Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-10
- Publication Date
- 2026-03-11
AI Technical Summary
【0008】 本発明によれば、遊技者の興趣を高めることが可能な遊技機を提供することができる。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as a gaming machine of this type, when a gaming ball enters a start entry port provided in the gaming area, a win / lose lottery is held to determine whether or not a special game will be played, and a special pattern showing the result of the win / lose lottery is determined. The special pattern is then displayed in a varying manner, and a specific pattern (jackpot pattern) is displayed as stopped, indicating that the result of the win / lose lottery is that a special game will be played (a jackpot has been won), thereby playing a special game in which many prize balls can be won. In such gaming machines, in order to increase the player's interest, multiple game states with different degrees of advantage are provided, and when a predetermined specific pattern is determined, the game state after the special game ends is set to a game state with a different degree of advantage (for example, a time-saving game state). Also, in recent years, in order to increase the interest of players, in the above-mentioned win / lose lottery, in addition to the lottery result that a special game will be executed, a specific lottery result can be derived that sets a game state with a different degree of advantage (time-saving game state) without the need for a special game, as a gaming benefit different from the execution of the special game, and a gaming machine has been devised that sets a game state with a different degree of advantage from a predetermined game state without the need for a special game by displaying a stopped special pattern (time-saving pattern) that indicates the specific lottery result (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-78994 Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines such as those described above, by being able to execute various effects and suggestions in each game state, it is possible to increase the interest of the player. However, in recent years, as games, effects, and suggestions have become more diverse, there has been a demand for gaming machines that can execute games, effects, and suggestions that can further increase the interest of players.
[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has an object to provide a gaming machine capable of increasing the interest of players. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows. (1) The present invention provides a ball game system including a first area and a second area through which a game ball can flow and which can be hit depending on the strength of the game ball's launch, a first starting area into which a game ball flowing down the first area can enter, a second starting area into which a game ball flowing down the second area can enter, a storage means capable of storing first lottery information obtained based on the game ball's entry into the first starting area and second lottery information obtained based on the game ball's entry into the second starting area, and a predetermined lottery by a lottery based on the first lottery information or the second lottery information. and setting means for setting one of a plurality of game states including a first game state, a second game state different from the first game state, and a third game state having a higher advantage than the second game state, wherein in both the first game state and the second game state, a game is mainly played in a first area, and in the third game state, a game is mainly played in the second area, and the first game state can be set based on the end of the third game state, wherein the lottery means selects a first lottery result based on a first lottery result, and when the first game state is set based on the end of the third game state, a specific suggestion can be executed to encourage the game ball to enter the first starting area, provided that at least the first lottery information is not stored. When the first game state is set based on the end of the third game state, when the second lottery result or the third lottery result is determined by executing a lottery based on the first lottery information, the determination of the second lottery result or the third lottery result is suggested through the execution of a predetermined presentation, but when the first lottery result is derived by executing a lottery based on the first lottery information, the determination of the first lottery result is suggested without going through the execution of the predetermined presentation.
[0007] According to the gaming machine of the present invention, when the third gaming state ends, provided that at least the first lottery information obtained based on the gaming ball's entry into the first starting area has not been stored, a specific suggestion can be executed to encourage the gaming ball to enter the first starting area, which is accessible to the gaming ball flowing down the first area. This makes it possible for the player to understand how to play when the third gaming state ends, thereby increasing the player's interest. Furthermore, when the first gaming state is set based on the end of the third gaming state, and the second lottery result or the third lottery result is determined by executing a lottery based on the first lottery information, the determination of the second lottery result or the third lottery result is suggested through the execution of a specified effect, but when the first lottery result is derived by executing a lottery based on the first lottery information, the determination of the first lottery result is suggested without going through the execution of the specified effect. Therefore, when the first gaming state is set based on the end of the third gaming state, there is a wide variety of suggestions for the result of the lottery based on the first lottery information, which can increase the player's interest. Effect of the Invention
[0008] According to the present invention, a gaming machine capable of increasing a player's interest can be provided. [Brief description of the drawings]
[0009] [Figure 1] 1 is an external perspective view of a pachinko machine according to a first embodiment. [Diagram 2] 1 is an external perspective view of a pachinko machine according to a first embodiment with its front door open; FIG. [Figure 3A] 1 is a schematic front view of a game board of a pachinko machine according to a first embodiment. [Figure 3B] FIG. 2 is an external perspective view of an inner rail of a pachinko machine according to a first embodiment. [Figure 3C] FIG. 2 is an exploded perspective view of a backflow prevention unit of a pachinko machine according to a first embodiment. [Figure 3D] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotating base is in a non-rotating state. [Figure 3E] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotating base is in a rotating state. [Figure 3F] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotating base is in a rotating state. [Figure 3G] 1 is a front enlarged view of a rotary valve in a backflow prevention section when the rotary base of a pachinko machine of a first embodiment is in a rotating state. [Figure 3H] 1 is a schematic diagram of the rear side of a pachinko machine according to a first embodiment. [Figure 3I] FIG. 2 is an external oblique view of the main control board of the pachinko machine according to the first embodiment. [Figure 4] An enlarged view of the second start winning port and movable piece of the pachinko machine of the first embodiment. [Diagram 5] 1 is a schematic front view of the inside of an attacker device of a pachinko machine according to a first embodiment. FIG. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine according to the first embodiment. [Figure 7] 1 is an explanatory diagram of a win / lose random number determination table for a pachinko machine according to the first embodiment. FIG. [Figure 8] 1 is an explanatory diagram of a special symbol random number determination table of a pachinko machine according to a first embodiment. FIG. [Figure 9] FIG. 2 is an explanatory diagram of a special electric device operation table of the pachinko machine according to the first embodiment. [Figure 10] 2 is an explanatory diagram of a game status setting table of the pachinko machine according to the first embodiment. FIG. [Figure 11] 1 is an explanatory diagram of a variation pattern table of a pachinko machine according to a first embodiment. FIG. [Figure 12] 1 is an explanatory diagram of a variation pattern table of a pachinko machine according to a first embodiment. FIG. [Figure 13] FIG. 2 is an explanatory diagram of a stop display time table for the pachinko machine according to the first embodiment. [Figure 14] FIG. 2 is an explanatory diagram of a winning determination random number judgment table for the pachinko machine of the first embodiment. [Figure 15]FIG. 11 is an explanatory diagram of a normal symbol variation pattern determination table for the pachinko machine according to the first embodiment. [Figure 16] FIG. 2 is an explanatory diagram of a movable piece operation control table of the pachinko machine according to the first embodiment. [Figure 17] FIG. 2 is an explanatory diagram of the control state set when power is restored in the pachinko machine of the first embodiment. [Figure 18] FIG. 2 is an explanatory diagram of the control state set when power is restored in the pachinko machine of the first embodiment. [Figure 19] 11 is a flowchart showing an outline of the power cut-off evacuation process in the main control board of the pachinko machine according to the first embodiment. [Figure 20] 4 is a flowchart showing an outline of main processing in a main control board of a pachinko machine according to the first embodiment. [Figure 21] 11 is a flowchart showing an outline of the processing performed when power is restored in the main control board of the pachinko machine of the first embodiment. [Figure 22] 11 is a flowchart showing an outline of the difference ball control reset process in the main control board of the pachinko machine according to the first embodiment. [Figure 23] 4 is a flowchart showing an outline of timer interrupt processing in a main control board of a pachinko machine according to the first embodiment. [Figure 24] 4 is a flowchart showing an outline of the processing performed during sensor detection in the main control board of the pachinko machine according to the first embodiment. [Diagram 25] 4 is a flowchart showing an outline of the processing performed when a gate is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 26] 11 is a flowchart showing an outline of the processing performed when the first start winning port is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 27] 11 is a flowchart showing an outline of the processing performed when a second start winning port is detected in the main control board of a pachinko machine of the first embodiment. [Figure 28] 4 is a flowchart showing an outline of a pre-determination process in a main control board of a pachinko machine according to the first embodiment. [Figure 29]11 is a flowchart showing an outline of the processing performed when a special prize opening is detected in the main control board of a pachinko machine according to the first embodiment. [Diagram 30] 11 is a flowchart showing an outline of the processing performed when a general winning port is detected in the main control board of a pachinko machine according to the first embodiment. [Diagram 31] 11 is a flowchart showing an outline of the processing performed when an out is detected in the main control board of the pachinko machine of the first embodiment. [Diagram 32] 11 is a flowchart showing an outline of the processing performed when a specific area is detected in the main control board of the pachinko machine according to the first embodiment. [Diagram 33] 11 is a flowchart showing an outline of special chart-related control processing in the main control board of a pachinko machine of the first embodiment. [Diagram 34] 11 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the first embodiment. [Diagram 35] 4 is a flowchart showing an outline of the win / loss determination process in the main control board of the pachinko machine of the first embodiment. [Diagram 36] 11 is a flowchart showing an outline of the variation pattern determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 37] 11 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 38] 4 is a flowchart showing an outline of post-stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 39] 4 is a flowchart showing an outline of the special game control processing in the main control board of the pachinko machine according to the first embodiment. [Diagram 40] 4 is a flowchart showing an outline of special game ending processing in a main control board of a pachinko machine according to the first embodiment. [Diagram 41] 4 is a flowchart showing an outline of the general map-related control processing in the main control board of the pachinko machine of the first embodiment. [Diagram 42]11 is a flowchart showing an outline of the normal symbol variation start processing in the main control board of the pachinko machine of the first embodiment. [Diagram 43] 4 is a flowchart showing an outline of a normal symbol lottery process in a main control board of a pachinko machine according to the first embodiment. [Diagram 44] 11 is a flowchart showing an outline of the normal symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Diagram 45] 11 is a flowchart showing an outline of post-stop processing of a normal symbol in a main control board of a pachinko machine according to the first embodiment. [Figure 46] 4 is a flowchart showing an outline of a movable piece control process in a main control board of a pachinko machine according to the first embodiment. [Figure 47] 4 is a flowchart showing an outline of a solenoid control process in a main control board of a pachinko machine according to the first embodiment. [Figure 48] 11 is a flowchart showing an outline of the difference ball related command set processing in the main control board of the pachinko machine according to the first embodiment. [Figure 49] 4 is a flowchart showing an outline of the difference ball determination control process in the main control board of the pachinko machine according to the first embodiment. [Figure 50] 4 is a flowchart showing an outline of setting-related processing in a main control board of a pachinko machine according to the first embodiment. [Figure 51] 1 is a state transition diagram showing transitions to each game state of a pachinko machine according to a first embodiment. FIG. [Figure 52] 1 is a state transition diagram showing transitions to each presentation state of a pachinko machine according to a first embodiment. FIG. [Diagram 53] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 54] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 55] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 56] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 57] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 58] FIG. 2 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the first embodiment. [Figure 59] 1 is an explanatory diagram of a variable presentation determination table for a pachinko machine according to the first embodiment. FIG. [Figure 60] 1 is an explanatory diagram of a variable presentation determination table for a pachinko machine according to the first embodiment. FIG. [Figure 61] FIG. 2 is a diagram showing an example of various effects and various suggestions of the pachinko machine according to the first embodiment. [Figure 62] 4 is a flowchart showing an outline of main processing in a sub-control board of the pachinko machine according to the first embodiment. [Figure 63] 4 is a flowchart showing an outline of timer interrupt processing in a sub-control board of a pachinko machine according to the first embodiment. [Figure 64] 11 is a flowchart