to the special chart variation pattern selection table to select a special chart variation pattern for the jackpot (S72, S82, and S92). For example, if the acquired variation pattern random number is "50", if the time-saving state is not in effect, the special chart variation pattern P1 is selected (S72). If the time-saving state is in the slight time-saving state, the special chart variation pattern P11 is selected (S182). If the time-saving state is in the normal time-saving state, the special chart variation pattern P21 is selected (S92). After selecting the special chart variation pattern, the game control microcomputer 61 moves to S79a.

[0181] Also, when the big win flag is not ON (S71, S81, S91: No), the game control microcomputer 61 judges whether the small win flag is ON or not (S73, S83, S93). As described above, in the pachinko game machine 1 of this embodiment, there are cases where the small win is not won in the first special chart big win judgment, and the small win is judged in the second special chart big win judgment. When the small win flag is ON (S73, S83, S93: Yes), the game control microcomputer 61 selects a special chart variation pattern by referring to the special chart variation pattern selection table (S74, S84, S94). For example, in the non-time-saving state, the special chart variation pattern P7 is selected (S74). In the slight time-saving state, the special chart variation pattern P17 is selected (S84). In the normal time-saving state, the special chart variation pattern P25 is selected (S94). After selecting the special chart variation pattern, the game control microcomputer 61 proceeds to S79a.

[0182] Also, when the small win flag is not ON (S73, S83, S93: No), the game control microcomputer 61 judges whether the acquired jackpot random number is a c time-saving establishment random number (S75, S85, S95). When the acquired jackpot random number is among the jackpot random numbers judged as c time-saving, the game control microcomputer 61 judges that it is a c time-saving establishment random number (S75, S85, S95: Yes). After that, the game control microcomputer 61 selects a special chart variation pattern by referring to the special chart variation pattern selection table (S76, S86, S96).

[0183] For example, in the case of non-time-saving state, if the c time-saving type is "slight time-saving", the special chart variation patterns P8 and P9 are selected based on the number of reserved special charts, and if the c time-saving type is "normal time-saving", the special chart variation pattern P10 is selected (S76). In the case of the slight time-saving state, regardless of the c time-saving type, the special chart variation patterns P18 and P19 are selected based on the number of reserved special charts (S86). Even in the case of the normal time-saving state, regardless of the c time-saving type, the special chart variation patterns P26 and P27 are selected based on the number of reserved special charts (S96). As mentioned above, if the c time-saving is won during the time-saving state, the new c time-saving is not activated (is invalidated). After selecting the special chart variation pattern, the game control microcomputer 61 transitions to S79a.

[0184] Also, when it is determined that the random number is not the c time-saving establishment random number (S75, S85, S95: No), the game control microcomputer 61 acquires the reach random number stored in the first storage area of ​​the special chart reserve storage section, and judges whether the acquired reach random number is the reach establishment random number or not (S77, S87, S97). As described above, in the pachinko game machine 1 of this embodiment, the jackpot judgment of the first special chart may not win the "miss reach" or "miss", but the jackpot judgment of the second special chart may be judged as the "miss reach" or "miss".

[0185] If the acquired reach random number is present among the reach random numbers determined to be reach in the reach determination table T3, the game control microcomputer 61 determines that it is a reach establishment random number (S77, S87, S97: Yes). Then, the game control microcomputer 61 selects a special chart change pattern by referring to the special chart change pattern selection table (S78, S88, S98). For example, in the non-time-saving state, the special chart change patterns P3 and P4 are selected according to the number of reserved special charts (S78). In the micro-time-saving state, the special chart change patterns P13 and P14 are selected according to the number of reserved special charts (S88). In the normal time-saving state, the special chart change pattern P22 is selected (S98). After selecting the special chart change pattern, the game control microcomputer 61 proceeds to S79a.

[0186] On the other hand, if the acquired reach random number is not a reach establishment random number (S77, S87, S97: No), the game control microcomputer 61 refers to the special chart change pattern selection table and selects a special chart change pattern for a no-reach miss (S79, S89, S99). For example, in a non-time-saving state, the special chart change patterns P5 and P6 are selected according to the number of reserved special charts (S79). In a slight time-saving state, the special chart change patterns P15 and P16 are selected according to the number of reserved special charts (S89). In a normal time-saving state, the special chart change patterns P23 and P24 are selected according to the number of reserved special charts (S99). After selecting the special chart change pattern, the game control microcomputer 61 transitions to S79a.

[0187] After selecting the special symbol variation pattern, the game control microcomputer 61 proceeds to S79a, sets the variation pattern data indicating the selected variation pattern in the special symbol variation pattern buffer provided in the RAM 64, and ends this process. The variation pattern data set in the special symbol variation pattern buffer in S79a is included in the variation start command for the special symbol set in S45, S51 of the above-mentioned special symbol standby process, and is output to the sub-control board 100 by the output process (S10) of the main side timer interrupt process.

[0188] (Special pattern change processing) Next, the contents of the special symbol variation process (S19) will be described according to Fig. 19. The special symbol variation process of the second special symbol and the special symbol variation process of the first special symbol are described together because they have the same process flow.

[0189] The game control microcomputer 61 judges whether the special symbol variation time (variation time determined according to the special symbol variation pattern selected in S42, S48) has ended (S100). If it is judged that the special symbol variation time has not ended (S100: No), the game control microcomputer 61 ends this process. If it is judged that the special symbol variation time has ended (S100: Yes), the game control microcomputer 61 sets a variation stop command for the special symbol to stop the variation display of the special symbol in an output buffer provided in the RAM 64 (S101). Next, the game control microcomputer 61 executes a special symbol stop process to stop the variation display of the special symbol being executed on the special symbol display device at a symbol corresponding to the special symbol stop symbol data after the variation time determined in the special symbol variation pattern has elapsed (S102).

[0190] Next, the game control microcomputer 61 executes a game state management process (S103) to be described later. After that, the game control microcomputer 61 judges whether the big win flag is ON or not (S104), and if it is ON (S104: Yes), executes a game state reset process (S105). In this game state reset process, if any value is set to the time-saving flag, the time-saving flag is turned OFF. In other words, the game is controlled to a non-time-saving state during the execution of the big win game.

[0191] Next, the game control microcomputer 61 performs a jackpot opening setting in order to start a jackpot game (S106), and sets an opening command for executing the jackpot opening (S107). The jackpot opening is a performance in which a performance image celebrating the occurrence of a jackpot is displayed on the performance display device 7, and music celebrating the occurrence of a jackpot is played from each speaker 8. In the opening setting, the execution time of the jackpot opening is set in a predetermined timer and measured.

[0192] When the big win opening is over, the game control microcomputer 61 executes the special electric role processing (S108). First, the game control microcomputer 61 sets the value of the special electric role operation valid counter in the special electric role processing. The special electric role operation valid counter is a counter that counts the remaining number of rounds in the big win game. Then, when the round start time is reached, the game control microcomputer 61 sets a round start command in the output buffer of the RAM 64. Then, the game control microcomputer 61 opens and closes the first big prize winning opening 32 in an opening pattern according to the type of big win. Then, during the round game, when the upper limit number of game balls win after the first big prize winning opening 32 is opened or a predetermined opening time has elapsed, the game control microcomputer 61 closes the first big prize winning opening 32 by the closing operation of the first opening / closing member 31, and ends the round game. The game control microcomputer 61 opens and closes the first big winning opening 32 for the number of rounds determined for each type of big win. The game control microcomputer 61 also subtracts 1 from the value of the special electric role activation valid counter each time a round game is started, and ends the big win game when the value of the special electric role activation valid counter becomes "0". Specifically, the game control microcomputer 61 sets an ending command for executing the big win ending in the output buffer of the RAM 64. The game control microcomputer 61 also sets the execution time of the big win ending in a predetermined timer and measures it. When the big win game ends due to the end of the big win ending, the game control microcomputer 61 then turns off the big win flag.

[0193] After S108 ends, the game control microcomputer 61 executes game state setting (S109) (S109). Specifically, when the jackpot pattern A is determined by the drawing of the first special pattern, or the jackpot pattern a is determined by the drawing of the second special pattern, the game control microcomputer 61 sets the time-saving flag to "1". As a result, the game state after the jackpot game ends becomes the normal time-saving state. Note that the pachinko game machine 1 stores a first time-saving counter that counts the number of times the special pattern changes during the normal time-saving state, but the normal time-saving state controlled after the jackpot game ends based on the jackpot patterns A and a continues until the next jackpot is won, so no specific value is set to the first time-saving counter.

[0194] On the other hand, when the jackpot pattern B to E is determined by the drawing of the first special pattern, or the jackpot pattern b, d to f is determined by the drawing of the second special pattern, the game control microcomputer 61 sets the time-saving flag to "2", sets the number of time-saving times specified by the determined jackpot pattern to the second time-saving counter, and ends this process. As a result, the game state after the jackpot game ends becomes a minute time-saving state. The second time-saving counter is a counter that counts the number of times the special pattern changes during the minute time-saving state. In other words, since the number of time-saving times set to the second time-saving counter differs for each jackpot pattern, the number of times the minute time-saving state controlled after the jackpot game ends differs for each jackpot type.

[0195] In addition, when the big win symbol c is determined by the lottery of the second special symbol, the game control microcomputer 61 does not set any value to the time-saving flag. As a result, the game state after the big win game ends becomes a non-time-saving state.

[0196] Then, the game control microcomputer 61 sets the game state designation command in the output buffer of the RAM 64, and ends the game state setting process. Also, if the big win flag is OFF (S104: No), the game control microcomputer 61 judges whether the small win flag is ON or not (S110). If the small win flag is not ON (S110: No), the game control microcomputer 61 ends this process. On the other hand, if the small win flag is ON (S110: Yes), the game control microcomputer 61 sets the opening pattern of the second large winning opening 42 according to the small win that has been won (S111). For example, the game control microcomputer 61 opens the second large winning opening 42 according to the opening pattern (for example, an opening pattern in which the opening is 1.6 seconds once) according to the small win that has been won, and if the closing condition of the second large winning opening 42 is established, closes the second large winning opening 42 and ends the small win game. After that, the game control microcomputer 61 turns the small win flag OFF. After executing S111, the game control microcomputer 61 ends this process.

[0197] In addition, in the pachinko game machine 1, if the game ball passes through the specific area of ​​the second large winning opening 42 before the small win game ends, the game state is controlled to be the same as the big win pattern a. As a result, the game control microcomputer 61 turns on the big win flag to start the big win game. During the small win game, the game control microcomputer 61 turns on the distribution member solenoid 42d and controls the distribution member so that the game ball can pass through the specific area. During the small win game, it is not necessary to control the distribution member so that the game ball can pass through the specific area, and there may be a time during the small win game when the distribution member solenoid 42d is turned off so that the game ball can pass through the non-specific area.

[0198] (Game status management process) Next, the contents of the game status management process (S103) will be described with reference to FIG. The game control microcomputer 61 judges whether or not the time-saving flag is set to "1" (S120). That is, the game control microcomputer 61 judges whether or not the current game state is "normal time-saving state". When the time-saving flag is not set to "1" (S120: No), the game control microcomputer 61 proceeds to S124. On the other hand, when the time-saving flag is set to "1" (S120: Yes), the game control microcomputer 61 subtracts 1 from the value of the first time-saving counter (S121). As described above, in the pachinko game machine 1, when the jackpot pattern A, a is determined, the normal time-saving state continues until the next jackpot is won, so that no measurement is made with the first time-saving counter. That is, the subtraction of the first time-saving counter in S121 is made when the c time-saving is won and "normal time-saving (100 times)" is determined as the c time-saving type.

[0199] After executing S121, the game control microcomputer 61 judges whether the value of the first time-saving counter after subtraction of 1 is "0" or not (S122). If the value of the first time-saving counter is "0" (S122: Yes), the game control microcomputer 61 turns off the time-saving flag (S123) and proceeds to S124. On the other hand, if the value of the first time-saving counter after subtraction of 1 is not "0" (S122: No), the game control microcomputer 61 proceeds to S124 without executing the process of S123.

[0200] In S124, the game control microcomputer 61 judges whether or not the time-saving flag is set to "2". That is, the game control microcomputer 61 judges whether or not the current game state is a slight time-saving state. If the time-saving flag is not set to "2" (S124: No), the game control microcomputer 61 proceeds to S128. On the other hand, if the time-saving flag is set to "2" (S124: Yes), the game control microcomputer 61 subtracts 1 from the value of the second time-saving counter (S125).

[0201] Next, the game control microcomputer 61 judges whether the value of the second time-saving counter after subtraction of 1 is "0" or not (S126). If the value of the second time-saving counter is "0" (S126: Yes), the game control microcomputer 61 turns off the time-saving flag (S127) and proceeds to S128. On the other hand, if the value of the second time-saving counter after subtraction of 1 is not "0" (S126: No), the game control microcomputer 61 proceeds to S128 without executing the process of S127. In other words, when the game state is controlled to the slight time-saving state by winning the big win or the c time-saving win, the ON state of the time-saving flag is maintained until the value of the second time-saving counter becomes "0", so that the slight time-saving state continues until the value of the second time-saving counter becomes "0", and when the value of the second time-saving counter becomes "0" and the time-saving flag is turned off, the game state is transferred from the slight time-saving state to the non-time-saving state.