showing an outline of the game status setting related command receiving process in the sub-control board of the pachinko machine of the first embodiment. [Figure 65] 11 is a flowchart showing an outline of the power interruption recovery command reception processing in the sub-control board of the pachinko machine of the first embodiment. [Figure 66] 11 is a flowchart showing an outline of a stop display end command reception process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 67] 11 is a flowchart showing an outline of the variable pattern command receiving process in the sub-control board of the pachinko machine of the first embodiment. [Figure 68] 11 is a flowchart showing an outline of a difference ball-related command receiving process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 69] 11 is a flowchart showing an outline of the prize ball designation command receiving process in the sub-control board of the pachinko machine of the first embodiment. [Figure 70] An explanatory diagram of a win / lose random number determination table in another setting example of a pachinko machine according to the first embodiment. [Figure 71]13 is an explanatory diagram of a special symbol random number determination table in another setting example of the pachinko machine according to the first embodiment. FIG. [Figure 72] An explanatory diagram of a win / lose random number determination table for a pachinko machine of the second embodiment. [Figure 73] FIG. 11 is an explanatory diagram of a special symbol random number determination table for a pachinko machine according to the second embodiment. [Figure 74] FIG. 11 is an explanatory diagram of a special electric device operation table of a pachinko machine according to the second embodiment. [Figure 75] 13 is an explanatory diagram of a game status setting table of a pachinko machine according to a second embodiment. FIG. [Figure 76] 13 is an explanatory diagram of a variation pattern table of a pachinko machine according to the second embodiment. FIG. [Figure 77] FIG. 11 is an explanatory diagram of a stop display time table for a pachinko machine according to the second embodiment. [Figure 78] 13 is a flowchart showing an outline of the processing performed when a special area is detected in a main control board of a pachinko machine according to a second embodiment. [Figure 79] 13 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the second embodiment. [Figure 80] 13 is a flowchart showing an outline of the win / loss determination process in the main control board of a pachinko machine according to the second embodiment. [Figure 81] 13 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the second embodiment. [Figure 82] 13 is a flowchart showing an outline of the game status setting process during a stop display in the main control board of a pachinko machine according to the second embodiment. [Figure 83] 13 is a flowchart showing an outline of post-stop processing in a main control board of a pachinko machine according to a second embodiment. [Figure 84] 13 is a flowchart showing an outline of the small win game control process in the main control board of the pachinko machine according to the second embodiment. [Figure 85] 13 is a flowchart showing an outline of special game ending processing in a main control board of a pachinko machine according to a second embodiment. [Figure 86] FIG. 13 is a diagram showing an example of a variation presentation mode of a pachinko machine according to the second embodiment. [Figure 87] FIG. 11 is a diagram for explaining various settings of a pachinko machine according to the third embodiment. [Figure 88] FIG. 11 is a diagram for explaining various settings of a pachinko machine according to the third embodiment. [Figure 89] 13 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the third embodiment. [Figure 90] 13 is a flowchart showing an outline of the remaining variation number update process in the main control board of a pachinko machine according to the third embodiment. [Figure 91] 13 is a flowchart showing an outline of the remaining win count update process in the main control board of the pachinko machine according to the third embodiment. [Figure 92] 13 is a flowchart showing an outline of the game state control processing in the main control board of a pachinko machine according to the third embodiment. [Figure 93] 13 is a flowchart showing an outline of special game ending processing in a main control board of a pachinko machine according to a third embodiment. [Figure 94] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the fourth embodiment. [Figure 95] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the fourth embodiment. [Figure 96] A diagram explaining a fluctuation pattern table of a pachinko machine according to the fourth embodiment. [Figure 97] A state transition diagram showing the transition to each game state of a pachinko machine according to a fourth embodiment. [Figure 98] 13 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the fourth embodiment. [Figure 99] 13 is a flowchart showing an outline of the game state control processing in the main control board of a pachinko machine according to a fourth embodiment. [Figure 100] 13 is a flowchart showing an outline of special game ending processing in a main control board of a pachinko machine according to a fourth embodiment. [Figure 101]A figure showing an example of the variable effects and other effects of the pachinko machine of the fourth mode. [Figure 102] A figure showing an example of the variable effects and other effects of the pachinko machine of the fourth mode. [Figure 103] A figure showing an example of the variable effects and other effects of the pachinko machine of the fourth mode. [Figure 104] A figure showing an example of the variable effects and other effects of the pachinko machine of the fourth mode. [Figure 105] A figure showing an example of the variable effects and other effects of the pachinko machine of the fourth mode. [Fig. 106] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the fifth embodiment. [Figure 107] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the fifth embodiment. [Figure 108] A diagram explaining a variation pattern table of a pachinko machine according to the fifth embodiment. [Fig. 109] FIG. 11 is a state transition diagram showing the transitions to each game state of a pachinko machine according to the fifth embodiment. [Figure 110] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to variant example 1 of the fifth embodiment. [Figure 111] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to variant example 1 of the fifth embodiment. [Figure 112] A state transition diagram showing the transition to each game state of a pachinko machine relating to variant example 1 of the fifth embodiment. [Figure 113] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to variant example 2 of the fifth embodiment. [Fig. 114] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to variant example 2 of the fifth embodiment. [Figure 115] A state transition diagram showing the transition to each game state of a pachinko machine relating to variant example 2 of the fifth embodiment. [Fig. 116] FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the sixth embodiment. [Figure 117]FIG. 13 is a diagram for explaining various settings of a pachinko machine according to the sixth embodiment. [Figure 118] A diagram explaining a variation pattern table of a pachinko machine according to the sixth embodiment. [Figure 119] A state transition diagram showing the transition to each game state of a pachinko machine according to the sixth embodiment. [Figure 120] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 121] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 122] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 123] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 124] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Fig. 125] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Fig. 126] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 127] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 128] A figure showing an example of the variable effects and other effects of the pachinko machine of the sixth embodiment. [Figure 129] FIG. 13 is a diagram showing an example of a special customer waiting presentation in a pachinko machine according to the sixth embodiment. [Fig. 130] FIG. 13 is a diagram showing an example of a special customer waiting presentation in a pachinko machine according to the sixth embodiment. [Fig. 131] FIG. 13 is a diagram showing an example of a special customer waiting presentation in a pachinko machine according to the sixth embodiment. [Fig. 132] 13 is a flowchart showing an outline of the RAM clear command receiving process in the sub-control board of a pachinko machine according to the sixth embodiment. [Fig. 133] 13 is a flowchart showing an outline of the variable pattern command receiving process during normal gaming state in the sub-control board of a pachinko machine according to the sixth embodiment. [Fig. 134] 13 is a flowchart showing an outline of a customer waiting command receiving process in a sub-control board of a pachinko machine according to the sixth embodiment. [Fig. 135] A figure showing an example of the special 1 pre-reading performance after the end of LJT2 of a pachinko machine related to a modified example of the sixth form. [Fig. 136] A figure showing an example of a specific evocation suggestion mode of a pachinko machine related to a modified example of the sixth form. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] (1st form) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an area where the gaming machines are installed, called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores value information required for lending game balls. After inserting bills (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.
[0011] As shown in Figures 1 and 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not shown in particular), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not shown in particular) so as to be able to be opened and closed freely and which has a hollow portion (not shown in particular), and a front door 3 which is attached to the main body frame 2 by a hinge mechanism (not shown in particular) so as to be able to be opened and closed freely and has an opening portion (not shown in particular) formed on the front.
[0012] 1, a speaker serving as a sound output device 10 is provided at the lower left of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The front door 3 is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for performing the shooting operation of the game balls, and two speakers serving as sound output devices 10 attached to the upper left and right of the transparent plate 4, one each. 1, a front door performance lamp DL that produces effects by emitting light in various colors and patterns is provided on the outer periphery of the front door 3, and a status notification lamp EL that emits light in various colors to notify various states that occur when predetermined conditions are met is provided on the upper left of the outer periphery of the front door 3. Both the front door performance lamp DL and the status notification lamp EL are composed of LEDs that can emit light in multiple colors.
[0013] In this pachinko machine P, when the main body frame 2 is closed against the machine casing 1 and the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap therebetween. This allows the game board 11 located behind to be viewed through the transparent plate 4.
[0014] In addition, the upper tray 6 is adapted to guide game balls dispensed by the game ball dispenser R and prize balls dispensed from the pachinko machine P. The upper tray 6 is adapted to receive a predetermined amount of game balls, and when the upper tray 6 is filled with game balls, game balls to be dispensed or dispensed thereafter are adapted to be guided to the receiving tray 7. In addition, although not shown in the figure, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole. In a normal state, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, and the discharge hole is opened. This allows the game balls to fall through the discharge hole and be discharged outside the receiving tray 7.
[0015] The operating handle 5 is formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength according to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.
[0016] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area through which game balls can flow down. As shown in FIG. 3A, the game area 12 is composed of a first game area 12a, which is an area on the left side as seen by a player facing the pachinko machine P, and a second game area 12b, which is an area on the right side as seen by a player facing the pachinko machine P. These two game areas 12 have different possibilities for game balls to enter depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength at which the game balls launched by the launching device do not reach the highest point of the game area 12), the game balls enter the first game area 12a. On the other hand, when the firing strength of the launching device is equal to or greater than a predetermined strength (a strength at which the game balls launched by the launching device can reach the highest point of the game area 12), the game balls enter the second game area 12b.
[0017] Here, the rails 13a and 13b will be described in detail. Game board 11 is a plate-like member that is generally rectangular when viewed from the front (see FIG. 3A), and as described above, a pair of rails 13a, 13b is provided on the surface of game board 11. In the following, of rails 13a, 13b, rail 13a located on the outside (the rail closer to the outer periphery of game board 11) is also referred to as outer rail 13a, and rail 13b located on the inside (the rail farther from the outer periphery of game board 11) is also referred to as inner rail 13b.
[0018] The outer rail 13a is a long metal thin plate member having a width larger than the diameter of a game ball (see FIG. 3A), and is attached (supported) along the base surface of a rail base (not shown) that is installed on the surface of the game board 11. The rail base is a plate member that is approximately C-shaped when viewed from the front, and is cut out so that it opens toward the lower right when installed on the surface of the game board 11, and is in an arc shape (i.e., an arc shape that is convex toward the left) centered on the approximately central part of the game area 12 (game board 11). The cutout surface formed by this cutout becomes the base surface. By attaching the outer rail 13a to the base surface, it is arranged in an arc shape that is convex toward the left, starting from a position to the left of the lower center of the game board 11 and extending to the left end, upper end, and upper right end of the game board 11 (see FIG. 2).
[0019] The inner rail 13b is a long, thin, synthetic resin member having approximately the same width as the outer rail 13a, and is erected on the surface of the game board 11 so as to face the outer rail 13a across a gap larger than the diameter of the game ball. It begins slightly to the left of the lower center of the game board 11 and is arranged in an arc shape that convex to the left from the left end to the upper left end of the game board 11. The front surface of the space between the outer rail 13a and the inner rail 13b faces the back surface of the transparent plate 4b, forming a guide passage 640 through which the game balls launched by the launching device can pass (see Figs. 3D to 3G). The guide passage 640 is connected to the game area 12 and guides the game balls launched by the launching device to the game area 12. In addition, a backflow prevention section 700 is provided at the upper end of the inner rail 13b (the tip of the inner rail 13b, in other words, the boundary between the guide passage 640 and the game area 12) to prevent a game ball that has entered the game area 12 from returning to the guide passage 640.
[0020] As shown in Figures 3B and 3C, the backflow prevention unit 700 comprises a rotating unit 710, a case unit 730 in which the rotating unit 710 is arranged, and a cover plate 750 that covers the case unit 730 when the rotating unit 710 is arranged, and the rotating unit 710 is attached to the case unit 730 and the cover plate 750 so that it can rotate while being sandwiched between the case unit 730 and the cover plate 750.
[0021] The case portion 730 comprises a thin synthetic resin base plate 731 which is fixed to the game board 11, and a thin synthetic resin side plate 732 which stands up from a portion corresponding to approximately the right half of the outer periphery of the base plate 731 (approximately the right half of the base plate 731 when fixed to the game board 11), and the base plate 731 and the side plate 732 form a space S which opens toward the front of the game board 11 and toward the guide passage 640 (see Figure 3C). The base plate 731 is provided with a cylindrical boss 731a located at its upper end (the upper end of the base plate 731 when fixed to the game board 11) and standing up from the base plate 731, a cylindrical base side bearing portion 731b located below the boss 731a (slightly above the center of the base plate 731) and standing up from the base plate 731, a roughly fan-shaped guide groove 731c located below the base side bearing portion 731b (slightly below the center of the base plate 731) and passing through the base plate 731, and a thin, rod-shaped engagement pin 731d located below the guide groove 731c (the lower end of the base plate 731) and standing up from the base plate 731 (see Figure 3C).
[0022] The cover plate 750 is a thin plate-like member made of synthetic resin that covers the opening in the case part 730 facing the front of the game board 11. The cover plate 750 is provided with a screw hole 750a that is disposed at a position corresponding to the boss 731a of the base plate 731 in a state where the above-mentioned opening is covered and that penetrates the cover plate 750, a cylindrical cover-side bearing part 750b that is disposed at a position corresponding to the base-side bearing part 731b of the base plate 731 on the back surface of the cover plate 750 (the surface facing the base plate 731 in a state where the above-mentioned opening is covered) and that stands upright from the back surface of the cover plate 750, and an engagement hole 750c that is disposed at a position corresponding to the engagement pin 731d of the base plate 731 in a state where the above-mentioned opening is covered and that penetrates the cover plate 750 (see FIG. 3C).
[0023] The rotating part 710 is a member having an outer shape shaped like a letter "V", and includes a synthetic resin rotating base 711 having a generally elliptical cylindrical shape and rotatably attached to the base plate 731 and the cover plate 750, and a synthetic resin thin plate-like rotating valve 712 protruding from the vicinity of the upper end of the rotating base 711 (the vicinity of the upper end of the rotating base 711 in a state where it is attached to the case part 730) (see FIG. 3C). When the rotating part 710 is attached to the case part 730, the rotating base 711 is located within the space S of the case part 730 and is capable of rotating within this space S while being sandwiched between the base plate 731 and the cover plate 750, and the rotating valve 712 protrudes out of the space S through an opening in the case part 730 in the direction of the guide passage 640, and is capable of rotating together with the rotating base 711.
[0024] The rotating base 711 has a substantially elliptical base bottom surface 711a that faces the base plate 731 when attached to the case portion 730, a base side surface 711b that stands up from the outer peripheral edge of the base bottom surface 711a, and a substantially elliptical base top surface 711c that is located at the standing end of the base side surface 711b and faces the base bottom surface 711a across the base side surface 711b (see Figure 3C). In addition, in the rotating base 711 attached to the case portion 730, an axial hole 711d that penetrates from the base top surface 711c to the base bottom surface 711a is provided at a position corresponding to the base side bearing portion 731b of the base plate 731 and the cover side bearing portion 750b of the cover plate 750, and a guide pin (not specifically shown) that protrudes from the base bottom surface 711a toward the base plate 731 is provided at a position corresponding to the guide groove 731c of the base plate 731. In addition, the length from the base bottom surface 711a to the base top surface 711c is slightly shorter than the length from the surface of the base plate 731 of the case part 730 to the upright end of the side plate 732. As a result, when the rotating part 710 is attached to the case part 730, the rotating base 711 is stored in the space S while being sandwiched between the base plate 731 and the cover plate 750.
[0025] The rotary valve 712 is a roughly rectangular thin plate-like member extending vertically upward from the upper left end of the base side surface 711b of the rotary base 711 when attached to the case portion 730, and is provided with a guide passage side surface 712a facing the guide passage 640 (facing the guide passage 640), a play area side surface 712b facing the guide passage side surface 712a and facing the play area 12 (facing the play area 12), a downwardly sloping upper end surface 712c extending from the upper edge of the guide passage side surface 712a to the upper edge of the play area side surface 712b, and a protruding piece 712d protruding from roughly the center of the longitudinal direction (vertical direction) of the play area side surface 712b toward the play area 12 (see FIG. 3C). The length from the base side surface 711b to the upper edge of the guide passage side surface 712a is longer than the length from the base side surface 711b to the upper edge of the play area side surface 712b. When the rotating base 711 is attached to the case part 730, the rotating valve 712 protrudes from the space S into the guide passage 640 through an opening in the case part 730 in the direction of the guide passage 640, and in the normal state, it extends vertically upward within the guide passage 640, and the tip of the rotating valve 712 is located slightly below the outer rail 13a (see FIG. 3D). That is, the length from the base side surface 711b of the rotating base 711 to the tip of the rotating valve 712 is such that the guide passage 640 can be almost completely blocked in the normal state when the rotating base 711 is attached to the case part 730.
[0026] When attaching the above-mentioned rotating part 710 to the above-mentioned case part 730 and cover plate 750, first, the rotating part 710 is positioned in the case part 730 so that the base side bearing part 731b of the base plate 731 and the shaft hole 711d of the rotating base 711 are aligned and the guide pin of the rotating base 711 is inserted into the guide groove 731c of the base plate 731. Next, a thin, rod-shaped axle pin 760 whose length reaches from the base side bearing portion 731b to the cover side bearing portion 750b of the cover plate 750 is inserted into the axle hole 711d of the rotating base 711, and then the boss 731a of the base plate 731 is aligned with the screw hole 750a of the cover plate 750, and the cover side bearing portion 750b is aligned with the tip of the axle pin 760 protruding from the axle hole 711d of the rotating base 711.Furthermore, the cover plate 750 is positioned so that the engagement pin 731d of the base plate 731 is inserted into the engagement hole 750c of the cover plate 750. Finally, by screwing a screw 764 into the boss 731a and the screw hole 750a from the front side (the side opposite the back side of the cover plate 750) of the cover plate 750, the rotating base 711 is sandwiched between the base plate 731 and the cover plate 750 (with the cover plate 750 covering the opening in the case portion 730 facing the front side of the game board 11), and the rotating portion 710 is attached to the case portion 730 and the cover plate 750 (see Figures 3C and 3D, etc.).
[0027] Then, as described above, when the rotating part 710 is attached to the case part 730 and the cover plate 750, one end of the pivot pin 760 is engaged with the base side bearing part 731b and the other end is engaged with the cover side bearing part 750b, so that the rotating base 711 is supported in a sandwiched state between the base plate 731 and the cover plate 750 so as to be rotatable around the pivot pin 760 as the axis. As described above, the pivot base 711 is a substantially elliptical cylindrical member, the pivot valve 712 extending from the pivot base 711 is a thin plate-like member, and the pivot base 711 is a member heavier than the pivot valve 712. As a result, when the rotating part 710 is attached to the case part 730 and the cover plate 750, in a normal state, the rotating base 711 is biased by its own weight to rotate counterclockwise about the pivot pin 760 as an axis, but the guide pin inserted into the guide groove 731c of the base plate 731 remains in contact with the left end of the guide groove 731c. At this time, the rotating valve 712 is in a state of extending vertically upward within the guide passage 640, and the guide passage 640 is almost completely blocked by the rotating valve 712 (see FIG. 3D). On the other hand, when a game ball launched by the launching device and rising in the guide passage 640 contacts the guide passage side surface 712a of the rotating piece 712, the rotating base 711 rotates clockwise about the pivot pin 760 against its own weight until the game area side surface 712b of the rotating piece 712 abuts against the side surface of the boss 731a of the base plate 731. In addition, when the game area side surface 712b abuts against the side surface of the boss 731a, the rotating valve 712 is in a state of extending toward the upper right (toward the upper end of the game area 12), and the guide passage 640 is opened (see FIG. 3E).
[0028] Next, the rotation of the rotary valve 712 and the prevention by the rotary valve 712 of the backflow of the game ball that has entered the play area 12 into the guide passage 640 will be described in detail. In the following, the normal state of the rotary part 710 attached to the case part 730 and the cover plate 750 (when the rotary valve 712 extends vertically upward) may be referred to as the "non-rotating state", the state in which the rotary base 711 rotates and the play area 712b abuts against the side surface of the boss 731a may be referred to as the "rotating state", and the state in which the rotary base 711 is in the process of changing from the non-rotating state to the rotating state (the state in which the rotary base 711 is rotating) may be referred to as the "rotating state".
[0029] As described above, in the non-rotating state, the rotating valve 712 extends vertically upward within the guide passage 640, and the distance from the tip of the rotating valve 712 (the upper edge of the guide passage side surface 712a) to the outer rail 13a at this time is shorter than the diameter of the game ball, and furthermore, it is the shortest distance from the tip of the rotating valve 712 to the outer rail 13a between the non-rotating state and the rotating state. Also, as described above, in the rotating state, the rotating valve 712 extends to the upper right, and the distance from the tip of the rotating valve 712 to the outer rail 13a at this time is longer than the diameter of the game ball, and furthermore, it is the longest distance from the tip of the rotating valve 712 to the outer rail 13a between the non-rotating state and the rotating state.
[0030] In the non-rotating state, when a game ball launched by the launching device and rising in the guide passage 640 contacts the guide passage side surface 712a of the rotating piece 712, the rotating base 711 rotates until the rotating state is reached. As described above, in this rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a is longer than the diameter of the game ball, and the guide passage 640 is opened. As a result, the game ball that contacts the guide passage side surface 712a enters the game area 12. After the game ball enters the game area 12, the force generated by the game ball contacting the guide passage side surface 712a is released, and the rotating base 711 quickly rotates counterclockwise under its own weight and enters a non-rotating state. In this non-rotating state, the guide pin abuts against the left end of the guide groove 731c, so the rotating base 711 cannot rotate counterclockwise any further, and the distance from the tip of the rotating valve 712 to the outer rail 13a is shorter than the diameter of the game ball, and the guide passage 640 is almost blocked by the rotating valve 712. Then, even if the game ball that entered the game area 12 comes into contact with, for example, a windmill or a nail and heads from the game area 12 to the guide passage 640, it comes into contact with the game area side surface 712b of the rotating valve 712, and is prevented from entering the guide passage 640. In this manner, in the non-rotating state, the rotating valve 712 prevents the game ball that has entered the game area 12 from returning to the guide passage 640.