[0202] In S128, the game control microcomputer 61 judges whether the c time-saving winning flag is ON or not. As described above, the c time-saving winning flag is a flag that is ON only during the fluctuation of the special pattern that is judged to have won the c time-saving (see S69). Incidentally, if it is possible to judge whether the c time-saving has been won or not, the c time-saving winning flag does not need to be used. For example, it may be possible to check whether the c time-saving has been won or not by reading out the special pattern stop pattern data set in the special pattern buffer.

[0203] Returning to the explanation of S128, if the c time-saving winning flag is not ON (S128: No), the game control microcomputer 61 proceeds to S132. On the other hand, if the c time-saving winning flag is ON (S128: Yes), the game control microcomputer 61 judges whether the time-saving flag is OFF, that is, whether the current game state is a non-time-saving state (S129). If the c time-saving winning flag is ON and the current game state is a non-time-saving state (S129: Yes), the game control microcomputer 61 sets a value corresponding to the determined c time-saving type to the time-saving flag (S130) and sets a value corresponding to the determined c time-saving type to the first time-saving counter or the second time-saving counter (S131). Specifically, when "normal time-saving (100 times)" is determined as the type of time-saving c, the time-saving flag is set to "1" and the first time-saving counter is set to "100" in order to control to the normal time-saving state. As a result, after the special pattern variation that is determined to have won the time-saving c is completed, the next variation will be in the normal time-saving state. Similarly, when "micro time-saving (1200 times)" is determined as the type of time-saving c, the time-saving flag is set to "2" and the second time-saving counter is set to "1200" in order to control to the micro time-saving state. As a result, after the special pattern variation that is determined to have won the time-saving c is completed, the next variation will be in the micro time-saving state. After that, the game control microcomputer 61 transitions to S132.

[0204] On the other hand, when the c time-saving winning flag is OFF (S128: No), or when the c time-saving winning flag is ON but the current game state is the normal time-saving state or the minute time-saving state (S129: No), the game control microcomputer 61 proceeds to S132 without executing S130 and S131. As a result, in the pachinko game machine 1 of this embodiment, even if the c time-saving is won during the time-saving state, a new c time-saving is not activated.

[0205] The game control microcomputer 61 that has moved to S132 sets a game state designation command including information on the current game state in the output buffer of the RAM 64, and then ends this process. The game state designation command includes information on the set current game state (whether or not it is in a time-saving state, the value of the time-saving counter, etc.). The game state designation command set in the output buffer of the RAM 64 is output to the sub-control board 100 in the output process (S10) of the main side timer interrupt process.

[0206] In this embodiment, the game control microcomputer 61 that executes the game status management process (FIG. 20) and the game status setting process (S109) is an example of the game status control means of the present invention.

[0207] [Main processing of frame control microcomputer 151] Next, main processing executed by the frame control microcomputer 151 will be described with reference to the drawings. (Frame side main control processing) First, the contents of the frame side main control process will be described with reference to FIG. As with the main side main control process (FIG. 11), when the power supply of the pachinko game machine 1 is turned on and power is supplied from the power supply board 70, the frame control microcomputer 151 reads out the computer program of the frame side main control process from the ROM 153 and executes it. The frame control microcomputer 151 first performs the frame side initial setting process (S140). The process of S140 is executed only once after the power supply is turned on and is not executed thereafter. In the frame side initial setting process, for example, stack setting, constant setting, interrupt time setting, CPU 152 setting, SIO, PIO, CTC (circuit for managing interrupt time), resetting of various flags, counters, timers, etc. are performed.

[0208] Next, the frame control microcomputer 151 judges whether the power is turned on with the game ball count clear switch SW1 operated (S141). If it is judged that the power is turned on with the game ball count clear switch SW1 operated (S141: Yes), the frame control microcomputer 151 clears the number of balls held (S142). After that, the frame control microcomputer 151 performs other processing (S143). In other processing, for example, maintenance processing for removing game balls enclosed in the gaming machine due to maintenance of the ball circulation mechanism or replacement of the gaming machine is performed.

[0209] On the other hand, if it is determined that the power is turned on without the game ball count clear switch SW1 being operated (S141: No), the frame control microcomputer 151 proceeds to S143 without executing the process of S142.

[0210] After completing the process of S143, the frame control microcomputer 151 loops and transitions to a state in which it executes an interrupt process (frame-side timer interrupt process: S144) that occurs at regular intervals (for example, every 300 ms).

[0211] (Frame side timer interrupt processing) Next, the contents of the frame side timer interrupt process (S144) will be described with reference to FIG. First, the frame control microcomputer 151 executes input processing (S150). In the input processing, various game information is acquired based on commands output from the game control microcomputer 61, the performance control microcomputer 101, and the card unit 28. For example, information on the number of winning balls, information on the current game state, information on the occurrence of a special or normal game change display, information on the number of times a jackpot game state has occurred, etc. The frame control microcomputer 151 stores the acquired game information in the RAM 154.

[0212] Next, the frame control microcomputer 151 executes an output process (S151). In the output process, commands, information, and the like set in an output buffer provided in the RAM 154 of the frame control board 150 are output to the sub-control board 100.

[0213] Next, the frame control microcomputer 151 executes a game ball count management process (S152). The game ball count management process is a process for controlling and managing the game ball count. Details will be described later. After that, the frame control microcomputer 151 executes a ball circulation drive process (S153), a game ball count display control process (S154), and other processes (S155), and ends the frame side timer interrupt process.

[0214] In the ball circulation drive process (S153), the frame control microcomputer 151 drives the ball feed solenoid 90b to send the game balls one by one to the launch position, and controls the launch motor 91 to drive the launch hammer 90a with an impact strength according to the displacement of the launch volume 93, thereby launching the game balls periodically (for example, at 0.6 second intervals). In the game ball count display control process (S154), for example, the value displayed on the game ball count display 26 is increased or decreased. In other processes (S155), for example, an error notification is performed.

[0215] (Number of game balls management process) Next, the game ball count management process (S152) will be described with reference to FIG. First, the frame control microcomputer 151 judges whether or not a signal indicating that the ball lending button 282 or the replay button 284 has been operated has been received from the card unit 28 (S160). If a signal indicating that the ball lending button 282 or the replay button 284 has been operated has been received (S160: Yes), the frame control microcomputer 151 adds the number of game balls (for example, 125 balls) corresponding to the signal to the number of balls (S161).

[0216] After execution of S161, or when a signal indicating that the ball loan button 282 and the replay button 284 have been operated has not been received (S160: No), the frame control microcomputer 151 judges whether or not a signal indicating that the counting button 251 has been operated has been received (S162). When a signal indicating that the counting button 251 has been operated has been received (S162: Yes), the frame control microcomputer 151 subtracts the number of game balls corresponding to the signal from the number of balls held (S163). As described above, when the counting button 251 is pressed for a short time, one ball is subtracted, whereas when the counting button 251 is pressed for a long time, 250 balls are subtracted all at once. Then, the frame control microcomputer 151 subtracts the number of balls corresponding to the operation mode of the counting button 251 from the number of balls held stored in the number of balls held memory unit 154a, and transmits the subtracted number to the card unit 28 (S164).

[0217] After execution of S164, or if a signal indicating that the count button 251 has been operated has not been received (S162: No), the frame control microcomputer 151 judges whether or not a payout command has been received from the game control microcomputer 61 (S165). If a payout command has been received (S165: Yes), this means that a prize ball has been generated. The frame control microcomputer 151 adds the number of prize balls specified by the payout command to the number of balls it has (S166).

[0218] After execution of S166, or if a payout command has not been received (S165: No), the frame control microcomputer 151 determines whether or not a game ball has been shot (S167). Whether or not a game ball has been shot can be determined by the presence or absence of a detection signal from the shot ball sensor 94a. If a game ball has been shot (S167: Yes), the frame control microcomputer 151 subtracts the number of balls (1) detected by the shot ball sensor 94a from the number of balls (S168).

[0219] After execution of S168, or if the game ball has not been released (S167: No), the frame control microcomputer 151 judges whether or not a foul ball has been detected (S169). Whether or not a foul ball has been detected can be judged by the presence or absence of a detection signal from the return ball sensor 95a. If a foul ball has been detected (S169: Yes), the frame control microcomputer 151 adds the number of balls (1) detected by the return ball sensor 95a to the number of balls (S170).

[0220] After S170 is executed, or if no foul ball is detected (S169: No), the frame control microcomputer 151 executes other processing (S171). In the other processing, for example, an error notification is performed. When the frame control microcomputer 151 receives a signal indicating that the return button 283 has been operated from the card unit 28, it subtracts all balls held. In addition, the frame control microcomputer 151 updates the number of game balls displayed on the game ball number display 26 according to the change in the number of game balls. In addition, when the number of game balls increases or decreases based on the operation of the ball loan button 282, the count button 251, etc., or the winning of a winning ball into a winning hole, the frame control microcomputer 151 sets information related to the number of game balls in the transmission buffer of the RAM 154 to make the card unit 28 grasp the number of game balls. As a result, information capable of identifying the number of game balls is transmitted to the main control board 60, the card unit 28, and the sub-control board 100 by the above-mentioned output processing (S151). In this manner, in this embodiment, the frame control microcomputer 151 calculates and stores the number of game balls, and therefore always keeps track of the number of game balls. The number of game balls is stored in the number-of-balls storage unit 154a.

[0221] In this embodiment, the process of S166 and the frame control microcomputer 151 that executes the process of S166 are an example of the prize generating means in the present invention. Also, the frame control microcomputer 151 that counts the number of game balls is an example of the counting means in the present invention. Also, when the counting button 251 is operated, the frame control microcomputer 151 subtracts the number of balls stored in the number of balls memory unit 154a and outputs the subtracted number of balls to the card unit 28, so that the subtracted amount is stored (added) to the game card. Therefore, the frame control microcomputer 151 is an example of the moving means in the present invention.

[0222] (Sub-side main control processing) Next, the sub-side main control process will be described with reference to FIG. When the power supply of the pachinko gaming machine 1 is turned on and power is supplied from the power supply board 70, the performance control microcomputer 101 reads out the computer program for the sub-side main control processing from the ROM 110 and executes it.

[0223] Then, the performance control microcomputer 101 executes the sub-side initial setting process (S180). In this initial setting, for example, stack setting, constant setting, interrupt time setting, CPU 102 setting, SIO, PIO, CTC setting, various flags, counters, timers, etc. are reset. Next, the performance control microcomputer 101 judges whether the power off signal is on and the contents of RAM 120 are normal (S181), and if a negative judgment is made (S181: No), the performance control microcomputer 101 initializes RAM 120 (S182) and proceeds to S183. Also, if a positive judgment is made in S181 (S181: Yes), the performance control microcomputer 101 proceeds to S183 without initializing RAM 120. That is, when the power-off signal is not on, or when the power-off signal is on but the contents of the RAM 120 are not normal (S181: No), the performance control microcomputer 101 initializes the RAM 120, but when the power-off signal is on due to a power outage or the like but the contents of the RAM 120 are kept normal (S181: Yes), the performance control microcomputer 101 does not initialize the RAM 120. Note that, like the game control microcomputer 61, when the power-off signal is on due to a power outage or the like, data related to the performance control at that time is stored (backed up) in the RAM 120. In other words, the sub-control board 100 also returns to the state before the power outage unless the RAM 120 is initialized when the power is restored. Note that when the RAM 120 is initialized, the values ​​of various flags, counters, timers, etc. are reset. Note that S180 to S182 are executed only once after the power is turned on, and are not executed thereafter.

[0224] Next, the performance control microcomputer 101 prohibits interruption (S183) and executes random number update processing (S184). In this random number update processing, the initial values ​​of various performance selection random number counters are updated. The performance selection random numbers include a variable performance pattern random number for determining a variable performance pattern, a notice performance random number for determining various notice performances, and the like. The random number update method can be the same as the random number update processing performed by the game control microcomputer 61 described above. As described above, the "variable performance pattern" is a pattern that specifies the performance content performed by the performance display device 7, etc., corresponding to the selected special chart variable pattern. Next, the performance control microcomputer 101 executes command transmission processing (S185). In this command transmission processing, various commands stored in the transmission buffer in the RAM 120 of the performance control microcomputer 101 are transmitted to the image control board 200, the sound control board 78, the lamp control board 79, and the like. Next, the performance control microcomputer 101 executes interrupt permission (S186). Thereafter, S183 to S186 are repeatedly executed. Furthermore, while interrupts are permitted, it becomes possible to execute reception interrupt processing (S187), 1 ms timer interrupt processing (S188), and 10 ms timer interrupt processing (S189).

[0225] (Reception interrupt processing) Next, the reception interrupt process (S187) will be described. The performance control microcomputer 101 judges whether the signal level of the strobe signal (STB signal) given from the main control board 60 to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. For example, it judges whether the signal level of the strobe signal has changed from high to low. If it is determined that it is not time to receive, the performance control microcomputer 101 ends this process. On the other hand, if it is determined that it is time to receive, the performance control microcomputer 101 receives various commands sent from the main control board 60 and stores the various received commands in a reception buffer of the RAM 120. This reception interrupt process is executed with priority over other interrupt processes (S188, S189).