[0031] In addition, during the rotating state between the rotating state and the non-rotating state, a game ball BB that has entered the game area 12 but is attempting to return into the guide passage 640 (hereinafter also referred to as a returning game ball) and a game ball BG that has been launched by the launching device, rises within the guide passage 640, and is attempting to enter the game area 12 (hereinafter also referred to as an entering game ball) may come into contact (hereinafter also referred to as a rotating contact state) (see Figures 3F and 3G).
[0032] In this contact state during rotation, the entering game ball BG is in contact with the guide passage side surface 712a of the rotating valve 712, the outer rail 13a, and the returning game ball BB, and the returning game ball BB is in contact with the tip of the rotating valve 712, the outer rail 13a, and the entering game ball BG (see Figures 3F and 3G). In addition, in this contact state during rotation, the distance from the tip of the rotating valve 712 to the outer rail 13a is longer than the distance from the tip of the rotating valve 712 to the outer rail 13a in the non-rotating state, and shorter than the distance from the tip of the rotating valve 712 to the outer rail 13a in the rotating state, and further, the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a (see Figure 3G). Furthermore, in this rotating contact state, the tip of the rotating piece 712 is located to the upper left of the lowest point P of the returning game ball BB (i.e., above and to the left of the lowest point P of the returning game ball BB) (see Figure 3G).
[0033] In this rotating contact state, if the entering game ball BG and the returning game ball BB come into contact with each other and then the returning game ball BB tries to return to the guide passage 640, the returning game ball BB comes into contact with the tip of the rotary valve 712 from the direction of the game area 12, so that the rotary valve 712 that has come into contact with the returning game ball BB rotates counterclockwise and tries to displace to a non-rotating state. Then, with the displacement toward the non-rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a gradually becomes shorter, and the guide passage 640 is blocked by the rotary valve 712. Therefore, in this case, the entering game ball BG rising up the guide passage 640 flows down (backflows) the guide passage 640 from which it has risen, but it becomes difficult for the returning game ball BB to return to the guide passage 640. In this way, if a contact state occurs during rotation and the entering game ball BG and the returning game ball BB come into contact at the boundary between the guide passage 640 and the game area 112, the returning game ball BB can be prevented from returning to the guide passage 640, and a situation in which both the entering game ball BG and the returning game ball BB flow down the guide passage 640 can be prevented.
[0034] In addition, if the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is longer than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a in the above-mentioned rotating contact state, after the entering game ball BG and the returning game ball BB come into contact, the returning game ball BB is likely to enter the gap between the tip of the rotary valve 712 and the outer guide rail 13a. If the returning game ball BB enters this gap, the returning game ball BB will rotate the rotary valve 712 clockwise, and the returning game ball BB will try to displace to the rotating state. Then, as the ball BB is displaced toward the rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a will gradually become longer, and the guide passage 640 will open, resulting in a situation in which the returning game ball BB returns into the guide passage 640. In the pachinko machine P of this embodiment, in the above-mentioned contact state during rotation, the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, thereby preventing the occurrence of the above-mentioned situation.
[0035] The following returns to the explanation of the game area 12. As shown in Figures 2 and 3A, the game area 12 is provided with a windmill and numerous nails for making the direction of the game ball flow irregular, a general winning hole 14 through which the game ball can enter, a first starting winning hole 15 and a second starting winning hole 16 as starting areas, a gate 20 through which the game ball can pass, an attacker device 17 that operates when a predetermined condition is satisfied, an outlet 19 that guides the game ball out of the game area 12, a performance display device 21 that performs various performances and various suggestions (notifications) as the game progresses, a board performance lamp GL, a right hit notification lamp RL (not shown), and a special device performance device YS. Note that Figure 3A shows only some of the nails, and the other nails are omitted.
[0036] As shown in FIG. 3A, the general winning opening 14 is located slightly to the left of the center at the bottom of the game area 12, and when a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and locations of the general winning slots 14 are not particularly limited.
[0037] As shown in Fig. 3A, the first start winning hole 15 is provided at a position slightly lower than the center of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first start winning hole 15, and game balls flowing down the second game area 12b cannot enter the first start winning hole 15.
[0038] As shown in Fig. 3A, the gate 20 is provided at the top of the second game area 12b (at a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through the gate 20, and game balls flowing down the first game area 12a cannot pass through the gate 20. In addition, the gate 20 is configured so that almost all game balls that enter the second game area 12b pass through the gate 20. When the game ball passes through the gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery for the normal symbol is a winning one, a movable piece 16b, which will be described later, is caused to protrude for a predetermined period of time.
[0039] Below the gate 20, as shown in FIG. 3A, the second start winning hole 16 and a flat plate-like movable piece 16b (normal electric device) that can be protruded and retracted into the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed so as to slope downward from the right end to the left end when protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second start winning hole 16 is located to the left of the left end of the movable piece 16b. The second start winning hole 16 is cup-shaped and opens upward, and a game ball that reaches the opening enters the second start winning hole 16. In addition, in the pachinko machine P according to this embodiment, the time it takes for a game ball at the right end of the upper surface of the movable piece 16b to reach the opening of the second start winning hole 16 (hereinafter also referred to as the opening arrival time) is configured to be approximately 0.3 seconds. In a state where the movable piece 16b protrudes from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of the movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning hole 16 (see FIG. 4(b)). In contrast, in a state where the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second start winning hole 16 (see FIG. 4(a)). In addition, only game balls flowing down the second game area 12b can enter the second start winning port 16, and game balls flowing down the first game area 12a cannot enter the second start winning port 16.
[0040] It should be noted that the second start winning hole 16 and the movable piece 16b are not limited to the configuration described above. For example, the second start winning opening 16 may be provided with a wing member as the movable piece 16b that can rotate left and right about an axis perpendicular to the game board 11 to open and close the second start winning opening 16. Specifically, when the movable piece 16b (wing member) is closed, the second start winning opening 16 is in a closed state, and it is impossible for a game ball to enter the second start winning opening 16, whereas when the movable piece 16b is open, the second start winning opening 16 is in an open state, and the movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby enabling the game ball to enter the second start winning opening 16. In addition, the movable piece 16b may be a cover member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or it may be a shutter member that slides up and down to open and close the second start winning opening 16.
[0041] In addition, the installation locations of the first start winning port 15 and the second start winning port 16 are not particularly limited, and for example, the first start winning port 15 and the second start winning port 16 may be placed in a position where game balls flowing down either game area 12 (first game area 12a, second game area 12b) can easily enter them.
[0042] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a predetermined number of prize balls are paid out and a lottery is held to determine whether or not a jackpot has been won (hereinafter, also referred to as a jackpot win) and whether or not a time-saving game state (hereinafter, also referred to as a time-saving game state) is granted, and one special symbol is selected from a number of pre-determined special symbols according to the result of the lottery. There are a number of types of special symbols that can be selected, and depending on the type of special symbol selected, a game benefit is awarded, such as the execution of a special game advantageous to the player and the granting of a time-saving game state (setting of a time-saving game state JT1 or JT2, described below). The number of prize balls paid out based on the game ball entering the first start winning hole 15 or the second start winning hole 16 is not particularly limited as long as it is one or more, and may be any number. The number of prize balls may be the same or different between the first start winning hole 15 (a starting winning hole without the movable piece 16b) and the second start winning hole 16 (a starting winning hole with the movable piece 16b). In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the game ball entering the first start winning hole 15 is three, and the number of prize balls paid out based on the game ball entering the second start winning hole 16 is one.
[0043] As shown in FIG. 3A, the attacker device 17 is provided in the center of the right part of the game area 12 (below the second start winning hole 16 and the movable piece 16b). The attacker device 17 includes a large winning hole 18 into which a game ball can enter, and an opening / closing door 18b for opening and closing the large winning hole 18. Normally, the opening / closing door 18b is closed and the large winning hole 18 is closed, so that game balls cannot enter the large winning hole 18. However, when the special game is played, the opening / closing door 18b opens and the large winning hole 18 is opened, so that game balls can enter the large winning hole 18. Specifically, during the special game, a round game in which the large winning hole 18 is opened is played multiple times. When one game ball enters the large winning hole 18, a predetermined number of prize balls (15 in this embodiment) are paid out. 3A, game balls flowing down the second game area 12b can enter the large prize opening 18, but game balls flowing down the first game area 12a cannot enter the large prize opening 18. Although not shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large prize opening 18, except for those that enter the second start prize opening 16. Therefore, as long as game balls continue to be shot out as long as the large prize opening 18 is open, the game balls will enter the large prize opening 18.
[0044] 5(a) and (b), a rolling road 51 is provided inside the attacker device 17 along which a gaming ball that has entered the large prize opening 18 can roll to the left. This rolling road 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction, and a general area 58 is provided at the end of the upper passage 52 into which a gaming ball that has entered the large prize opening 18 can enter, and a specific area 57 is provided at the end of the lower passage 53 into which a gaming ball that has entered the large prize opening 18 can enter (see FIGS. 5(a) and (b)).
[0045] 5(a) and (b), a distribution member 59 for distributing game balls to either the upper passage 52 or the lower passage 53 is provided at a position where the upper passage 52 and the lower passage 53 branch off. The distribution member 59 is rotatable about an axis perpendicular to the game board 11 and can be displaced between a first position where the path to the upper passage 52 is opened and the path to the lower passage 53 is blocked, and a second position where the path to the upper passage 52 is blocked and the path to the lower passage 53 is opened. When the distribution member 59 is located at the first position, the game ball that has entered the big prize opening 18 advances to the upper passage 52 and enters the general area 58, and when the distribution member 59 is located at the second position, the game ball advances to the lower passage 53 and enters the specific area 57.
[0046] In addition, although not specifically shown, the attacker device 17 is provided with a specific area outlet for discharging game balls that have entered the specific area 57 outside the large prize opening 18 (on the rear side of the game board 11), and a general area outlet for discharging game balls that have entered the general area 58 outside the large prize opening 18 (on the rear side of the game board 11).
[0047] In addition, in the pachinko machine P of this embodiment, the manner in which the opening and closing door 18b opens and closes (opening and closing pattern) and the manner in which the distribution member 59 operates (operation pattern) in the round game performed during the above-mentioned special game are set for each type of special pattern determined when a jackpot is won. In the pachinko machine P according to this embodiment, when a predetermined number of game balls (one in this embodiment) enter the specific area 57 during a specific round of play, the game state after the end of the special game is set to a high-probability time-saving game state, which is a game state that combines a high-probability game state that is advantageous to the player and a time-saving game state JT2 described later. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round of play (i.e., when all game balls that entered the big prize opening 18 enter the general area 58), the game state after the end of the special game is set to a low-probability time-saving game state LJT2, which is a game state that combines a low-probability game state and a time-saving game state JT2. The opening and closing pattern of the opening and closing door 18b, the operation pattern of the sorting member 59, and the game state settings will be described in detail later. As described above, the game state after the end of the special game may not be set to a high probability time-saving game state or a low probability time-saving game state LJT2 depending on whether a predetermined number of game balls enter the specific area 57 in a round game during the special game, but may be set to a high probability time-saving game state or a low probability time-saving game state LJT2 depending on the type of special symbol determined when a jackpot is won. For example, when a jackpot is won and a specific special symbol is determined, the game state after the end of the special game may be set to a high probability time-saving game state, but when a special symbol other than the specific special symbol is determined, the game state after the end of the special game may be set to a low probability time-saving game state LJT2 or a normal game state. In this way, when the game state after the end of the special game is determined depending on the type of special symbol, it is not necessary to provide the above-mentioned specific area 57.
[0048] 3A, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first start winning hole 15, the second start winning hole 16, and the big winning hole 18. The game balls received in the outlet 19 are guided to the back side of the game board 11 and collected.
[0049] As shown in Fig. 3A, the performance display device 21 is provided in the approximate center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as the performance display device 21. The performance display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image on the display unit 21a, performance symbols 50 (dummy symbols) are displayed in a variable manner, and a variable performance is performed to notify the player of the result of the winning / losing lottery depending on the stop display mode of each performance symbol 50. During the special game, the display unit 21a performs an opening performance executed at the start of the special game, a round game performance executed during the round game described later, and an ending performance executed after all the round games have ended (at the end of the special game) (hereinafter, the opening performance, the round game performance, and the ending performance are collectively referred to as the performance during the special game). In the opening performance, an opening image is displayed, in the round game performance, a round game image is displayed, and in the ending performance, an ending image is displayed. It should be noted that the performance display device 21 is not limited to a liquid crystal display device, and may be, for example, a drum-type display device that uses a number of drums with patterns on the outer periphery to perform various displays.
[0050] The board performance lamps GL are provided at the top of the game area 12 as shown in Fig. 2, and are devices that provide effects and suggestions by emitting light in various colors and patterns. The board performance lamps GL are composed of LEDs that can emit light in multiple colors. The installation position and number of the board performance lamps GL are not particularly limited. Although not specifically shown, the right-hit notification lamp RL is located on the right side of the performance display device 21 and is composed of an LED that can be turned on and off.
[0051] The role-playing device YS is a device that performs effects by operating in a predetermined manner. The role production device YS in this embodiment is a disk-shaped structure as shown in Fig. 2, and can be displaced (moved) up and down within a range from an initial position corresponding to the upper center of the play area 12 to a movable position corresponding to a position above the center of the play area 12 by a drive motor M (not shown). In addition, the role production device YS can be rotated clockwise or counterclockwise at the movable position by a rotation motor RM (not shown). The role production device YS normally stays at the initial position, and is displaced to the movable position at various times (for example, during the execution of a reach development performance described later), and at this movable position, a role rotation performance is performed in which the role rotation rotates clockwise or counterclockwise (operates in a predetermined manner). In addition, in the pachinko machine P according to this embodiment, the initial position is above the upper center of the performance display device 21, and the movable position is the upper center of the performance display device 21. That is, the special feature performance device YS does not overlap with the performance display device 21 at the initial position where it stops in the normal state, but overlaps with the performance display device 21 at the movable position with a predetermined gap between them. This prevents the variable performance executed by the performance display device 21 from being hindered by the special feature performance device YS in the normal state, and ensures the visibility of the variable performance. On the other hand, the special feature rotation performance is performed by displacing the special feature performance device YS to the movable position, so that the player can be drawn to the special feature rotation performance. In addition, when the special feature performance device YS is in the movable position, it overlaps with the activation warning character image displayed on the display unit 21a, which will be described later, in front of it, and the activation warning character image becomes difficult or impossible to see due to the special feature performance device YS. The effects performed by the accessory performance device YS are not limited to the accessory rotation effects. For example, the accessory performance device YS may be provided with a lamp such as an LED, and the lamp may be lit in a predetermined manner to perform an effect. The pachinko machine P in this embodiment is equipped with, as a performance device, in addition to the performance display device 21, a speaker as the above-mentioned audio output device 10, and a lamp (see Figure 1) as a performance lighting device 23 that creates a performance by emitting light in various colors and lighting patterns. It should be noted that the presentation devices are not limited to these, and may include, for example, prop devices that move at various times and in various manners.
[0052] At the front position of the upper tray 6, a performance operation device 9 is provided that can be operated by the player to progress or switch the performance executed during play or standby. The performance operation device 9 is composed of an operation dial 9a that is a circular ring-shaped frame that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a specific performance is being executed by the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b causes various performances such as variable performances to progress or to switch to a different display. The performance operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be a cross key capable of inputting up, down, left and right directions. In addition to providing the performance operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.
[0053] Also, as shown in FIG. 3A, in the lower right portion of the game board 11 and outside the game area 12, a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 are provided as devices for displaying various statuses regarding the game.
[0054] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in FIG.
[0055] Also, on the back side of the game board 11, as shown in FIG. 3H, a main control board 100 which stores setting values and the control state of the pachinko machine P, which will be described later, and controls the basic operation of the pachinko machine P, is attached and stored in a transparent box-shaped main control board case 150, a launch and payout control board 200 which controls the launch of game balls and the payout of prize balls is attached and stored in a transparent box-shaped launch and payout control board case 250, a sub-control board 300 which controls various presentations is attached and stored in a transparent box-shaped sub-control board case 350, and a game ball lending control board 400 which relays operations to the game ball lending device R is attached and stored in a transparent box-shaped game ball lending control board case 450.
[0056] Further, on the back side of the game board 11, a power supply board 600 for supplying power to each board is provided, and this power supply board 600 is provided with a power switch 650. The power switch 650 can be switched on or off. When the power switch 650 is turned on, power is supplied from the power supply board 600 to each board, and when the power switch 650 is turned off, the supply of power from the power supply board 600 to each board stops. In this specification, when the power switch 650 is turned on and power is supplied, this is also referred to as "power on," and when the power switch 650 is turned off and the supply of power is stopped, this is also referred to as "power off."
[0057] (Configuration of control means of pachinko machine P) Next, the control means for controlling the operation of the pachinko machine P will be described. The above-mentioned control means is composed of a main control board 100, a launch and payout control board 200, a sub-control board 300, a game ball lending control board 400 and a power supply board 600, as shown in FIG. 6, the main control board 100 is connected to a launching / payout control board 200 and a sub-control board 300, and the launching / payout control board 200 is connected to a game ball lending control board 400. The main control board 100 and the launching / payout control board 200 are connected to an external information terminal board 500 for transmitting various external signals (hereinafter, also referred to as external information) relating to the progress of the game to the outside of the pachinko machine P (for example, a hall computer in an amusement facility). A power supply board 600 is also connected to each board.
[0058] (Outline of main control board 100) As described above, the main control board 100 stores the setting values and the control state of the pachinko machine P, and controls the games played in the pachinko machine P. Specifically, it controls the special symbol game (lottery for winning or losing, determination of the special symbol, display of the variation of the special symbol (hereinafter also referred to as the variation of the special symbol), etc.) that is started when the game ball enters the first start winning port 15 or the second start winning port 16, the regular symbol game (lottery for the regular symbol, display of the variation of the regular symbol (hereinafter also referred to as the variation of the regular symbol), etc.) that is started when the game ball passes through the gate 20, and the special games described above.
[0059] In addition, in the pachinko machine P of this embodiment, only one setting level, setting value 1, is defined for the setting of the balls dispensed, and the win / lose random number determination table 110 used in the win / lose lottery described later is provided corresponding to this setting value 1. The setting for the ball output may be set not only in one stage, but also in multiple stages, such as six stages from setting value 1 to setting value 6. When multiple stages are set for the setting for the ball output, the probability of winning the jackpot in the winning / losing lottery can be set to be different depending on the difference in the setting value. For example, the setting value 6 can be set to have a higher probability of winning the jackpot than the setting value 1, and if the probability of winning the jackpot is high, the possibility of winning prize balls is also high, so by changing the setting value, the expected amount of prize balls to be paid out in the pachinko machine P changes. The winning / losing random number determination table 110 used in the winning / losing lottery is provided corresponding to each of the setting values 1 to 6, and when the setting value is changed, the winning / losing random number determination table 110 provided for each setting value is changed in its entirety. The main control board 100 is provided with a RAM clear switch 109 and a setting switch 108, as described below. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch 109 and the setting switch 108 turned on, the machine transitions to a setting change state in which the setting value can be changed. In this setting change state, the setting value can be changed by pressing the RAM clear switch 109. In the pachinko machine P according to this embodiment, as described above, only one setting value, 1, is defined as the setting related to the ball output, so even if the RAM clear switch 109 is pressed during the setting change state, the setting value remains 1 (i.e., the setting value is not changed). In addition, whether the pachinko machine has only one setting for ball output or multiple settings for ball output, the settings are set so that the same control and processing can be performed for the setting value (i.e., a common processing program (module) is provided for the control and processing for the setting value), but for example, in a pachinko machine with only one setting for ball output as in this embodiment, the setting value is not changed even if the RAM clear switch 109 is pressed during the setting change state as described above, and some control and processing are executed or not executed depending on the number of setting stages. In this specification, various controls and processing related to the setting value are explained on the premise that the pachinko machine has multiple settings for ball output, and as necessary, the difference in control and processing when only one setting for ball output is provided as in this embodiment is supplemented.
[0060] In addition, when the power is on, the pachinko machine P in this embodiment remains in one of four control states: a playable state in which game play can be performed, a setting confirmation state in which the set setting values can be confirmed, a setting change state in which the set setting values can be changed, and a game stopped state in which game play cannot be performed and the setting values cannot be confirmed or changed. When the control state of the pachinko machine P is in the setting change state, the set setting value can be changed (switched) by pressing the above-mentioned RAM clear switch 109. As described above, in the pachinko machine P according to this embodiment, only one setting value, 1, is defined, so the setting value will not be changed even if the RAM clear switch 109 is pressed during the setting change state. The storage and modification of set values, the control states that are set when the power is turned on, etc. will be described in detail later.
[0061] As shown in Fig. 3I, main control board 100 in this embodiment is a rectangular plate-shaped board, and is a single-sided board (single-layer board) with a wiring pattern provided on only one side. Note that main control board 100 may be a double-sided board (two-layer board) with a wiring pattern provided on both sides.
[0062] In addition, as shown in FIG. 3I, the surface of the main control board 100 is provided with a one-chip type main IC 104 which integrates a main CPU 101, a main ROM 102, and a main RAM 103, as well as multiple other ICs, a main information display device 105, a connector 106, a test-only output terminal 107, a setting switch 108, a RAM clear switch 109, etc.
[0063] The main CPU 101 is a device that performs various calculation processes. The main ROM 102 is a device (Read Only Memory) that has a storage area for storing spec codes that indicate the specifications of the pachinko machine P (such as the high and low probability of winning a jackpot, and the method of determining the game state after the special game ends), control programs required for the game, and tables (such as the win / lose random number determination table 110 and the special symbol random number determination table 111, which will be described later). The main RAM 103 is a device (Read Write Memory) that can store the above-mentioned setting values, the control state of the pachinko machine P, and various data related to the progress of the game, and also has a readable and writable storage area that is used for storing temporary data during calculation processes by the main CPU 101. The main CPU 101 reads out control programs and tables stored in the main ROM 102 and performs arithmetic processing based on signals from various sensors and timers described below, as well as performing processes such as controlling various devices connected to the main CPU 101 and sending commands to other boards (such as the sub-control board 300) based on the results of the arithmetic processing.
[0064] Also, although not specifically shown, the memory area of main RAM 103 in this embodiment is broadly divided into a used area, which is the area between a predetermined starting address (for example, F00H (alphanumeric characters with an "H" at the end are written in hexadecimal; the same applies below)) and a predetermined final address (for example, F200H), and an unused area, which is the area between a specific starting address (for example, F300H) that is a specific distance (for example, 16 bytes) or more away from the final address of the used area and a specific final address (for example, F400H).