[0226] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S188) will be described with reference to FIG. The performance control microcomputer 101 executes this 1 ms timer interrupt process each time an interrupt pulse with a 1 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes input processing (S190). In this input processing, the performance control microcomputer 101 creates switch data (edge ​​data and level data) indicating that the switch is ON, based on detection signals from the performance lever push detection switch 6a, the performance lever rotation detection switch 6b, the performance button detection switch 9a, the cross key detection switch 252a, and the leave button detection switch 253a.

[0227] Next, the performance control microcomputer 101 executes output processing (S191). In this output processing, a variable performance start command set in the transmission buffer of the RAM 120 is output to the image control board 200. The variable performance start command is a command for making the performance display device 7 start displaying the selected performance symbol and variable performance pattern. In addition, in order to make the board lamp 2a, the left side lamp 23a, and the right side lamp 23b emit light in accordance with the display of the performance display device 7, lamp data created in the lamp processing (S203) in the 10 ms timer interrupt processing described later is output to the lamp control board 79. In other words, the board lamp 2a, the left side lamp 23a, and the right side lamp 23b emit light in a predetermined light emission mode according to the lamp data. In addition, in order to make the speaker 8 output sound in accordance with the display of the performance display device 7, audio data created in the audio control processing (S204) in the 10 ms timer interrupt processing described later is output to the audio control board 78. In other words, audio is output from the speaker 8 according to the audio data. Also, in order to drive the movable body 15 in accordance with the display of the performance display device 7, drive data (data for driving the movable body 15) is created and the created drive data is output. In other words, the movable body 15 is driven in a predetermined operation pattern according to the drive data.

[0228] Next, the performance control microcomputer 101 judges whether or not a variable performance start command has been output (S192). If the performance control microcomputer 101 judges that a variable performance start command has been output (S192: Yes), it starts measuring the variable time of the variable performance pattern (S193). Next, the performance control microcomputer 101 performs a watchdog timer process to reset the watchdog timer (S194). After the end of S154, or if it judges that a variable performance start command has not been output (S192: No), the performance control microcomputer 101 ends this process.

[0229] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S189) will be described with reference to FIG. The performance control microcomputer 101 executes this 10 ms timer interrupt processing every time an interrupt pulse with a 10 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes a received command analysis process (FIG. 27) described later (S200) and executes a switch state acquisition process (S201). In this switch state acquisition process, the switch data created in the input process (S190) of the 1 ms timer interrupt processing is stored in the RAM 120 as switch data for the 10 ms timer interrupt processing. Next, based on the switch data stored in the switch state acquisition process, a switch process is executed (S202) to set the display contents of the button performance, etc. displayed by the performance display device 7. Next, the performance control microcomputer 101 executes a lamp process (S203). In this lamp process, lamp data is created to control the light emission of each lamp (board lamp 2a, left side lamp 23a, right side lamp 23b, etc.) according to the display of the performance display device 7, and the time management of the light emission performance is performed. This causes each lamp to emit light in accordance with the display on the performance display device 7.

[0230] Next, the performance control microcomputer 101 executes audio control processing (S204). In this audio control processing, it creates audio data (data for controlling the output of audio from each speaker 8), outputs the created audio data to the audio control board 78, manages the time of audio performance, and the like. As a result, audio is output from each speaker 8 in accordance with the display on the performance display device 7. Next, the performance control microcomputer 101 executes absence notification processing (S205) which will be described later. Thereafter, the performance control microcomputer 101 executes other processing (S206) and ends this processing. In the other processing (S206), it executes processing such as updating the variable performance pattern random number which is the performance selection random number, the advance notice performance random number for determining the advance notice performance, and the like.

[0231] (Received command analysis process) Next, the received command analysis process (S200) will be described with reference to FIG. The performance control microcomputer 101 judges whether or not a game state designation command has been received from the main control board 60 (S210). When it is judged that a game state designation command has been received (S210: Yes), the performance control microcomputer 101 executes a sub-side game state setting process (S211). The game state designation command includes information indicating the game state (time-saving flag, time-saving counter, etc.). In this sub-side game state setting process, the received game state designation command is analyzed, and a game state flag is set based on the information included in the game state designation command. The game state flag is a flag indicating the game state currently set.

[0232] After S211 is completed, or when it is determined that the game state designation command has not been received (S210: No), the performance control microcomputer 101 determines whether or not an opening command has been received from the main control board 60 (S212). When it is determined that an opening command has been received (S212: Yes), the performance control microcomputer 101 executes an opening performance selection process (S213). In this opening performance selection process, the type of performance to be executed during the opening of the big win game is selected. This performance is a performance by the image displayed by the performance display device 7, the light emission of the board lamp 2a, etc., the sound output by each speaker 8, etc., and varies depending on the type of big win. In detail, an opening performance selection table (not shown) in which an opening performance is associated with each opening command is referred to, and an opening performance associated with the received opening command is selected. Then, an opening performance command for starting the opening performance of the selected content is set in the output buffer of the RAM 120.

[0233] After S213 ends, or when it is determined that the opening command has not been received (S212: No), the microcomputer 101 for controlling the performance determines whether or not a round designation command has been received from the main control board 60 (S214). When it is determined that a round designation command has been received (S214: Yes), the microcomputer 101 for controlling the performance executes a round designation selection process (S215). In this round designation selection process, the type of designation to be executed in each round of the big win game is selected. This designation is a designation by an image displayed by the designation display device 7, light emitted from the board lamp 2a, etc., and sound output from each speaker 8, and varies depending on the type of big win. In detail, a round designation table (not shown) in which a round designation is associated with each round designation command is referred to, and a round designation associated with the received round designation command is selected. Then, a round designation command for starting the round designation of the selected content is set in the output buffer of the RAM 120.

[0234] After S215 is completed, or when it is determined that the round designation command has not been received (S214: No), the microcomputer 101 for controlling the performance determines whether or not an ending command has been received from the main control board 60 (S216). When it is determined that an ending command has been received from the main control board 60 (S216: Yes), the microcomputer 101 for controlling the performance executes an ending performance selection process (S217). In this ending performance selection process, the type of performance to be executed at the end of the jackpot is selected according to the type of jackpot that triggered the jackpot game being executed. This performance is a performance by the image displayed by the performance display device 7, the light emission of the board lamp 2a, etc., the sound output by each speaker 8, etc., and differs depending on the type of jackpot. In detail, an ending performance table (not shown) in which an ending performance is associated with each ending command is referred to, and an ending performance associated with the received ending command is selected. Then, an ending performance command for starting the ending performance of the selected content is set in the output buffer of the RAM 120.

[0235] After S217 is completed, or if it is determined that the ending command has not been received from the main control board 60 (S216: No), the performance control microcomputer 101 determines whether or not a special chart fluctuation start command has been received from the main control board 60 (S218). If it is determined that a special chart fluctuation start command has been received (S218: Yes), the performance control microcomputer 101 executes a fluctuation performance start process (FIG. 28) (S219) (described later). Next, the performance control microcomputer 101 executes a premonition performance control process (FIG. 30) (S220) (described later).

[0236] After the end of S220, or when it is determined that the special symbol variation start command has not been received from the main control board 60 (S218: No), the performance control microcomputer 101 determines whether or not the special symbol variation stop command has been received from the main control board 60 (S221). When it is determined that the special symbol variation stop command has been received from the main control board 60 (S221: Yes), the performance control microcomputer 101 executes a variation performance end process (S222). In this variation performance end process, the performance control microcomputer 101 sets a variation performance end command for ending the variation performance in the output buffer of the RAM 120. When the set variation performance end command is sent to the image control board 200 by the command sending process (S185), the image control board 200 displays the left performance pattern, the center performance pattern, and the right performance pattern on the performance display device 7 after passing through a predetermined stop pattern.

[0237] After S222 ends, or if it is determined that the special chart fluctuation stop command has not been received from the main control board 60 (S221: No), the performance control microcomputer 101 executes other processing (S223) and ends this processing. In the other processing (S223), processing based on commands other than the above commands (for example, a normal chart fluctuation start command or a normal chart fluctuation stop command) is performed.

[0238] (Variable performance start processing) Next, the variable performance start process (S219) will be described with reference to FIG. The performance control microcomputer 101 analyzes the received special chart fluctuation start command (S230). The special chart fluctuation start command includes information on the second special chart fluctuation pattern (first special chart fluctuation pattern) set in the second special chart fluctuation pattern selection process (first special chart fluctuation pattern selection process), the special chart stop pattern (jackpot type determination result), etc. Next, if the special chart fluctuation start command analyzed in S230 is the first special chart fluctuation start command, the performance control microcomputer 101 subtracts "1" from the value of the first special chart reserved performance counter so as to synchronize with the first special chart reserved number, and if the special chart fluctuation start command is the second special chart fluctuation start command, the performance control microcomputer 101 subtracts "1" from the value of the second special chart reserved performance counter so as to synchronize with the second special chart reserved number (S231). The first special chart reserved performance counter is a counter that counts a number corresponding to the first special chart reserved number based on the reception of the first start winning command, and the second special chart reserved performance counter is a counter that counts a number corresponding to the second special chart reserved number based on the reception of the second start winning command. Next, the performance control microcomputer 101 shifts each data such as the start winning command stored in the special chart reserved performance storage unit toward the older storage area (S232). In detail, when the variation start command analyzed in S230 is the second special chart variation start command, the performance control microcomputer 101 subtracts "1" from the value of the second special chart reserved performance counter and shifts each data such as the start winning command stored in the second special chart reserved performance storage unit 122 toward the older storage area. Similarly, if the fluctuation start command analyzed in S230 is the first special chart fluctuation start command, the performance control microcomputer 101 subtracts "1" from the value of the first special chart pending performance counter and shifts each data such as the start winning command stored in the first special chart pending performance memory unit 121 to the older memory area.

[0239] Next, the performance control microcontroller 101 selects the combination of left performance pattern, middle performance pattern, and right performance pattern to be finally displayed when the performance display device 7 displays the variable performance pattern by referring to a performance pattern selection table (not shown) (S233).

[0240] Next, the performance control microcomputer 101 executes a performance content selection process (S234). As the performance content selection process, the performance control microcomputer 101 selects a performance content (variable performance pattern) to be performed with the variation of the performance pattern from a variable performance pattern selection table (not shown) based on the specified special pattern variation pattern. The performance control microcomputer 101 sets a variable performance start command to the output buffer of the RAM 120 to start the display of the selected performance pattern and the variable performance pattern on the performance display device 7 (S235). The variable performance start command also includes performance image data for displaying the performance pattern on the performance display device 7. Then, by setting the variable performance start command including the performance image data in the output buffer of the RAM 120, the performance image data is output to the image control board 200 in the output process (S191) of the 1 ms timer interrupt process. As a result, the performance pattern and the performance image based on the performance image data are displayed on the performance display device 7. After that, the performance control microcomputer 101 ends this process.

[0241] In the pachinko gaming machine 1 configured in this way, as shown in FIG. 29, various game states are generated depending on the type of big win won and the game state at the time of the win. For example, when a jackpot type (jackpot pattern A, a) that sets the game state after the jackpot game to the normal time-saving state is determined, the game is controlled to the normal time-saving state after the jackpot game ends. In this example, the normal time-saving state continues until the next jackpot is won. During the normal time-saving state, the game ball is launched aiming at the second start hole 22. On the other hand, when a jackpot type (jackpot pattern B to E, b, d, e, f) that sets the game state after the jackpot game to the micro time-saving state is determined, the game is controlled to the micro time-saving state after the jackpot game ends. In this example, the micro time-saving state continues until the special pattern fluctuations of different numbers are completed according to the determined jackpot type. During the micro time-saving state, the game ball is launched aiming at the first start hole 11.

[0242] Then, when the special chart fluctuation is executed a predetermined number of times and the minute time-saving state ends, it transitions to a non-time-saving state. As mentioned above, if the c time-saving is won in the jackpot judgment during the non-time-saving state, the time-saving state based on the won c time-saving type is generated, but if the c time-saving is won in the jackpot judgment during the time-saving state (including the normal time-saving state and the minute time-saving state), the time-saving state based on the won c time-saving is invalidated without being generated according to the rules. Therefore, if the c time-saving is won in the jackpot judgment executed in the non-time-saving state after the minute time-saving state ends, it is controlled to the time-saving state (normal time-saving state or minute time-saving state) according to the determined c time-saving type from the start of the next fluctuation without going through the jackpot game.

[0243] By the way, if the big win pattern c is determined, it will be controlled to the non-time-saving state after the big win game ends. In this case, if the c time-saving is won in the non-time-saving state after the big win game ends, it will be controlled to the time-saving state (normal time-saving state or minute time-saving state) according to the c time-saving type determined from the start of the next fluctuation without going through the big win game, just like the non-time-saving state after the minute time-saving state ends.