[0065] Also, although not specifically shown, the usage area includes four areas, a first area, a second area, a third area, and a fourth area, which are arranged in order from a specified start address to a specified end address. The first area stores the setting value and the gaming machine state flag indicating the control state during the current time (playable state, setting confirmation state, setting change state, game stopped state). The second area stores the checksum of the main RAM 103 calculated when the power is turned off, and a backup flag for determining whether or not there is an abnormality in the backup process of the main RAM 103 performed when the power is turned off. The third area stores information on errors that have occurred in the pachinko machine P, etc. In addition, the fourth area stores various data related to the progress of the game (information on the special symbols during the change, the launch position of the game ball (the game area 12 from which the game ball is shot), the number of reserved first special symbols, the number of reserved second special symbols, the number of high probability times, the number of time-saving times, execution phase data showing the progress of the special symbol game, the number of reserved regular symbols, regular symbol execution phase data showing the progress of the regular symbol game, information that the special symbol is not changing, etc.). Note that the data stored in the fourth area is not limited to these, and for example, in a pachinko machine P set so that a special change pattern is determined when the number of changes after the special game ends reaches a specific number, the information on the specific number of times described above may be stored.
[0066] In addition, the unused area stores data such as the number of balls shot and the number of prize balls paid out since the game started in the initial state after shipping from the factory, etc. Specifically, the total number of prize balls based on the game balls entering the general winning port 14, the first start winning port 15, the second start winning port 16, and the large winning port 18 (hereinafter referred to as the total number of prize balls), the total number of prize balls based on the game balls entering the large winning port 18 (hereinafter referred to as the total number of special electric role prize balls), the total number of prize balls based on the game balls entering the first start winning port 15, the second start winning port 16, and the large winning port 18 (hereinafter referred to as the total number of role prize balls), etc. are stored. In this unused area, information relating to the game, such as the payout rate, the special electric device ratio, and the device ratio, is calculated based on data such as the number of balls fired and the number of winning balls mentioned above. Here, the payout rate is the ratio of the total number of winning balls to the number of shot balls, and is a value calculated by total number of winning balls / number of shot balls. The special electric device ratio is the ratio of the total number of winning balls of special electric devices to the total number of winning balls, and is a value calculated by total number of winning balls of special electric devices / total number of winning balls. The device ratio is the ratio of the total number of winning balls of devices to the total number of winning balls, and is a value calculated by total number of winning balls of devices / total number of winning balls.
[0067] It should be noted that the data stored in the unused area is not limited to these, and for example, the total number of winning balls based on the entry of game balls into the general winning port 14 may be stored. In addition, in this specification, data such as the number of balls fired and the number of winning balls paid out stored in the above-mentioned unused area are also referred to as "game performance data," and information related to the game, such as the above-mentioned ball payout rate, is also referred to as "game performance display information."
[0068] In the pachinko machine P according to this embodiment, a difference ball count value used for operation stop control based on the difference ball count (hereinafter also referred to as difference ball operation stop control) described later, difference ball operation stop control phase data for setting various states related to the difference ball operation stop control (pre-activation warning state, activation warning state, activation notice state, activation state described later), test signal information described later, and activation security information described later are stored in a specific area in the non-use area. Note that the difference ball count value, difference ball operation stop control phase data, test signal information, and activation security information may be stored in, for example, the first area or the fourth area of the use area, rather than being stored in the non-use area. The difference ball operation stop control will be described in detail later.
[0069] The main information display device 105 is a device that displays various information, and is composed of four 7-segment displays with decimal points arranged side by side. The main information display device 105 in this embodiment does not have a built-in processor such as a CPU that performs its own calculation processing on the data it receives, and only displays information based on the data it receives from the main IC 104. Specifically, during a setting confirmation state or during a setting change state, the setting values stored in the use area (first area) of the main RAM 103 are displayed. During a playable state, game performance display information stored in a non-use area of the main RAM 103 is displayed. During a game stop state or if an error occurs in the pachinko machine P, a code indicating that fact is displayed. Note that main information display device 105 may be configured with a liquid crystal display, a dot matrix display, etc., instead of a seven-segment display. Also, main information display device 105 may have other devices built in as long as it does not have a device that processes data received from main IC 104 on its own. For example, it may have a driver circuit or the like built in for controlling the operation of main information display device 105.
[0070] The connectors 106 are for connecting various harnesses, cables, etc., and are provided in plurality on the surface of the main control board 100. Moreover, the test-only output terminal 107 is a terminal for outputting a test signal used in a type test, and is provided on the surface of the main control board 100. Here, the type test is a test to determine whether the pachinko machine P complies with a predetermined regulation, and the test signal is a signal used in the type test. In the pachinko machine P according to this embodiment, various test signals are generated by the main CPU 101 at various times, and the generated test signals can be output from the test-only output terminal 107 to the outside of the pachinko machine P. Specifically, a test computer (not shown) is used for the type test, and this test computer is provided with a dedicated receiving terminal (not shown) that can be connected to the test-only output terminal 107. Then, when the above-mentioned receiving terminal is connected to the test-only output terminal 107, the test signal generated by the main CPU 101 and output from the test-only output terminal 107 is input to the test computer outside the pachinko machine P via this receiving terminal. The output of the test signal will be described in detail later.
[0071] The setting switch 108 is referenced to set the control state (playable state, setting confirmation state, setting change state, game stopped state) when the power is turned on. The setting switch 108 is provided with an operation unit (not shown) with a keyhole, and is formed so that it can be rotated when a specified key is inserted into the keyhole. Normally, the setting switch 108 is off, but when it is rotated, the setting switch 108 is turned on. Furthermore, the RAM clear switch 109 is used to clear various data stored in the main RAM 103 and to change set values. This RAM clear switch 109 is provided with a push button 109a (see FIG. 3I) that can be pressed, and when this push button 109a is not pressed, the RAM clear switch 109 is turned off, but when the push button 109a is pressed, the RAM clear switch 109 is turned on.
[0072] In the pachinko machine P of this embodiment, when the power goes from off to on (recovers from a power outage), one of the control states is set depending on the control state that was in place before the power was turned off (just before the power outage occurred), whether the setting switch 108 is on or off at the time the power is turned on (when the power outage is restored), whether the RAM clear switch 109 is on or off, whether the main body frame open detection sensor 2a described later is on or off (i.e., whether the main body frame 2 is open or closed), whether an abnormality has occurred in the backup process of the main RAM 103 performed at the time the power is turned off, and whether an abnormality has occurred in the main RAM 103. Then, by operating push button 109a (RAM clear switch 109 is turned on) during the setting change state, the setting value can be changed (switched). As described above, the setting value is stored in the usage area of main RAM 103, and when the setting value is changed, the setting value stored in the usage area of main RAM 103 is changed.
[0073] In this embodiment, the main RAM 103 stores not only the game performance data and setting values described above, but also various data related to the progress of the game (the number of first special charts reserved, the number of second special charts reserved, execution phase data indicating the progress of the special chart game, the number of regular charts reserved, regular chart execution phase data indicating the progress of the regular chart game, etc.). In addition, the devices and electronic components provided on the surface of the main control board 100 are not limited to those described above, and for example, switches for displaying various information on the main information display device 105 and switching the display content may be provided. In addition, in the pachinko machine P according to this embodiment, both clearing of data stored in the main RAM 103 and changing of set values are performed by operating the RAM clear switch 109, but this is not limited to this. For example, a setting change switch separate and independent from the RAM clear switch 109 may be provided, and the RAM clear switch 109 may be set to be used for clearing data stored in the main RAM 103, and the setting change switch may be set to be used for changing set values.
[0074] As shown in FIG. 6, the main control board 100 is equipped with a general prize opening detection sensor 14a for detecting the entry of a game ball into the general prize opening 14, a first start prize opening detection sensor 15a for detecting the entry of a game ball into the first start prize opening 15, a second start prize opening detection sensor 16a for detecting the entry of a game ball into the second start prize opening 16, a special prize opening detection sensor 18a for detecting the entry of a game ball into the special prize opening 18, and a gate detection sensor 19a for detecting the passage of a game ball through a gate 20. 20a, a setting switch 108, a RAM clear switch 109, a magnetic detection sensor 70a that detects magnetism directed toward the game board 11, a radio wave detection sensor 71a that detects radio waves irradiated to specific locations on the game board 11 (first start winning hole 15, second start winning hole 16, large winning hole 18, etc.), a vibration detection sensor 72 that detects vibrations caused by fraudulent acts such as shaking the pachinko machine P, and a specific area detection sensor 57a that detects the entry of a game ball into the specific area 57 are connected. The detection signals output from each of these detection sensors and signals indicating the on / off state of each switch are input to a main control board 100. It should be noted that the sensors connected to the main control board 100 are not limited to these, and for example, a general area detection sensor that detects the entry of a gaming ball into the general area 58 may be provided.
[0075] When the magnetic detection sensor 70a detects magnetism, it turns on and outputs a magnetic detection signal to the main control board 100, and the magnetic detection signal is output continuously while the magnetic field is being detected. When the magnetic detection sensor 70a no longer detects magnetism, it turns off and stops outputting the magnetic detection signal to the main control board 100. When the magnetic detection signal is input from the magnetic detection sensor 70a, the main control board 100 determines that a main control magnetic error has occurred. Furthermore, when the radio wave detection sensor 71a detects radio waves, it turns on and outputs a radio wave detection signal to the main control board 100, and while radio waves are being detected, the radio wave detection signal is output continuously. When the radio wave detection sensor 71a no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the main control board 100. Furthermore, when the radio wave detection signal is input from the radio wave detection sensor 71a, the main control board 100 determines that a main control radio wave error has occurred. Furthermore, when the vibration detection sensor 72 detects that the pachinko machine P is vibrating, it turns on and outputs a vibration detection signal to the main control board 100, and while vibration is being detected, the vibration detection signal is output continuously. When the vibration detection sensor 72 no longer detects vibration of the pachinko machine P, it turns off and stops outputting the vibration detection signal to the main control board 100. Furthermore, when a vibration detection signal is input from the vibration detection sensor 72, the main control board 100 determines that a main control vibration error has occurred.
[0076] The special prize opening detection sensor 18a is provided on the path from the special prize opening 18 to the special prize opening outlet. In the pachinko machine P according to this embodiment, the time from when the game ball enters the special prize opening 18 until the game ball is detected by the special prize opening detection sensor 18a is about 0.5 seconds.
[0077] Furthermore, the main control board 100 is connected, as devices to be controlled, with a movable piece solenoid 16c which drives the movable piece 16b provided adjacent to the second start winning opening 16 to protrude and retract, a large prize opening solenoid 18c which drives the opening and closing door 18b of the large prize opening 18 to open and close, a distribution member solenoid 59c which displaces the distribution member 59, the first special pattern display device 30, the second special pattern display device 31, the normal pattern display device 32, the first special pattern reserve display device 38, the second special pattern reserve display device 39, the normal pattern reserve display device 33, and the main information display device 105. The main control board 100 drives each solenoid to control the projection and recession of the movable piece 16b adjacent to the second start winning opening 16, the opening and closing of the large winning opening 18, and the displacement of the sorting member 59, as well as controlling the display of each display device.
[0078] (Overview of the firing and dispensing control board 200) The launch and payout control board 200 mainly controls the payout of prize balls based on the entry of game balls into various winning ports and game balls loaned out based on specific operations by the player, as well as the launch of game balls. As shown in FIG. 6, the shot payout control board 200 includes a payout CPU 201, a payout ROM 202, and a payout RAM 203, and is connected to the main control board 100 so as to be able to communicate bidirectionally.
[0079] As shown in FIG. 6, the launch / payout control board 200 is connected to devices for controlling the launch of game balls, including a touch sensor 5a that detects when a player touches the operating handle 5, an operating volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a launch stop switch 5c that stops the launch of game balls, a ball feed solenoid 60 that sends the game balls held in the upper tray 6 to a launch device (not shown), a launch motor 61 that launches the game balls, and a launched ball detection sensor 64 that detects when the game balls have been launched by the launch motor 61. Control signals output from the touch sensor 5a, the operating volume 5b, and the launch stop switch 5c are input to the launch / payout control board 200.
[0080] When the control state of the pachinko machine P is in a playable state and the state regarding the difference ball operation stop control described later is in a pre-activation warning state, activation warning state, or activation notice state, if the player touches the operation handle 5 to perform a rotation operation, a control signal (hereinafter also referred to as a rotation operation signal) from the touch sensor 5a and the operation volume 5b is input to the launching and dispensing control board 200, and the ball feed solenoid 60 and the launching motor 61 are energized to perform control to launch the game balls. While the ball feed solenoid 60 and the launching motor 61 are energized, the game balls are continuously launched at 0.6 second intervals (i.e., a pace of launching 100 balls per minute). When the player releases contact with the operation handle 5 or stops rotating the operation handle 5, the input of the rotation operation signal to the launching and dispensing control board 200 stops, and the control to launch the game balls also stops. In addition, even if a rotation operation signal is input to the launch / payout control board 200, when a control signal from the launch stop switch 5c (hereinafter also referred to as the launch stop control signal) is input to the launch / payout control board 200, control is performed to stop the flow of electricity to the ball feed solenoid 60 and the launch motor 61 and stop the launch of the game ball. Furthermore, when the control state of the pachinko machine P is in a play-stop state, or when the control state of the pachinko machine P is in a playable state and the state regarding the difference ball operation stop control is in an activated state, even if a rotation operation signal is input to the launch / payout control board 200, the ball feed solenoid 60 and the launch motor 61 are not energized, and no control is performed to launch the game balls. In addition, when the control state of the pachinko machine P is a game stop state, or when the control state of the pachinko machine P is a playable state, regardless of the state regarding the difference ball operation stop control (i.e., regardless of whether the state regarding the difference ball operation stop control is a pre-activation warning state, an activation warning state, an activation notice state, or an activation state), the shot payout control board 200 transmits a handle operation command to the main control board 100 when a rotation operation signal is input, and stops transmitting the handle operation command to the main control board 100 when the input of the rotation operation signal stops. In other words, while the rotation operation signal is being input (while the player is touching the operating handle 5 to perform a rotation operation), the handle operation command is continuously transmitted to the main control board 100. In addition, instead of the launch motor 61, a rotary solenoid may be used as a device for launching the game ball.
[0081] 6, the launch payout control board 200 is connected to a payout motor 62 that pays out game balls stored in a game ball storage section (not shown) and a payout counting switch 63 that detects and counts the paid-out game balls, as devices for controlling the payout of game balls. Although not shown, the payout counting switch 63 has a built-in payout radio wave detection sensor that detects radio waves irradiated to the switch. When the launch payout control board 200 receives the prize ball designation command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the prize ball designation command. At this time, the number of paid-out game balls is counted by the payout count switch 63, making it possible to determine whether or not the predetermined number of game balls have been paid out.
[0082] In addition, the launch payout control board 200 in this embodiment transmits a payout ball signal based on the fact that game balls have actually been paid out by the payout motor 62 (the game balls have been counted by the payout count switch 63) to the external information terminal board 500 as an external signal to be transmitted to the outside of the pachinko machine P. As a result, the payout ball signal is transmitted to the outside of the pachinko machine P (such as an external information display device or hall computer that displays information such as the number of fluctuations and the number of jackpots) via the external information terminal board 500, and the number of game balls actually paid out can be grasped in a device external to the pachinko machine P. The external signal related to the payout of game balls (prize balls) is not limited to the payout prize ball signal. For example, instead of a signal based on the actual payout of game balls, a received prize ball signal based on the reception of a prize ball designation command from the main control board 100 may be transmitted to the external information terminal board 500. This may allow an external device of the pachinko machine P to know the number of game balls to be paid out based on the received prize ball designation command.
[0083] Furthermore, as shown in Figure 6, the launch and payout control board 200 is connected to a main frame open detection sensor 2a which detects the open state of the main frame 2, a front door open detection sensor 3a which detects the open state of the front door 3, a tray full detection sensor 7a which detects the full state of the tray 7, an out sensor 19a which detects game balls that are received into the out port 19 or that enter each winning port and are guided to the back side of the game board 11 through the out passage, and an out port radio wave detection sensor 71b which detects radio waves irradiated to the out port 19.
[0084] The main body frame open detection sensor 2a turns on when it detects that the main body frame 2 is open, and outputs a main body frame open detection signal to the launch / dispense control board 200. While the main body frame 2 is open, the main body frame open detection signal is output continuously. Then, when the main body frame open detection signal is input, the launch / dispense control board 200 transmits a main body frame open command to the main control board 100. In response to this, the main body frame open detection sensor 2a turns off when it no longer detects that the main body frame 2 is open, and stops outputting the main body frame open detection signal. When the input of the main body frame open detection signal stops, the launch / dispense control board 200 determines that the main body frame 2 is closed, and stops sending the main body frame open command to the main control board 100.
[0085] The front door open detection sensor 3a turns on when it detects that the front door 3 is open, and outputs a door open detection signal to the shooting / dispensing control board 200. When the front door 3 is open, the door open detection signal is output continuously. Then, when the door open detection signal is input, the shooting / dispensing control board 200 transmits a door open command to the main control board 100. In response to this, the front door open detection sensor 3a turns off when it no longer detects that the front door 3 is open, and stops outputting the door open detection signal. When the input of the door open detection signal stops, the shot / dispense control board 200 determines that the front door 3 is closed, and stops sending the door open command to the main control board 100.
[0086] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When the tray 7 is filled with a predetermined amount of game balls to be paid out as prize balls, the stored game balls reach the above-mentioned predetermined position. The tray full detection sensor 7a is turned on when it detects that the game balls have reached the above-mentioned predetermined position, and outputs a tray detection signal to the launch / payout control board 200. While the stored game balls are at the above-mentioned predetermined position, the tray detection signal is continuously output. Then, when the tray detection signal is input, the launch / payout control board 200 transmits a tray full command to the main control board 100. In response to this, when the tray full detection sensor 7a no longer detects that the gaming balls have reached the above-mentioned predetermined position, it turns off and stops outputting the tray detection signal to the launch / payout control board 200. Then, when the input of the tray detection signal stops, the launch / payout control board 200 determines that the tray 7 full state has been released, and stops sending the tray full command to the main control board 100.
[0087] The out sensor 19a is provided in the out passage. The out sensor 19a turns on every time it detects a game ball that is received in the out port 19 or enters each winning port and passes through the out passage, and outputs an out signal to the launch / payout control board 200. The launch / payout control board 200 transmits an out command to the main control board 100 every time an out signal is input.
[0088] The outlet radio wave detection sensor 71b is provided at a predetermined position around the outlet 19. Also, the outlet radio wave detection sensor 71b turns on when it detects radio waves and outputs a radio wave detection signal to the shot / dispense control board 200, and while it is detecting radio waves, the radio wave detection signal is output continuously. In contrast, when the outlet radio wave detection sensor 71b no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the shot / dispense control board 200.
[0089] As described above, the dispensing radio wave detection sensor is built into the dispensing counting switch 63. In addition, the dispensing radio wave detection sensor turns on when it detects radio waves and outputs a radio wave detection signal to the dispensing control board 200, and while it is detecting radio waves, the radio wave detection signal is output continuously. In contrast, when the dispensing radio wave detection sensor no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the dispensing control board 200.
[0090] As described above, the launching and dispensing control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. As shown in Fig. 6, the launching and dispensing control board 200 is connected to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37 via the game ball lending control board 400. In addition, these devices may be connected directly to the launch and payout control board 200 rather than being connected to the launch and payout control board 200 via the game ball lending control board 400.
[0091] Then, when a card storing value information for lending game balls (i.e., a card with a balance) is inserted into the game ball lending device R and recognized, a value information signal indicating the value information is transmitted from the game ball lending device R to the value information display device 35 via the launch / payout control board 200 and the game ball lending control board 400. As a result, the value information display device 35 displays value information corresponding to the received value information signal.
[0092] In addition, when a card storing value information for lending game balls is inserted into the game ball lending device R and the ball lending button 36 is pressed while it is recognized, a detection signal output from the ball lending switch 36a is transmitted to the game ball lending device R via the game ball lending control board 400 and the launching and dispensing control board 200. Upon receiving the above-mentioned detection signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and transmits a loan ball payout command to the launching and payout control board 200 to pay out a number of game balls corresponding to the subtracted value information (for example, 125 balls) as loan balls, and also transmits a subtraction command corresponding to the subtracted value information to the value information display device 35 via the launching and payout control board 200 and the game ball lending control board 400. Then, when the ball dispense command is received, the ball dispense control board 200 performs control to dispense the number of game balls (for example, 125 balls) corresponding to the subtracted value information. Also, when the subtraction command is received, the value information display device 35 updates and displays the value information after subtraction.
[0093] When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, which then transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, it controls the game ball lending device R to dispense the card.
[0094] In addition, the game ball lending device R may also control the card to be ejected when a card that does not have value information stored therein for lending game balls (i.e., a card with no balance) is inserted into the game ball lending device R, or when the ball lending button 36 is pressed to subtract a specified value information, resulting in all of the value information stored in the card being lost (i.e., when the card has no balance).
[0095] As described above, the launch payout control board 200 controls both the payout of prize balls based on the entry of game balls into the various winning ports (general winning port 14, first start winning port 15, second start winning port 16, and large winning port 18), and the payout of game balls (loan balls) loaned based on the player's operation.
[0096] In addition, in the pachinko machine P of this embodiment, errors related to the equipment connected to the launch and payout control board 200 (hereinafter also referred to as payout-related errors) may occur, such as a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, a payout motor error, and a door open error. The launch / payout control board 200 is configured to determine (detect) the occurrence of payout-related errors, such as a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, and a payout motor error, based on the operating status of the above-mentioned switch connected to the launch / payout control board 200, and the various signals output to the launch / payout control board 200 from the above-mentioned sensors connected to the launch / payout control board 200. In this specification, determining that an error has occurred does not only mean specifically determining that an error has occurred based on the operation status of the switch and detection by various sensors (for example, the dispensing radio wave detection sensor, the main frame opening detection sensor 2a, etc.), but also means that the operation status of the switch and detection by various sensors have been detected.