[0244] <About the premonitions> In the pachinko game machine 1, the left-hand hitting state (micro-time-saving state or non-time-saving state) is the game state in which the player stays the longest. In this left-hand hitting state, the game is played mainly on the jackpot determination of the first special chart. Even if the jackpot determination of the first special chart determines that the player has won and the time-saving state is acquired, the majority of the time is in the micro-time-saving state (see FIG. 7). In other words, in the pachinko game machine 1, there are many opportunities for control in the micro-time-saving state, which results in a longer stay time in the left-hand hitting state.

[0245] As described above, during the micro-time-saving state and the non-time-saving state, the game is played by hitting the left hand side, aiming at the first start hole 11. Regarding the pattern change based on the winning of the first start hole 11, there is no significant difference between the micro-time-saving state and the non-time-saving state in the type of special pattern change pattern that can be selected and the change time (see FIG. 10). Furthermore, there is no significant difference in the opening mode of the normal variable winning device 20 in the auxiliary game. In other words, since the micro-time-saving state and the non-time-saving state develop pattern changes in the same or similar manner, it is difficult to distinguish the game state from the outside, and it is difficult to distinguish unless it is notified that either game state is in place. In particular, even if the game is controlled to the micro-time-saving state by winning a jackpot and the special pattern changes are executed a predetermined number of times to switch from the micro-time-saving state to the non-time-saving state, the timing of the switch is difficult to recognize from the outside.

[0246] In the pachinko game machine 1 of this embodiment, the winning of the c time-saving feature during the minute time-saving feature state is nullified, but the winning of the c time-saving feature during the non-time-saving feature state is activated without being nullified. Therefore, it is important from the viewpoint of user friendliness to allow the player to know the timing of switching to a game state in which the winning of the c time-saving feature is not nullified. This is because, in the jackpot determination of the first special chart in the non-time-saving feature state, if it is not determined as a jackpot, the c time-saving feature is always won (see FIG. 6), and the c time-saving feature type is determined to be 20% as the normal time-saving feature (see FIG. 9). In other words, it is difficult to distinguish between the non-time-saving feature state and the minute time-saving feature state, but if you stop playing before switching to the non-time-saving feature state, you will miss the machine that activates the c time-saving feature.

[0247] The benefits of the normal time-saving mode are explained below. During the normal time-saving state (including a time-saving and c time-saving), the game is played with the focus on the jackpot judgment of the second special pattern by hitting the right. During the normal time-saving state, the second special pattern reserve is likely to reach the upper limit, so the special pattern change is consumed efficiently, and if a jackpot is judged to be a jackpot, the jackpot type (jackpot pattern a) that will keep the normal time-saving state until the next jackpot is won can be determined with a 50% probability. In addition, the second special pattern change also has a small jackpot that directly leads to a V prize.

[0248] For this reason, obtaining the normal time-saving state in the pachinko gaming machine 1 is one of the most important matters for the player. And, informing the player of the switch to the non-time-saving state that leads to obtaining the normal time-saving state is important in the pachinko gaming machine 1. This is because, without a trigger to grasp the game state, the player may end the game before switching to the non-time-saving state in which the c-time-saving can be activated, and may miss the opportunity to activate the c-time-saving.

[0249] Therefore, in this embodiment, when the remaining number of times of the special chart variation performed in the micro-time-saving state reaches a specified number, a premonition effect is executed to suggest that the timing of switching to the non-time-saving state is near. In this embodiment, the premonition effect is executed in a manner in which the background color of the background image displayed on the effect display device 7 is changed to a specific color. Incidentally, as long as it is possible to suggest the timing of switching from the micro-time-saving state to the non-time-saving state, the performance mode is not limited to the above example and can be changed as appropriate.

[0250] Hereinafter, with reference to FIG. 30, the contents of the premonition effect control process (S220) executed by the effect control microcomputer 101 to execute the premonition effect will be described. The microcomputer 101 for controlling the performance judges whether or not the current game state is in the minute time-saving state (S240). It is possible to check whether or not the game state is in the minute time-saving state by checking the value set in the time-saving flag. If the game state is not in the minute time-saving state (S240: No), the microcomputer 101 for controlling the performance ends this process. On the other hand, if the game state is in the minute time-saving state (S240: Yes), the microcomputer 101 for controlling the performance checks the value of the second time-saving counter (S241). Then, the microcomputer 101 for controlling the performance determines the background color as a premonition effect corresponding to the value of the second time-saving counter according to the value of the second time-saving counter (S242). Then, the process ends.

[0251] Specifically, the second time-saving counter is set to the number of time-saving times specified by the jackpot type, and the counter value is updated by subtracting 1 each time the special pattern variation ends. For example, when the jackpot pattern C or d is determined, the second time-saving counter is set to "10", when the jackpot pattern D or e is determined, the second time-saving counter is set to "20", and when the jackpot pattern E or f is determined, the second time-saving counter is set to "30". Incidentally, when the jackpot pattern B or b is determined, or when the c time-saving is won and "slight time-saving" is determined as the c time-saving type, the second time-saving counter is set to "1200".

[0252] FIG. 31 is a diagram illustrating background colors corresponding to the values ​​of the second time-saving counter. In FIG. 31, when the value of the second time-saving counter is a value within the range of 23 to 21, a "blue background" is associated with it. Incidentally, when the big win pattern E, f (30 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 23 to 21 (corresponding to the 8th to 10th pattern change after the end of the big win game). In addition, when the big win pattern B, b (1200 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 23 to 21. Similarly, when the c time-saving is won and "micro time-saving" is determined as the c time-saving type, the value of the second time-saving counter can be a value within the range of 23 to 21.

[0253] When the value of the second time-saving counter is within the range of 13 to 11, a "green background" is associated with it. Incidentally, when the jackpot pattern D, e (micro time-saving 20 times) is determined, the value of the second time-saving counter can be within the range of 13 to 11 (corresponding to the 8th to 10th pattern change after the jackpot game ends). In addition, when the jackpot pattern E, f (micro time-saving 30 times) is determined, the value of the second time-saving counter can be within the range of 13 to 11 (corresponding to the 18th to 20th pattern change after the jackpot game ends). Similarly, when the jackpot pattern B, b (micro time-saving 1200 times) is determined, the value of the second time-saving counter can be within the range of 13 to 11. Similarly, when the c time-saving is won and "micro time-saving" is determined as the c time-saving type, the value of the second time-saving counter can be within the range of 13 to 11.

[0254] When the value of the second time-saving counter is a value within the range of 3 to 1, a "red background" is associated with it. Incidentally, when the jackpot pattern C, d (10 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 3 to 1 (corresponding to the 8th to 10th pattern change after the jackpot game ends). In addition, when the jackpot pattern D, e (20 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 3 to 1 (corresponding to the 18th to 20th pattern change after the jackpot game ends). Similarly, when the jackpot pattern E, f (30 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 3 to 1 (corresponding to the 28th to 30th pattern change after the jackpot game ends). Similarly, when the jackpot pattern B, b (1200 times of micro time-saving) is determined, the value of the second time-saving counter can be a value within the range of 3 to 1. Similarly, when the c time-saving is selected and the c time-saving type is determined to be "slight time-saving," the value of the second time-saving counter may be in the range of 3 to 1.

[0255] That is, in this embodiment, when the number of times of pattern fluctuation in the micro-time-saving state reaches a predetermined number of times, the background color of the background image changes. The timing of the background color change is not only once, but may occur multiple times depending on the type of big win. The background colors are positioned in the order of "blue background", "green background", and "red background" as background colors that suggest that the timing of switching to the non-time-saving state is near. That is, in this example, the "red background" is positioned as a high expectation content that suggests that the switching to the non-time-saving state is near. Note that, when the value of the second time-saving counter is a value other than the value shown in FIG. 31, the normal background is displayed on the performance display device 7 (not shown). Also, in this example, the timing of switching to the non-time-saving state is suggested by changing the background color, but as long as the timing of switching to the non-time-saving state can be suggested, the performance mode is not limited to the example of the embodiment. Also, the timing of the change of the background color is not limited to the example of the embodiment. In this embodiment, the performance display device 7 that displays a premonition performance (changing the background color of the background image), which is a type of game performance, is an example of the performance execution means in the present invention. Moreover, the performance control microcomputer 101 which instructs the image control board 200 to display a premonition performance is an example of a performance execution means in the present invention. Moreover, the image control board 200 which receives an instruction from the performance control microcomputer 101 and causes the performance display device 7 to display a premonition performance is also an example of a performance execution means in the present invention. When the premonition performance is executed by sound or lighting of a frame lamp, the speaker 8, the frame lamp, etc. also correspond to the performance execution means, and the various control boards which control the speaker 8 and the frame lamp also correspond to the performance execution means.

[0256] (Flow of premonition) Below, the flow of the premonition effects in the micro time-saving state (a time-saving) will be explained together with their actions according to Fig. 32. In the figure, the images with numbers such as "123", "471", and "614" indicate the effect display device 7 that is displaying the determined effect pattern. In the figure, the effect display screen surrounded by a dashed line indicates the state in which the background color of the background image is changing.

[0257] When the big win game ends, the pattern change is executed in the micro-time-saving state. When the number of pattern changes in the micro-time-saving state reaches 8 times, the background color displayed on the effect display device 7 changes as a premonition effect. The premonition effect of this embodiment is executed during the 8th to 10th pattern changes after the big win game ends (see the 8th to 10th rotations surrounded by the dashed line in the figure). If the "big win pattern C, d" is determined as the big win type, the number of micro-time-saving times based on these big win types is "10 times", so "red" is determined as the background color from FIG. 31, and a red background is displayed during the 8th to 10th pattern changes after the big win game ends. A player who sees this background color expects that the current game state is in the micro-time-saving state, and that the micro-time-saving state will end soon and the game may move to a non-time-saving state. After that, based on the premise, the micro-time-saving state ends, and the game transitions to a non-time-saving state at the start of the 11th pattern change after the end of the jackpot game (see the image of "471" located to the right of the image of "654" on the 10th spin in the figure).

[0258] As mentioned above, in the case of the first special chart's big win judgment in the non-time-saving state, if it is not judged as a big win, it will always win the c time-saving. And, since the c time-saving is always activated when the c time-saving is won in the non-time-saving state, if the type of c time-saving that is won is "normal time-saving", it can efficiently receive the big win judgment of the second special chart.

[0259] On the other hand, if the "jackpot pattern E, f" is determined as the jackpot type, the number of micro-time-saving times based on these jackpot types is "30 times", so from FIG. 31, "blue" is determined as the background color, and the blue background is displayed during the 8th to 10th pattern changes after the jackpot game ends. The player who sees this background color understands that the current game state is the micro-time-saving state, but the micro-time-saving state will not end immediately after the blue background is displayed. After that, based on the premise, the micro-time-saving state does not end, and the normal background is restored at the start of the 11th pattern change after the jackpot game ends (in the figure, the image of "654" on the 10th spin moves downward). Incidentally, the background image at the start of the 11th pattern change after the jackpot game ends may be the same image for the non-time-saving state and the micro-time-saving state, but the expectation that the game state at the start of the 11th change is a non-time-saving state differs from the background color for the 8th to 10th times. In other words, if the background changes from red to normal, the user is made to expect that there is a high possibility that the state is not time-saving, whereas if the background changes from blue to normal, the user is made to recognize that the slight time-saving state is still continuing and that there is a low possibility that the state is not time-saving.

[0260] Similarly, if "jackpot pattern D, e" is determined as the jackpot type, the number of micro-time-saving times based on these jackpot types is "20 times", so "green" is determined as the background color from FIG. 31, and a green background is displayed during the 8th to 10th pattern changes after the jackpot game ends. A player who sees this background color understands that the current game state is a micro-time-saving state, but the micro-time-saving state will not end immediately after the green background is displayed. However, it can be expected that the number of pattern changes required to transition to a non-time-saving state may be less than with a blue background. After that, based on the premise, the micro-time-saving state does not end, and the background returns to the normal background at the start of the 11th pattern change after the jackpot game ends (in the figure, the image of "654" on the 10th spin moves downward). Incidentally, the background image at the start of the 11th pattern change after the jackpot game ends may be the same image for the non-time-saving state and the micro-time-saving state, but the expectation that the game state at the start of the 11th change is a non-time-saving state is different from the background color for the 8th to 10th times. In other words, if the normal background is displayed via a red background, it is possible to expect that there is a high possibility that the time-saving state is not in effect, and if the normal background is displayed via a green background, it is possible to make the player recognize that the slight time-saving state is still continuing and that there is a low possibility that the time-saving state is not in effect. However, it is possible to make the player recognize that there may be fewer pattern changes required to transition to the non-time-saving state than when a blue background is displayed.

[0261] After that, when the number of symbol changes in the micro-time-saving state reaches 18 times, the background color displayed on the effect display device 7 changes again as a premonition effect. The second premonition effect is executed during the 18th to 20th symbol changes after the end of the jackpot game (see the 18th to 20th spins surrounded by the dashed line in the figure). If the "jackpot symbol D, e" is determined as the jackpot type, the number of micro-time-saving times based on these jackpot types is "20 times", so "red" is determined as the background color from FIG. 31, and a red background is displayed during the 18th to 20th symbol changes after the end of the jackpot game. A player who sees this background color will expect that the micro-time-saving state will end soon and that the game will move to a non-time-saving state. After that, according to the premise, the micro-time-saving state ends, and the game will move to a non-time-saving state at the start of the 21st symbol change after the end of the jackpot game (see the image of "544" located to the right of the image of "933" on the 20th spin in the figure).

[0262] On the other hand, if the "jackpot pattern E, f" is determined as the jackpot type, the number of micro-time-saving times based on these jackpot types is "30 times", so "green" is determined as the background color from FIG. 31, and the green background is displayed during the 18th to 20th pattern changes after the jackpot game ends. The player who sees this background color understands that the current game state is the micro-time-saving state, but the micro-time-saving state will not end immediately after the green background is displayed. After that, based on the premise, the micro-time-saving state does not end, and the normal background is restored at the start of the 21st pattern change after the jackpot game ends (in the figure, the image of "933" on the 20th spin moves downward). Incidentally, the background image at the start of the 21st pattern change after the jackpot game ends may be the same image for the non-time-saving state and the micro-time-saving state, but the expectation that the game state at the start of the 21st change is a non-time-saving state differs from the background color for the 18th to 20th times. In other words, if the background changes from red to normal, the user is made to expect that there is a high possibility that the state is not time-saving, whereas if the background changes from green to normal, the user is made to recognize that the slight time-saving state is still continuing and that there is a low possibility that the state is not time-saving.

[0263] After that, when the number of symbol changes in the micro-time-saving state reaches 28 times, the background color displayed on the effect display device 7 changes again as a premonition effect. The third premonition effect is executed during the 28th to 30th symbol changes after the end of the jackpot game (see the 28th to 30th spins surrounded by the dashed line in the figure). If the "jackpot symbol E, f" is determined as the jackpot type, the number of micro-time-saving times based on these jackpot types is "30 times", so "red" is determined as the background color from FIG. 31, and a red background is displayed during the 28th to 30th symbol changes after the end of the jackpot game. A player who sees this background color will expect that the micro-time-saving state will end soon and that the state will transition to a non-time-saving state. After that, according to the premise, the micro-time-saving state will end and the state will transition to a non-time-saving state at the start of the 31st symbol change after the end of the jackpot game (see the image of "688" located to the right of the image of "465" on the 30th spin in the figure). By the way, when the big win pattern B or b is determined, since the number of micro time shortening times is large, the premonition effect is not performed during the 8th to 10th, 18th to 20th, and 28th to 30th pattern changes after the end of the big win game. However, if the remaining number of changes in the micro time shortening state reaches 30, the premonition effect may be performed.

[0264] By executing the premonition effect in this manner, the change in background color can inform the player that the current game state is in a slight time-saving state. In addition, by suggesting the timing of switching to a non-time-saving state with the background color, in this example, the player can understand that a favorable situation will occur for the player if he continues playing until the background turns red rather than stopping the game immediately after the background turns blue (the time-saving winning c will be activated without being invalidated). In this embodiment, the background color can change at the start of the 8th, 18th, or 28th pattern change after the end of the big win game, so these times correspond to the "specified number of times" in the present invention. The timing of the background color change is not limited to the example of the embodiment, and may be changed as appropriate.

[0265] [Effects of the embodiment] (Effects related to premonitions) (1) In the embodiment, when the pachinko game machine 1 wins the jackpot lottery, it controls the game machine 1 to a time-saving state (a state where it is easy to get a ball into the normal variable winning device 20 (variable starting hole) after the jackpot game ends, in which the game ball is easier to get into the normal variable winning device 20 (variable starting hole) than in the normal game state. The number of times the time-saving state continues varies depending on the type of jackpot. In addition, when the game machine 1 is controlled to a micro-time-saving state (a special state where it is easy to get a ball into) after the jackpot game ends due to winning the jackpot lottery, and when the game machine 1 wins the c-time-saving state (a specific result) in the jackpot lottery performed in the normal game state after the micro-time-saving state ends, it controls the game machine 1 to a normal time-saving state (a state where it is easy to get a ball into the normal game state) without going through the jackpot game. Then, when the remaining number of times of the pattern change performed in the micro-time-saving state reaches a specified number, a premonition effect is performed that suggests that the switch to the normal game state is near. Even if the time-saving state granted based on winning a jackpot is a slight time-saving state that is not significantly different from the normal game state, if the c time-saving state is won in the jackpot lottery executed in the normal game state after the slight time-saving state ends, the game state may be controlled to the normal time-saving state without going through the jackpot game, allowing freedom in the transition of the game state.

[0266] (2) Even if a player does not win a jackpot type that causes the game state after the jackpot game ends to be the normal time-saving state, the player can be given a chance to return to the normal time-saving state after the slight time-saving state ends.

[0267] (3) The fact that the number of times the micro-time-saving state continues is different for each type of jackpot means that it is difficult to predict the timing of switching to the normal game state, that is, the timing of switching to the game state where the c-time-saving winning is not invalidated. For example, if the first jackpot win determines the jackpot pattern C (10 times of micro-time-saving), the game state will transition to the normal game state at the 11th fluctuation after the end of the jackpot game. Then, suppose that the second jackpot win determines the jackpot pattern E (30 times of micro-time-saving). In this case, even if the first jackpot win transitions to the normal game state at the 11th fluctuation after the end of the jackpot game, it does not necessarily mean that the game state will transition to the normal game state at the 11th fluctuation after the end of the jackpot game when the jackpot pattern E is won. In other words, since the number of times the micro-time-saving state continues is different for each type of jackpot, the player cannot predict when the micro-time-saving state will end and the game state will transition to the normal game state. However, by executing the premonition effect, the timing of switching to the normal game state is indicated regardless of which type of jackpot has been won, making it easier to continue playing until the game state switches to one in which the c time-saving win is not invalidated.

[0268] (4) In addition, the micro-time-saving state is a game state in which it is more difficult for a game ball to enter the normal variable winning device 20 than in the normal time-saving state, and the micro-time-saving state and the normal game state have the same or similar pattern changes, making it difficult to distinguish the game state from each other. However, by executing a premonition effect when the number of pattern changes reaches a specified number during the micro-time-saving state, it becomes easier to know the timing of switching to a game state in which the c-time-saving winning is not invalidated, and as a result, it is possible to prevent the player from missing the timing of the switching of the game state.

[0269] (5) It also includes a jackpot type that does not control the game to the time-saving mode after the jackpot game ends, but instead switches to the normal game mode. This means that the game state is controlled so that the time-saving win c is not nullified immediately after the jackpot game ends, making it possible to create a variation in the game flow in which the chance to return to the normal time-saving mode arrives immediately.

[0270] (6) In addition, with regard to the "prescribed number of times" that is the timing for executing the premonition effect, multiple patterns are set according to the number of times of micro-time-saving that differ for each type of jackpot. Then, the premonition effect is executed every time the prescribed number of times is reached, and the probability of executing the premonition effect with high expectation content is increased as the end of the micro-time-saving state approaches. In this way, the probability of executing the premonition effect with high expectation content increases as the end of the micro-time-saving state approaches, so that the player will not be disappointed even if the game state does not transition to one in which the c time-saving winning is not nullified immediately after the premonition effect ends. Furthermore, it is possible to make the player realize that the switch to the game state in which the c time-saving winning is not nullified is approaching, and as a result, it is possible to gradually increase the player's expectations.

[0271] <About the sound notification for the big win> In a normal pachinko machine that is not a so-called managed machine, when a player wins a large number of game balls due to a jackpot win or the like, the game balls are physically dispensed into a ball tray. The game balls that do not fit into the ball tray are transferred to a so-called money box, and the game balls are stored in the money box. In other words, the more prize balls a player wins, the more the number of money boxes that can be stacked up, so the player can show off to those around him or her that they have a large number of game balls, and stacking up the money boxes is also one of the highlights of playing with a normal pachinko machine.

[0272] As described above, in the pachinko game machine 1, which is a managed game machine, game balls are not physically paid out to the player, but the number of game balls equivalent to the number of balls held is added to the number of balls held. As a result, even if the player wins the jackpot the same number of times as in a normal pachinko game machine, it is difficult to appeal to others that the player has a large number of game balls because the prize balls are not physically paid out. Therefore, in this embodiment, a sound notification effect is executed in response to a jackpot win, and the notification intensity of the sound notification effect is changed according to the number of game balls held by the player. This will be described in detail below. Note that "changing the notification intensity of the sound notification effect" refers to "changing the output mode of the sound in the sound notification effect." For example, changing the volume according to the number of game balls corresponds to "changing the notification intensity of the sound notification effect." In addition, changing the type of sound effect according to the number of game balls corresponds to "changing the notification intensity of the sound notification effect."

[0273] (Big prize winning sound) First, we will explain the control related to the change in the notification intensity of the big prize opening winning sound, which is an example of a sound notification performance triggered by a big win. The "big prize opening winning sound" refers to the sound that is output when a game ball enters the first big prize opening 32 based on a big win (including a big win by a V win). The control related to the change in the notification intensity of the sound notification performance triggered by a big win is executed by the voice control process (S204) of the 10 ms timer interrupt process.

[0274] First, when the performance control microcomputer 101 receives a signal from the game control microcomputer 61 indicating that a game ball has entered the first large prize opening 32, it creates a command to instruct the output of a large prize opening winning sound.

[0275] Specifically, the performance control microcomputer 101 checks the current number of balls held upon receiving a signal indicating that a gaming ball has entered the first large winning opening 32. The current number of balls held can be ascertained from the "information relating to the number of gaming balls" sent from the frame control microcomputer 151. The performance control microcomputer 101 then refers to the winning sound selection table T6 shown in Fig. 33(a) to determine the large winning opening winning sound to be output from the speaker 8.

[0276] The winning sound selection table T6 is a table to be referred to when selecting the winning sound for the large prize opening, and is stored in the ROM 110. In the winning sound selection table T6, a winning sound is associated with the number of balls currently held. For example, when the number of balls held is "less than 5000 balls", "winning sound A" is associated as the winning sound for the large prize opening. When the number of balls held is "5000 or more but less than 10000 balls", "winning sound B" is associated as the winning sound for the large prize opening. When the number of balls held is "10000 or more", "winning sound C" is associated as the winning sound for the large prize opening.

[0277] That is, when the number of balls held is the smallest, the winning sound is "winning sound A", and when the number of balls held increases, "winning sound B" is output, and when the number of balls held further increases, "winning sound C" is output. As a result, the winning sound changes from winning sound A to winning sound B to winning sound C every time the number of balls held increases, so in this embodiment, the change in the type of the winning sound in the large winning hole corresponds to a "change in the notification intensity of the winning sound". Note that the notification intensity may be changed by increasing the volume of the winning sound in the large winning hole according to the number of game balls. In addition, the number of game balls that is the trigger for changing the notification intensity of the winning sound is not limited to the example of the embodiment. In addition, the type of the winning sound is not limited to the example of the embodiment. In addition, in this embodiment, lively tunes are adopted in the order of winning sound A → winning sound B → winning sound C.

[0278] The performance control microcomputer 101, which has determined the special winning sound according to the current number of balls held, transmits a command instructing the winning sound to the audio control board 78. The audio control board 78 controls the speaker 8 to output the winning sound designated by the command received from the performance control microcomputer 101 at a specific timing (in this example, the timing when the game ball is detected by the first special winning sound sensor 32a).

[0279] In addition, the performance control microcomputer 101 repeatedly executes control to check the number of balls currently held and determine the winning sound according to the number of balls held each time it receives a signal from the game control microcomputer 61 indicating that a game ball has entered the first large winning opening 32. As a result, for example, as shown in FIG. 33(b), when the number of balls held increases due to the prize balls being paid out due to the entry into the first large winning opening 32 and reaches a number that triggers the switching of the winning sound, the winning sound of the large winning opening may be different before and after that even during the same round of play. Also, by changing the winning sound of the large winning opening according to the number of balls currently held, the difference in the winning sound can appeal to those around the player about the number of game balls the player has.

[0280] (Counting sound) Next, a control related to a change in the notification intensity of the counting sound, which is an example of a sound notification effect triggered by a jackpot, will be described. The "counting sound" refers to a sound output while the ball data stored in the pachinko game machine 1 is being moved to the game card by operating the counting button 251, that is, a sound output while the number of balls held is being counted. This counting sound is output in conjunction with the operation of the counting button 251, so it may also be called the operation sound of the counting button 251. As described above, one ball of ball data is moved to the game card by a short press of the counting button 251, and 250 balls of ball data are moved to the game card by a long press of the counting button 251. The number of balls held increases when a jackpot is won, and the counting button 251 is operated when the ball data is moved to the game card, so the operation sound of the counting button 251 is also included in the sound notification effect triggered by a jackpot.

[0281] First, when the performance control microcomputer 101 receives a signal indicating that the counting button 251 has been operated from the frame control microcomputer 151, it creates a command to instruct the output of a counting sound. Specifically, when the performance control microcomputer 101 receives a signal indicating that the count button 251 has been operated from the frame control microcomputer 151, it checks the number of game balls moved from the pachinko game machine 1 to the game card by the operation of the count button 251 (hereinafter referred to as the number of moved game balls). The number of moved game balls can be ascertained from the "information related to the number of game balls" transmitted from the frame control microcomputer 151. Then, the performance control microcomputer 101 refers to the count sound selection table T7 shown in Fig. 34(a) and determines the count sound to be output from the speaker 8.

[0282] The counting sound selection table T7 is a table to be referred to when selecting a counting sound, and is stored in the ROM 110. In the counting sound selection table T7, a counting sound is associated with the number of moving game balls. For example, when the number of moving game balls is "less than 2500 balls", "counting sound A" is associated as the counting sound. Note that "2500 balls" is the number of balls that can be moved by maintaining a long press operation for 10 seconds (250 balls for a long press operation (1000 ms)). In addition, when the number of moving game balls is "2500 balls or more but less than 5000 balls", "counting sound B" is associated as the counting sound. Note that "5000 balls" is the number of balls that can be moved by maintaining a long press operation for 20 seconds. In addition, when the number of moving game balls is "5000 balls or more", "counting sound C" is associated as the counting sound.

[0283] That is, when the number of moving game balls is the smallest, the counting sound is "counting sound A", and when the number of moving game balls increases, "counting sound B" is output, and when the number of moving game balls increases further, "counting sound C" is output. As a result, the counting sound changes from counting sound A → counting sound B → counting sound C every time the number of moving game balls increases, so in this embodiment, the change in the type of counting sound corresponds to "change in the notification intensity of the counting sound". Note that the notification intensity may be changed by increasing the volume of the counting sound according to the number of moving game balls. In addition, the number of game balls that triggers the change in the notification intensity of the counting sound is not limited to the example of the embodiment. In addition, the type of counting sound is not limited to the example of the embodiment. In addition, in this embodiment, lively tunes are adopted in the order of counting sound A → counting sound B → counting sound C.

[0284] The performance control microcomputer 101, which has determined the counting sound according to the number of moved game balls, transmits a command instructing the counting sound to the voice control board 78. The voice control board 78 controls the speaker 8 to output the counting sound designated by the command received from the performance control microcomputer 101 at a specific timing (in this example, during the operation of the count button 251).

[0285] In addition, if the time required from the first to the last reception of a signal indicating that the counting button 251 has been operated matches the theoretical value required to move all game balls (the time it takes to continuously press the counting button 251 without releasing it until the number of balls in hand reaches 0), the performance control microcomputer 101 recognizes that all game ball data has been moved to the game card by operating the counting button 251.

[0286] As shown in FIG. 34(b), for example, if the counting button 251 is pressed when the number of balls held is "3000" (timing t1), the counting sound A is output in accordance with the movement of the game balls from the pachinko game machine 1 to the game card. If the counting button 251 is continuously pressed thereafter without being released, the counting sound A continues to be output in accordance with the movement of the game balls from the pachinko game machine 1 to the game card. After that, when the number of moved game balls reaches "2500" (timing t2), the "counting sound A" is switched to the "counting sound B". If the counting button 251 is continuously pressed thereafter without being released, when the number of moved game balls reaches "3000" (timing t3), the number of balls held stored in the pachinko game machine 1 becomes "0", and the output of the counting sound B ends.

[0287] In this way, the more balls a player has, the more balls he or she will have to move from the pachinko machine 1 to the game card. As the number of balls moved increases, the counting sound becomes more lively, so the difference in the counting sound allows the player to appeal to those around him or her how many balls he or she owns.

[0288] In this embodiment, the counting sound is not changed depending on the operation mode (short press and long press) of the counting button 251, but is changed according to the number of counted game balls. Therefore, for example, when the number of balls held is 2423, if the number of balls held is set to "0" by counting all with short press operations, the counting sound A is output every time the counting button 251 is pressed repeatedly. On the other hand, if the number of balls held is set to "0" by counting with long press operations, the counting sound A is output while the button is being pressed. Incidentally, when the long press operation and the short press operation are mixed up, the frame control microcomputer 151 can calculate the number of balls according to the operation mode as the number of moving game balls. Then, the performance control microcomputer 101, which has grasped the number of moving game balls from the "information related to the number of game balls" received from the frame control microcomputer 151, determines the counting sound based on the value.

[0289] In the above explanation, it is assumed that the count button 251 is operated continuously until the number of balls stored in the pachinko game machine 1 becomes "0", but it is also possible that there will be an interval between operations of the count button 251. In this case, the count sound may be determined as follows.

[0290] For example, as shown in FIG. 34(c), if there is no change in the number of game balls before and after the operation of the counting button 251 is resumed, and the interval from when the counting button 251 is operated to the next time is within a specified time (e.g., one minute), the counting sound after operation is resumed may be determined based on the number of balls held at the time the counting button 251 was first operated.

[0291] For example, assume that the number of balls owned when the counting button 251 is first operated is "3000", and "1000 balls" are moved from the pachinko game machine 1 to the game card, and then the operation of the counting button 251 is interrupted. In this case, "counting sound A" is output from the time when the counting of the number of balls owned is first started until the number of balls moved reaches "1000". After that, as a premise, the movement of the ball data from the pachinko game machine 1 to the game card is resumed with the resumption of the operation of the counting button 251, but the number of balls remaining at the time of resumption of the operation is "3000 (balls) - 1000 (balls) = 2000 (balls)". As a result, while "counting sound A" should be output from the time when the operation of the counting button 251 is resumed until the number of balls owned becomes "0" based on the number of balls "2000 (balls)", the counting sound may be determined as follows. In other words, based on the fact that the number of balls remaining when the counting button 251 is first operated is "3000", a "counting sound A" may be output from the point at which operation of the counting button 251 is resumed, and when the number of balls remaining reaches "500" (equivalent to a total number of moves of "2500"), a "counting sound B" may be output instead of "counting sound A".

[0292] On the other hand, if there is no change in the number of game balls before and after the operation of the counting button 251 is resumed, but the interval between the operation of the counting button 251 and the next operation exceeds a specified time (for example, one minute), the number of balls remaining at the time of resuming operation may be used as a standard to determine the counting sound to be output after the operation is resumed. For example, suppose that the number of balls remaining at the time the counting button 251 is first operated is "3000", and the operation of the counting button 251 is interrupted after "1000 balls" are moved from the pachinko game machine 1 to the game card. In this case, the number of balls remaining at the time of resuming operation is "3000 (balls) - 1000 (balls) = 2000 (balls)". In the previous explanation, "counting sound B" was sometimes output based on the number of balls held at the time the counting button 251 was first operated. However, in this example, "counting sound A" is output from the time operation of the counting button 251 is resumed until the number of balls held becomes "0", based on the number of balls "2000 (balls)" at the time operation is resumed.

[0293] In addition, if there is a change in the number of game balls before and after the operation of the counting button 251 is resumed, and the interval between the operation of the counting button 251 and the next operation is within a specified time (for example, one minute), the counting sound after operation is resumed may be determined based on the number of balls held at the time the counting button 251 was first operated, as in the previous example (where there is no change in the number of game balls before and after operation is resumed and the operation interval is within the specified time).

[0294] On the other hand, if there is a change in the number of game balls before and after the operation of the counting button 251 is resumed, and the interval between the operation of the counting button 251 and the next operation exceeds a specified time (for example, one minute), the counting sound after operation is resumed may be determined based on the number of remaining balls at the time of operation being resumed, as in the previous example (where there is no change in the number of game balls before and after operation is resumed, and the operation interval exceeds the specified time).

[0295] At this time, suppose that the number of balls held at the time of resuming operation is less (for example, 100 balls) than the number of balls held before the interruption of the operation of the counting button 251 (for example, 3000 balls) due to an action such as resuming play in the middle of counting. Normally, the counting sound after resuming operation is determined based on the number of balls held at the time of resuming operation (100 balls), but the counting sound to be output from the time of resuming operation may be determined based on the number of balls held at the time when the counting button 251 is first operated. This is because, under the concept that "the more balls held, the more lively the counting sound becomes," determining a lively counting sound based on the number of balls held at the most at the time (when the counting button 251 is first operated) creates the effect of "appealing to those around you that you have a large number of prize balls."

[0296] On the other hand, suppose that the number of balls held at the time of resuming operation of the counting button 251 is greater (e.g., 6000 balls) than the number of balls held before the interruption of operation of the counting button 251 (e.g., 3000 balls) due to an action such as resuming play in the middle of counting. Based on the idea that "the more balls held, the louder the counting sound," adding the number of game balls acquired after resuming operation to the number of balls held at the time the counting button 251 was first operated will result in a further increase in the number of balls held. This allows a more loud counting sound to be determined than when the counting sound is determined based on the number of balls held after resuming operation, resulting in the effect of "making it even more appealing to those around that the player possessed a large number of prize balls."

[0297] (jackpot confirmation sound) Next, we will explain the control related to the change of the notification intensity of the jackpot confirmation sound, which is an example of the sound notification performance triggered by the jackpot. The "jackpot confirmation sound" refers to a sound that is output when emphasizing that the jackpot has been confirmed by winning the jackpot (including the jackpot by winning the V prize), that is, that the jackpot has been won. Note that the jackpot confirmation sound in this embodiment is output in accordance with the confirmation display of the jackpot pattern.

[0298] First, when the performance control microcomputer 101 receives a fluctuation stop command for a special symbol or a signal indicating that a game ball has passed through a specific area from the game control microcomputer 61, it creates a command to instruct the output of a big win confirmation sound. Note that, when the big win confirmation sound is output in response to the reception of a fluctuation stop command for a special symbol, it is assumed that the fluctuation start command for a special symbol paired with the fluctuation stop command for the special symbol is a fluctuation start command indicating a big win.

[0299] Specifically, the performance control microcomputer 101 checks the current number of balls held when it receives a special chart change stop command or a signal indicating that a gaming ball has passed through a specific area. The current number of balls held can be ascertained from the "information related to the number of gaming balls" sent from the frame control microcomputer 151. The performance control microcomputer 101 then refers to the confirmation sound selection table T8 shown in FIG. 35(a) and determines the big win confirmation sound to be output from the speaker 8.

[0300] The confirmation sound selection table T8 is a table to be referred to when selecting a jackpot confirmation sound, and is stored in the ROM 110. In the confirmation sound selection table T8, confirmation sounds are associated with the number of balls currently owned. For example, when the number of balls owned is "less than 5000 balls", "confirmation sound A" is associated as the jackpot confirmation sound. When the number of balls owned is "5000 balls or more but less than 10000 balls", "confirmation sound B" is associated as the jackpot confirmation sound. When the number of balls owned is "10000 balls or more", "confirmation sound C" is associated as the jackpot confirmation sound.

[0301] That is, when the number of balls held is the smallest, the confirmation sound is "confirmation sound A", and when the number of balls held increases, "confirmation sound B" is output, and when the number of balls held further increases, "confirmation sound C" is output. As a result, each time the number of balls held increases, the confirmation sound changes from confirmation sound A to confirmation sound B to confirmation sound C, so in this embodiment, the change in the type of the big win confirmation sound corresponds to "change in the notification intensity of the confirmation sound". Note that the notification intensity may be changed by increasing the volume of the big win confirmation sound according to the number of game balls. In addition, the number of game balls that is the trigger for changing the notification intensity of the confirmation sound is not limited to the example of the embodiment. In addition, the type of the confirmation sound is not limited to the example of the embodiment. In addition, in this embodiment, lively tunes are adopted in the order of confirmation sound A → confirmation sound B → confirmation sound C.

[0302] The performance control microcomputer 101, which has determined the big win confirmation sound according to the current number of balls held, transmits a command instructing the confirmation sound to the voice control board 78. The voice control board 78 controls the speaker 8 to output the confirmation sound designated by the command received from the performance control microcomputer 101 at a specific timing (in this example, the timing of the confirmation display of the big win pattern).

[0303] In addition, the performance control microcomputer 101 checks the number of balls currently held and repeatedly executes control to determine the confirmation sound according to the number of balls held each time it receives a special symbol fluctuation stop command (limited to a command paired with a special symbol fluctuation start command indicating a jackpot) or a signal indicating that a game ball has passed through a specific area from the game control microcomputer 61. As a result, for example, as shown in FIG. 35(b), if the number of balls held at timing t4 is "4500 (balls)", a "confirmation sound A" is output at the timing of the confirmation display of the jackpot symbol based on the number of game balls. After that, if the number of balls held at timing t5 increases due to right-hand play or winning a jackpot in the normal time-saving state, for example, the number of balls held at timing t5 becomes "6000 (balls)", a "confirmation sound B" is output at the timing of the confirmation display of the jackpot symbol based on the number of game balls. In addition, by changing the big win confirmation sound according to the number of balls held at the timing when the big win pattern is confirmed and displayed, the player can appeal to those around him / her the number of game balls he / she owns by the difference in the confirmation sound.

[0304] The number of balls held that is referred to when determining the big win confirmation sound is based on the assumption that no game balls have been moved from the pachinko game machine 1 to a game card by operating the counting button 251. Even if some game balls have been moved to a game card by operating the counting button 251, the big win confirmation sound may be determined based on the current number of balls held after subtraction, or based on the maximum number of balls held by the player. The same rule may be applied to the determination of the winning sound.

[0305] In this embodiment, the speaker 8 that executes the sound notification performance is an example of the sound output means in the present invention. Also, the performance control microcomputer 101 that instructs the sound control board 78 to output a sound is an example of the sound output means in the present invention. Also, the sound control board 78 that receives an instruction from the performance control microcomputer 101 and causes the speaker 8 to output a sound is also an example of the sound output means in the present invention. Note that the number of game balls that triggers the change of the sound to be output for the big prize winning port winning sound, the counting sound, and the big win confirmation sound is not limited to the example of the embodiment, and may be changed as appropriate. Similarly, the variation of each sound is not limited to the example of the embodiment, and may be changed as appropriate.

[0306] [Effects of the embodiment] (Effects on sound notification for big wins) (1) The pachinko game machine 1 of the embodiment is a circulation type game machine in which game balls (game media) circulate within the game machine. The notification intensity of the sound notification effect executed in response to winning a jackpot (determining that a favorable state has been established) is changed according to the number of game balls counted by the frame control microcomputer 151 (counting means). Due to such a difference in notification intensity, it is possible to appeal to those around that the player has won a large number of prize balls during the game, regardless of the number of balls loaded in the money box that manages the physically dispensed game balls.

[0307] (2) In addition, the more the number of game balls counted by the frame control microcomputer 151 up to the present time, the more the notification intensity of the winning sound output when the game ball enters the first big winning device 30 (big winning device) is increased (the winning sound is changed to a lively tune). By changing the notification intensity in this way, the higher the notification intensity of the sound notification effect, the more the player can appeal to those around him / her that he / she has won a large number of prize balls during the game.

[0308] (3) In addition, the more game balls are moved to the card unit 28 (external recording medium) based on the operation of the counting button 251 (operation means), the stronger the notification intensity of the operation sound output when the counting button 251 is operated (the counting sound is changed to a lively tune). By changing the notification intensity in this way, the higher the notification intensity of the sound notification effect, the more the player can appeal to those around him or her that he or she has won a large number of prize balls during the game.

[0309] (4) In addition, the more the number of game balls counted by the frame control microcomputer 151 up to the present time, the stronger the notification intensity of the sound notification effect executed when the jackpot is won in the jackpot lottery (when it is determined that the player is in an advantageous state) is (the sound is changed to a lively tune that confirms the jackpot). By changing the notification intensity in this way, the player can appeal to those around him or her that the player has won a large number of game balls during the game.

[0310] <About notification of absence> In normal pachinko machines that are not so-called managed machines, if a player leaves his / her seat in the middle of playing or wants to reserve the machine (game table), he / she can leave a few balls in the ball tray or place his / her belongings there to convey to those around him / her that he / she is temporarily away from his / her seat, i.e., that he / she has reserved the machine and intends to resume playing.

[0311] However, in the pachinko game machine 1, which is a controlled game machine, game balls are not physically paid out to the player, but the number of game balls equivalent to the prize balls is added to the number of balls held, so that the game machine does not have a ball tray. Therefore, the game machine cannot appeal to the surroundings that the game balls or belongings are away from the seat by placing them in the ball tray. In addition, in the controlled game machine, since it is not necessary to provide a ball tray, the front frame 18 can be shaped to protrude toward the player, so the freedom of the front frame design is increased. In this case, if the front frame 18 is shaped to protrude toward the player, and there is a risk that the belongings will come into contact with the front frame 18, the belongings cannot be placed on the top surface of the operation table 25. In addition, if there is no free space on the top surface due to the provision of multiple members on the operation table 25, the belongings cannot be placed on the top surface of the operation table 25. In addition, if the operation table 25 is shaped to be tilted forward toward the player in order to improve the operation performance of the player, the top surface is not horizontal, so the belongings cannot be placed on the top surface of the operation table 25. In this way, in the pachinko gaming machine 1, which is a controlled gaming machine, it is difficult to convey to others that you are away from your seat by a physical means such as placing your belongings down.

[0312] Therefore, in this embodiment, an absence notification (avoidance display) is made on the performance display device 7 so that it is possible to notify those around that the user is temporarily away from their seat, and an absence button 253 is provided as an operating means for executing the absence notification (see FIG. 2). In this embodiment, the performance display device 7 is an example of the notification means of the present invention. The performance display device 7 is also an example of the performance display means of the present invention. The absence button 253 is also an example of the operating means of the present invention. It is assumed that the absence notification in this embodiment is made during standby. In the following explanation, the state in which an absence notification is made may be referred to as "avoidance mode".

[0313] The details of the absence notification control process (S205) will be described below with reference to FIG. First, the performance control microcomputer 101 judges whether an absence notification is being executed, that is, whether the absence mode is in effect (S250). In the absence mode, the performance display device 7 displays an absence display screen (see FIG. 37) (S250). Whether an absence notification is in effect can be judged, for example, by turning on an absence flag that manages the absence mode in response to input of a detection signal from the absence button detection switch 253a, and by the ON / OFF status of the absence flag. In addition, in response to input of a detection signal from the absence button detection switch 253a, measurement is started by an absence timer that manages the time of the absence mode, and it is possible to judge whether an absence notification is in effect (in the absence mode) from the count value.

[0314] If an absence notification is being executed (S250: Yes), the performance control microcomputer 101 proceeds to S255. On the other hand, if an absence notification is not being executed (S250: No), the performance control microcomputer 101 proceeds to S251. In S251, the performance control microcomputer 101 determines whether or not the absence button 253 has been operated. If the absence button 253 has not been operated (S251: No), that is, if a detection signal has not been input from the absence button detection switch 253a, the performance control microcomputer 101 ends this process. On the other hand, if the absence button 253 has been operated (S251: Yes), the performance control microcomputer 101 proceeds to S252.

[0315] The determination in S251 may be positive or negative depending on the operation mode of the leave button 253. Of course, the leave button detection switch 253a may be configured to output a detection signal only when the leave button 253 is simply pressed, or the leave button detection switch 253a may be configured to output a detection signal only when the leave button 253 is operated in a specific operation mode (for example, a long press for 5 seconds or a short press repeated 5 times). Making it possible to execute an absence notification with only a simple press operation is effective from the viewpoint of user friendliness. Making it possible to execute an absence notification only when the button is operated in a specific operation mode is effective in suppressing frequent occurrence of absence notifications.

[0316] Furthermore, regardless of the manner in which the leave button 253 is operated, a detection signal is always output when the leave button 253 is operated. However, the performance control microcomputer 101 may determine from the input detection signal whether or not the operation of the leave button 253 satisfies the operation manner (specific operation manner) for starting the leave mode, and make a positive judgment on the processing of S251 only when it is determined that the operation satisfies the manner.

[0317] Returning to the explanation of FIG. 36, in S252, the microcomputer 101 for effect control judges whether the number of balls remaining in the pachinko gaming machine 1 is "0". The number of balls remaining in the pachinko gaming machine 1 is "0" not only when all game balls have been used up in a game, but also when all ball data stored in the pachinko gaming machine 1 is moved to a game card by operating the counting button 251. As described above, when the counting button 251 is operated, ball data corresponding to the operation mode is moved from the pachinko gaming machine 1 to the game card. Therefore, the microcomputer 101 for effect control can judge whether there are no balls remaining in the pachinko gaming machine 1 and whether all ball data stored in the pachinko gaming machine 1 has been moved to a game card by referring to the "information related to the number of game balls" input from the microcomputer 151 for frame control.

[0318] If the number of balls remaining in the pachinko gaming machine 1 is not "0" (S252: No), the performance control microcomputer 101 ends this process. In other words, even if the leave button 253 is operated, if there are balls remaining in the pachinko gaming machine 1, the leave notification is not executed (the machine does not switch to the leave mode). In this embodiment, the balls data stored in the pachinko gaming machine 1 is an example of the gaming value information in the present invention.

[0319] On the other hand, if the number of balls remaining in the pachinko gaming machine 1 is "0" (S252: Yes), the performance control microcomputer 101 sets a predetermined time in an absence timer that manages the time of the absence mode (S253).

[0320] The time set in the absence timer may be associated with only a specific value (for example, 5 minutes). Also, multiple patterns may be provided as the time that can be set in the absence timer (for example, 30 minutes, 10 minutes, 5 minutes). In this case, for example, a selection screen for selecting the effective absence time is displayed first in response to an operation of the absence button 253. The player selects one of the effective times presented on the selection screen. Then, the performance control microcomputer 101 may set the value selected by the player as the effective absence time in the absence timer. Also, multiple patterns may be provided as the time that can be set in the absence timer, and an employee of the gaming establishment may select one of the values ​​as the effective absence time. That is, the effective absence time in the morning may be "10 minutes", but the effective absence time in the afternoon may be "5 minutes" by changing the setting by the employee. Also, the pattern of the effective absence time that can be selected may be set so that the gaming establishment can arbitrarily change it, and then the player may freely select one of the times presented. In addition, the gaming establishment may set an upper limit for the effective time for leaving the seat, and the player may set any time that does not exceed the upper limit. In addition, multiple patterns may be provided for the time to be set in the leaving timer, and the performance control microcomputer 101 may randomly select one of the times by lottery.

[0321] Returning to the explanation of S253, the performance control microcomputer 101, which has set the absence timer to a predetermined time, then starts the absence notification (absence mode) (S254). Specifically, the performance control microcomputer 101 sets in the output buffer of the RAM 120 an instruction command for displaying the absence display screen (FIG. 37) on the performance display device 7.

[0322] When this instruction command is output to the image control board 200, the image control board 200 controls the display content of the performance display device 7 so that the performance display device 7 displays the away display screen. In addition, the performance control microcomputer 101 starts counting the away timer when the away mode is started. The away timer is in a countdown format. In addition, the away flag may be turned ON in accordance with the counting of the away timer.

[0323] After that, the performance control microcomputer 101 ends this process. Incidentally, the form of the absence notification is not limited to the example shown in Fig. 37, as long as it can notify the surroundings that the person is away from the seat. For example, it may be a form in which the remaining time until the absence notification ends is counted down. In this case, the time measured by the absence timer is displayed.

[0324] In this embodiment, during the absence mode, the absence display screen is displayed over the entire display screen of the performance display device 7 (see FIG. 37), so that various display effects related to the change display of the performance symbols and the judgment result of the jackpot judgment cannot be seen on the performance display device 7. In this way, during the absence mode (during the absence notification), images other than the absence display screen cannot be seen, so even if a game ball enters the start hole or a special symbol is reserved during the absence mode, the execution of the pattern change (execution of the jackpot judgment) may be restricted. Also, during the absence mode, it may be possible to execute the change of both the performance symbols and the special symbols. However, since the performance symbols and the like cannot be seen on the absence display screen on the performance display device 7 and the player cannot enjoy it, it is inevitably possible to avoid the execution of the game during the absence notification. In addition, during the absence mode, the insertion of a new game card into the insertion / removal slot 286 or the insertion of a bill into the insertion slot 281 may be prohibited. Furthermore, if the game card or bill is not returned when the away mode is started, the pachinko game machine 1 maintains a state in which it can receive information on the game card (or amount information based on the bill) inserted in the card unit 28. However, during the away mode, the use of game balls recorded on the game card and the lending of game balls based on amount information corresponding to the inserted bill (i.e., the use of game balls) may be prohibited.

[0325] On the other hand, the performance control microcomputer 101, which has moved to S255 by determining that the absence notification is being executed (S250: Yes), determines whether the cancellation condition for the absence notification is satisfied. If the cancellation condition for the absence notification is not satisfied (S255: No), the performance control microcomputer 101 ends this process. If the cancellation condition for the absence notification is satisfied (S255: Yes), the performance control microcomputer 101 moves to S256. In this embodiment, the "cancellation condition for the absence notification" is "the value set in the absence timer becomes 0". In addition, "a predetermined cancellation operation is performed before the value set in the absence timer becomes 0" may be set as the cancellation condition for the absence notification. The predetermined cancellation operation is, for example, operating the absence button 253 during the absence notification. The predetermined release operation may be a simple pressing operation of the leave button 253, or a special operation such as pressing and holding the leave button 253 for five seconds.

[0326] In S256, the performance control microcomputer 101 stops the count of the absence timer and resets the value set in the absence timer (S256). If the value set in the absence timer becomes "0" and the condition for canceling the absence notification is met, the performance control microcomputer 101 proceeds to S257 without executing the process of S256. In other words, in this embodiment, if the absence button 253 is not operated during the absence notification, the absence notification ends when the valid period has elapsed.

[0327] After S256 ends, the performance control microcomputer 101 ends the absence notification (absence mode) (S257). Specifically, the performance control microcomputer 101 sets an instruction command for ending the display of the absence display screen in the output buffer of the RAM 120.

[0328] When this instruction command is output to the image control board 200, the image control board 200 controls the display content of the performance display device 7 so as to end the display of the absence display screen. Also, if the absence flag is ON, the flag is turned OFF. This ends the absence notification (absence mode) in the pachinko game machine 1, and the game returns to a state in which it can be resumed.

[0329] In this way, in the pachinko gaming machine 1 of this embodiment, even if a player does not leave his / her belongings to secure a gaming machine, the player can execute an absence notification to notify those around him / her that he / she is away from his / her seat by simply pressing the absence button 253. In addition, the absence notification in the pachinko gaming machine 1 is executed by the performance display device 7, which has the largest display area in the pachinko gaming machine 1, so that it is easy to let everyone know that the player is away from his / her seat.

[0330] In this embodiment, the absence button detection switch 253a is an example of the detection means in the present invention. In addition, when the value set in the absence timer becomes "0", the release condition for the absence notification is established, and the performance control microcomputer 101 executes control to terminate the absence notification. Therefore, in this embodiment, the performance control microcomputer 101 is an example of the release means in the present invention. In addition, in this embodiment, when the absence button 253 is operated before the value set in the absence timer becomes 0, the performance control microcomputer 101 executes control to terminate the absence notification. Therefore, in this embodiment, the absence button 253 is an example of the release means in the present invention. In addition, the performance control microcomputer 101 that instructs the image control board 200 to execute the absence notification is an example of the absence control means in the present invention. In addition, the image control board 200 that receives an instruction from the performance control microcomputer 101 and causes the performance display device 7 to execute the absence notification is also an example of the absence control means in the present invention.

[0331] [Effects of the embodiment] (Effects on notification of absence) (1) The pachinko game machine 1 of the embodiment is a circulation type game machine in which game balls (game media) circulate within the game machine. Then, when the operation of the absence button 253 (operation means) that is operated when notifying the effect display device 7 (predetermined notification means) that the player is temporarily away from his / her seat is detected, the absence notification is executed by the effect display device 7. As a result, even in a controlled game machine that does not have a ball tray and does not have space for placing personal belongings, it is possible to execute the absence notification by operating the absence button 253, so that the player can appropriately appeal to those around that the player is temporarily away from his / her seat, i.e., that the player has the game machine in hand.

[0332] (2) The leave button 253 is provided on the pachinko gaming machine 1, rather than on a data display device or the like as an island facility installed above the card unit 28 or the pachinko gaming machine 1. In other words, since the button installation area is limited to the gaming machine, the leave button 253 is easy to find.

[0333] (3) By simply operating the away button 253, a player can temporarily indicate that he or she is away from the machine, i.e., that the machine is in his or her possession, without giving the player the impression that the process is cumbersome.

[0334] (4) Even if the user does not leave his / her belongings on or around the gaming machine, he / she can appeal to the surroundings that he / she is temporarily away, that is, that the gaming machine is secured, by operating a single button, so that there is no risk of his / her belongings being stolen or lost. In addition, the act of securing a gaming machine by leaving his / her belongings on or around the gaming machine is made difficult. Incidentally, in a gaming machine that does not have a function of notifying the user of absence by pressing the absence button 253, if the user leaves his / her belongings after securing the gaming machine and leaves his / her seat, forgets to return to his / her seat, and goes home, he / she must return to the gaming establishment to retrieve his / her belongings. However, if the pachinko gaming machine 1 of this embodiment has a function of notifying the user of absence by pressing the absence button 253, he / she does not need to return to the gaming establishment to retrieve his / her belongings that he / she left to secure his / her seat.

[0335] (5) In addition, performing the absence notification using the performance display device 7 means that the device that issues the instruction to execute the absence notification and the device that executes the absence notification in response to the instruction to execute the absence notification are the same. In other words, since communication with other devices is not required to execute the absence notification and the control related to the absence notification within the gaming machine is simple, there is no impact even if a problem occurs in the communication situation with other devices.

[0336] (6) The effect display device 7 is installed in a conspicuous location in the approximate center of the pachinko gaming machine 1 in order to perform a display effect related to the result of the jackpot determination. In addition, the display area is large so that the player can enjoy the display effect that is the center of the game effect. By performing an absence notification with such a conspicuous effect display device 7, it is possible to clearly inform those around that the gaming machine is secured, so that the gaming machine that is notified of the absence will not be used by other players, and it is possible to prevent trouble between the temporarily absent player and other players.

[0337] (7) Furthermore, when the Away button 253 is operated in a specific operating manner, the Away button detection switch 253a (detection means) accepts the operation of the Away button 253 as valid. In other words, the operation is not accepted as valid when the Away button 253 is simply operated, and the operation is notified that the user is away from the seat until the button is operated in a specific operating manner, thereby preventing unnecessary frequent Away notifications.

[0338] (8) In addition, when the absence notification starts, the count of the valid period of the absence notification is started, and if the absence notification is not cancelled by operating the absence button 253 (cancellation means) before the valid period expires, the control related to the absence notification is terminated when the valid period expires. As a result, even if the player does not return despite the valid period having expired, the absence notification is terminated. In other words, a gaming machine that was temporarily reserved but from which the player did not return can be made available to other players. This makes it possible to prevent meaningless declines in the operating rate of the gaming machine.

[0339] (9) In addition, while the absence notification is in progress, the use of the ball data (game value information) is prohibited. In other words, a new game cannot be played unless the absence notification is cancelled, so that the gaming machine during which the absence notification is in progress cannot be used by other players, and it is possible to prevent trouble between the temporarily absent player and other players.

[0340] (10) In addition, when the leave button 253 is operated but ball data (play value information) remains in the gaming machine, the control related to the leave notification is not executed. In other words, the leave notification is not executed unless the balls are moved to the gaming card by operating the counting button 251 so that there are no balls remaining in the gaming machine, so that the ball data of the player will not be used by a third party without permission while the player is away.

[0341] (11) There are multiple patterns for the valid period, and one of the multiple patterns is selected and set as the valid period. This allows for more variation in the valid period. Incidentally, if a longer valid period is set but the player returns early, it is only necessary to cancel the absence state, so setting a longer valid period does not disadvantage the player.

[0342] (12) During the absence notification, the absence display screen is displayed over the entire display screen of the effect display device 7, and various display effects related to the change in the effect symbols and the result of the jackpot determination cannot be seen. In other words, even if the symbol change during the absence notification is permitted, the absence display screen makes it impossible to see the effect symbols, etc., so it is inevitable that the execution of a game during the absence notification can be avoided. This makes it possible to prevent the pachinko game machine 1 during the absence notification from being used by other players without permission.

[0343] <Other embodiments> Modifications will be described below. The following modification examples can be combined with each other as appropriate.

[0344] (Example of changes to premonition effects) The premonition effect does not need to be performed multiple times during the micro-time-saving state; it may be performed only once just before switching from the micro-time-saving state to the non-time-saving state.

[0345] There is no need to provide multiple patterns for the specified number of times that serve as the timing for executing the premonition effect. Regardless of the type of jackpot, the premonition effect may be executed at the start of the pattern change for the same number of times.

[0346] There may be cases where the premonition effect is not executed even if the specified number of times is reached. In the embodiment, the closer the end of the short time-saving state is, the higher the expectation level (in this example, "red background") of the premonition effect is executed. However, even if the end of the short time-saving state is near, the premonition effect may be executed with low expectation level (for example, "blue background" or "green background"). However, in order to guarantee the reliability of the end of the short time-saving state being near, it is preferable to increase the selection rate of the "red background" rather than the "blue background" or "green background" when the end of the short time-saving state is near. Conversely, when the end of the short time-saving state is far away, the premonition effect is executed with low expectation level (in this example, "blue background"), but even if the end of the short time-saving state is far away, the premonition effect may be executed with high expectation level (for example, "red background"). However, in order to guarantee the reliability of the end of the short time-saving state being near, it is preferable to increase the selection rate of the "blue background" or "green background" rather than the "red background" when the end of the short time-saving state is far away.

[0347] (Example of changes to the sound notification effects related to big wins) As a modification example of Figure 34(c), if the number of game balls does not change before and after the operation of the counting button 251 is resumed, the counting sound after operation is resumed may be determined based on the number of balls held at the time the counting button 251 was first operated, regardless of whether the interval between the operation of the counting button 251 and the next operation exceeds a specified time.

[0348] Similarly, even if the number of game balls has changed before and after the operation of the counting button 251 is resumed, the counting sound after operation is resumed may be determined based on the number of balls held when the counting button 251 was first operated, regardless of whether the interval between the operation of the counting button 251 and the next operation exceeds a specified time.

[0349] In the embodiment, the counting sound is determined based on the number of game balls transferred from the pachinko game machine 1 to the game card, so that "counting sound A" is output at first, and then, if the number of game balls transferred increases, "counting sound B" or "counting sound C" is output. Instead of this, the counting sound may be determined based on the total number of balls held at the first counting sound output timing. In other words, instead of gradually increasing the notification strength of the counting sound, "counting sound C" may be output from the first counting sound output timing.

[0350] The various tables shown in Figures 33(a), 34(a), and 35(a) are stored in the ROM 110 of the performance control microcomputer 101, but may be stored in the ROM of the sound control board 78. In other words, the sound control board 78 may determine the sound to be output in the sound notification performance related to the jackpot according to the number of balls held.

[0351] Regarding the number of game balls to be referred to when determining various notification sounds related to a jackpot, the various notification sounds may be determined based on the number of game balls acquired by winning a jackpot. Also, the various notification sounds may be determined based on the number of game balls acquired by winning the second start hole 22 in the normal time-saving state. In other words, the number of game balls may be managed separately for each acquisition situation, such as game balls acquired by winning a jackpot and game balls acquired by winning the second start hole 22 in the normal time-saving state.

[0352] The manner in which the intensity of the notification can be changed may be, for example, by increasing the volume of the notification as the number of game balls increases, or by making the notification sound like a chord as the number of game balls increases, or by making the tempo of the sound faster or by changing the key as the number of game balls increases, etc.

[0353] The timing of the big win confirmation sound is not limited to the example embodiment, so long as it is output within the period from when the big win symbol is displayed to when the big win game starts. For example, the big win confirmation sound may be output over several seconds from when the big win symbol is displayed to when the big win game starts.

[0354] Although the count button 251 and the leave button 253 are in the form of push buttons, the shape of these buttons is not limited to the embodiment as long as the player can operate them. For example, they may be of a touch panel type or a joystick type.

[0355] (Example of changes to notification of absence) The effective period of the absence notification may be associated with a different time depending on the game state. For example, the effective period when the absence button 253 is operated in the normal time-saving state may be longer than the effective period when the absence button 253 is operated in the non-time-saving state (or the minute time-saving state).

[0356] Since a large number of absences leads to a decrease in the operating rate, the settable effective time may be shortened each time the absence notification is issued. In addition, it may be possible to limit the number of times absence notifications are issued and the effective time for a specific player by determining a player who repeatedly issues absence notifications based on the player information on the gaming card.

[0357] The leave button 253 may also function as the return button 283. For example, a short press of the leave button 253 may start the leave mode, while a long press of the leave button 253 may start the leave mode and return the game card. This can prevent players from forgetting to remove their game cards when they leave their seats.

[0358] In the embodiment, a dedicated button (Away button 253) is provided to be operated when displaying the away display screen on the effect display device 7. Instead of this, the away notification may be executed by operating an existing button (e.g., effect button 9) provided on the pachinko gaming machine 1 without providing a dedicated button.

[0359] The conditions for canceling the absence notification are not limited to those in the embodiment. For example, a gaming card is ejected when the absence button 253 is operated, and the information of the gaming card is temporarily stored in the card unit 28 during the absence notification. If a gaming card is inserted during the absence notification, and the information stored in the card matches the information temporarily stored in the card unit 28, it is determined that the player is the same player, the absence notification is terminated, and the game can be returned to a state in which it can be resumed. Alternatively, the ejected gaming card may simply be inserted again into the insertion / removal slot 286.

[0360] In addition, although the game card is not returned when the away button 253 is operated, an "away card" that can be used only on the gaming machine may be lent to the player by operating the away button 253. Then, when the away card is inserted during the away mode, the away notification (away mode) may be terminated, and the game may be returned to a state in which it is possible to resume play.

[0361] In addition, a password valid only for the gaming machine may be issued by operating the away button 253 (the password may be displayed on the performance display device 7), and when the password is entered, the away mode may be terminated and the game may be returned to a state in which it is pos...

Claims

1. A circulation type gaming machine in which gaming media circulates within the gaming machine, an operating means for operating when a predetermined notifying means notifies that a player is temporarily away from his / her seat; A detection means for detecting an operation of the operation means; and an absence control means for causing the notification means to execute an absence notification when the detection means detects operation of the operation means.

2. A display means for displaying a display effect related to a result of the big win determination is provided.

2. The gaming machine according to claim 1, wherein the notification means is the effect display means.

3. 3. The gaming machine according to claim 1, wherein the detection means accepts the operation of the operation means as valid only when the operation means is operated in a specific operation manner.

4. A canceling means for canceling the absence notification is provided, The absence control means includes: When the absence notification is started, a count of the effective period of the absence notification is started, 3. The gaming machine according to claim 1, wherein if the release operation is not performed by the release means before the valid period expires, the control related to the absence notification is terminated upon the expiration of the valid period.

5. 3. The gaming machine according to claim 1, wherein the absence control means is configured to control the absence notification while the gaming value information is prohibited from being used.

6. The gaming machine according to claim 3, characterized in that the absence control means does not execute control relating to the absence notification when the operating means is operated but gaming value information remains in the gaming machine.

7. There are multiple patterns for the validity period.

5. The gaming machine according to claim 4, wherein the absence control means sets any one of a plurality of patterns as the effective period.

Citation Information

Patent Citations

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