[0097] The ball out error is an error that occurs when there are no game balls stored in the game ball storage section. The launch / dispense control board 200 determines that a ball out error has occurred when the payout motor 62 is operating to pay out game balls, but the payout counting switch 63 does not count the game balls for a predetermined period of time. When a ball out error occurs, a ball out error command indicating this is sent from the launch / dispense control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the ball out error.
[0098] The full tank error is an error that occurs when the tray 7 is full. When the tray detection signal is input, the launch / dispense control board 200 determines that a full tank error has occurred. When a full tank error occurs, a full tank error command indicating this is sent from the launch / dispense control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the full tank error.
[0099] The payout counting switch error is an error that occurs when the payout counting switch 63 does not operate due to a broken harness or the like. The launch payout control board 200 determines that a payout counting switch error has occurred when it is unable to confirm the operation of the payout counting switch 63. When a payout counting switch error occurs, a payout counting switch error command indicating this is sent from the launch payout control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the payout counting switch error.
[0100] The ball jam error is an error that occurs when an abnormality occurs in the payout motor 62. The launch / payout control board 200 determines that a ball jam error has occurred when the payout motor 62 receives an operation signal but does not operate. When a ball jam error occurs, a ball jam error command indicating this is sent from the launch / payout control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the ball jam error.
[0101] The excess prize ball error is an error that occurs when game balls are dispensed even though a prize ball designation command has not been received, or when more game balls are dispensed than the number of game balls scheduled to be dispensed based on the received prize ball designation command. The launching and dispensing control board 200 determines that an excess prize ball error has occurred when the number of game balls dispensed despite not being scheduled reaches a predetermined number (for example, 10). When an excess prize ball error occurs, an excess prize ball error command indicating this is sent from the launching and dispensing control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the excess prize ball error.
[0102] A dispensing radio wave error is an error that occurs when irradiation of radio waves is detected. When a radio wave detection signal is input from the outlet radio wave detection sensor 71b or the dispensing radio wave detection sensor, the release / dispensing control board 200 determines that a dispensing radio wave error has occurred. When a dispensing radio wave error occurs, a dispensing radio wave error command indicating the occurrence is sent from the release / dispensing control board 200 to the main control board 100, so that the occurrence of the dispensing radio wave error can be recognized by the main control board 100.
[0103] A payout motor error is an error that occurs when the payout motor 62 does not operate due to a broken harness or the like. The launch / payout control board 200 determines that a payout motor error has occurred when it is unable to confirm the operation of the payout motor 62. When a payout motor error occurs, a payout motor error command indicating this is sent from the launch / payout control board 200 to the main control board 100, so that the main control board 100 can grasp the occurrence of the payout motor error.
[0104] Furthermore, among the dispensing-related errors, a door open error is an error that occurs when the main frame 2 or the front door 3 is open. As described above, the main frame opening detection sensor 2a, which detects the opening of the main frame 2, and the front door opening detection sensor 3a, which detects the opening of the front door 3, are both connected to the firing / dispensing control board 200, but the determination of the occurrence of a door opening error is performed by the main control board 100, not the firing / dispensing control board 200. Specifically, when the main control board 100 receives at least one of a main frame open command transmitted from the launching / dispensing control board 200 when a main frame open detection signal is input to the launching / dispensing control board 200, or a front door open command transmitted from the launching / dispensing control board 200 when a front door open detection signal is input to the launching / dispensing control board 200, the main control board 100 determines that a door open error has occurred. When it is determined that a door opening error has occurred, the main control board 100 transmits a payout stop command to the launch payout control board 200 to stop the control of the payout operation of the game balls. As a result, the launch payout control board 200 performs control to stop the payout operation of the game balls while the door opening error is occurring.
[0105] In addition, among the dispensing-related errors, the errors whose occurrence is determined by the main control board 100 are not limited to door open errors, and the occurrence of other errors may also be determined by the main control board 100.
[0106] In addition, the main control board 100 is also configured to determine the occurrence of errors related to the devices connected to the main control board 100 (such as the above-mentioned main control radio wave error, main control magnetic error, main control vibration error, abnormal winning errors that occur when an excessive number of game balls enter the first start winning port 15, the second start winning port 16, or the large winning port 18, and illegal winning errors that occur when a game ball enters the large winning port 18 other than when a special game is being played, hereinafter referred to as main control related errors). Then, when the main control board 100 detects the occurrence of a dispensing-related error other than a door-opening error, or when it is determined that a door-opening error or a main control-related error has occurred, the main CPU 101 transmits an error indication command indicating the error that has occurred to the sub-control board 300. This allows the sub-control board 300 to also detect the occurrence of various errors, and the error that has occurred is indicated by displaying an error indication image corresponding to the error that has occurred on the performance display device 21, lighting up various lamps (board performance lamp GL, front door performance lamp DL, status notification lamp EL) in a manner corresponding to the error that has occurred, and outputting an error indication sound corresponding to the error that has occurred from the sound output device 10. Furthermore, when the cause of the error disappears and the error that occurred is cleared, the main control board 100 grasps or judges that the error that occurred has been cleared by, for example, no longer receiving commands used to judge the error. Then, when the clearing of the error that occurred is grasped or when it is judged that the error that occurred has been cleared, the main CPU 101 transmits an error clear command indicating the clearing of the error to the sub-control board 300. This allows the sub-control board 300 to grasp that the error that occurred has been cleared and to end the suggestion of the error that occurred.
[0107] (Outline of the sub-control board 300) The sub-control board 300 controls the presentation that is executed during play, standby, etc. As shown in Figure 6, this sub-control board 300 is equipped with a sub-CPU 301 that performs various types of calculation processing, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, etc., and a sub-RAM 303 that is used as a temporary storage area during calculation processing, and is connected so as to enable one-way communication from the main control board 100 to the sub-control board 300.
[0108] In addition, based on commands transmitted from the main control board 100 and signals from a timer, the sub-CPU 301 reads out control programs stored in the sub-ROM 302 and performs calculations, and transmits commands for executing performances to an image control board (not shown) for controlling image display, an audio control board (not shown) for controlling audio output, an illumination control board (not shown) for controlling the lighting of various lamps, and an operation control board (not shown) for controlling the displacement of the prop performance device YS and the prop rotation performance. In the pachinko machine P of this embodiment, as described above, the audio control board and the illumination control board are provided separately, but it is also possible to provide a single board (audio and illumination control board) that combines the functions of these boards, and to use this board to control both the audio output and the lighting.
[0109] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and is connected to the audio output device 10 and the cross key detection sensor 25a that detects the pressing operation of the cross key 25 via an audio control board. The sub-control board 300 is also connected to various lamps (front door performance lamp DL, status notification lamp EL, board performance lamp GL, right hit notification lamp RL), a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a pressing operation detection sensor 9d that detects the pressing operation of the operation button 9b via an illumination control board. The sub-control board 300 is also connected to a drive motor M and a rotation motor RM via an operation control board.
[0110] Although not shown in the figure, the image control board includes an image CPU, an image ROM, an image RAM, etc. The image ROM of this image control board stores image data such as designs and backgrounds to be displayed on the performance display device 21. Based on a command sent from the sub-control board 300, the image CPU reads out image data from the image ROM and stores it in the image RAM, thereby controlling the image display by the performance display device 21.
[0111] Although not specifically shown, the audio control board includes a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as the voice and BGM output from the audio output device 10. Based on a command transmitted from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM, thereby controlling the audio output from the audio output device 10.
[0112] The illumination control board controls the turning on and off of various lamps (front door performance lamp DL, status notification lamp EL, board performance lamp GL, right hit notification lamp RL) based on commands (such as commands related to the execution of various performances and various suggestions) from the sub-control board 300. In addition, when the illumination control board receives a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a, or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b, it transmits a predetermined command to the sub-control board 300.
[0113] The operation control board controls the driving of the drive motor M and the rotation motor RM based on commands from the sub-control board 300. Then, when the drive motor M is driven, the performance prop device YS is displaced in the vertical direction within the range between the initial position and the movable position, and when the rotation motor RM is driven, the performance prop device YS performs a prop rotation performance (clockwise or counterclockwise rotation performance) at the movable position.
[0114] (Outline of power supply board 600) The power supply board 600 supplies power to each board such as the main control board 100, the launch / payout control board 200, and the sub-control board 300. The power supply board 600 is provided with a backup power supply. The pachinko machine P according to this embodiment is also provided with a power interruption detection circuit for detecting the voltage value of the power supplied from the power supply board 600. This power supply detection circuit determines that a power interruption has occurred when the voltage value of the supplied power falls below a predetermined value (for example, when the power switch 650 is turned off or an unexpected power interruption has occurred), and transmits a power interruption occurrence signal to the main control board 100. Also, when the voltage value becomes greater than a predetermined value (for example, when the power switch 650 is turned on or when power is restored from an unexpected power interruption), it determines that power has been restored from the power interruption, and stops transmitting the power interruption occurrence signal to the main control board 100.
[0115] Then, when the main CPU 101 of the main control board 100 detects a power interruption signal (a power interruption has occurred), it prohibits access to the main RAM 103, calculates the checksum of the main RAM 103 (used area and unused area) and sets a backup flag, and performs a backup process to retain various data stored in the memory area of the main RAM 103 (setting values, game machine status flag indicating the control status, test signal information, checksum, backup flag, error information, various data related to the progress of the game (number of first special charts reserved, number of second special charts reserved, execution phase data indicating the progress of special chart play, number of regular charts reserved, regular chart execution phase data indicating the progress of regular chart play), and game performance data). When the power interruption signal is no longer detected (power is restored after power interruption), the checksum calculated at the time the power interruption occurred is compared with the checksum calculated at the time the power is restored after power interruption, and the backup flag set at the time the power interruption occurred is checked to determine whether or not an inconsistency has occurred between the data stored in main RAM 103 at the time the power interruption occurred and the data stored in main RAM 103 at the time the power is restored after power interruption (i.e., whether or not an abnormality has occurred in the above-mentioned backup processing), and then the processing at the time the power interruption was restored is executed.
[0116] Here, in order to prevent the processing when a power outage occurs from becoming complicated, the sub-control board 300 in this embodiment is not provided with a power outage detection circuit, and the above-mentioned backup processing is not performed in the sub-control board 300. Therefore, when the power is restored from the power outage, the sub-CPU 301 controls the performance based on the above-mentioned various commands sent from the main CPU 101, so that the appropriate performance can be executed at that time.
[0117] Furthermore, when the main CPU 101 no longer detects the power interruption occurrence signal (recovery from power interruption), if a playable state or a setting change state described below is set, or if a setting confirmation state described below is set, at the time the setting confirmation state ends, the main CPU 101 transmits an initial processing execution signal to the sub-control board 300 to execute an initial processing for stopping the bonus performance device YS at its initial position. Then, when this initial processing execution signal is received, the sub-control board 300 executes the initial processing of the bonus performance device YS. Specifically, when this initial process is executed, the role-playing device YS moves to a movable position and then moves to an initial position. In the pachinko machine P according to this embodiment, the time from the start to the end of the initial process is 25 seconds.
[0118] (Overview of Pachinko Machine P) Next, a game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special game and the normal game proceed in parallel. In addition, as the game state when these two games proceed, any of the game states that combine either the low probability game state (so-called non-variable state) or the high probability game state (so-called variable state) with either the non-time-saving game state or the time-saving game state is set. In addition, in the pachinko machine P of this embodiment, two time-saving game states, the time-saving game state JT1 and the time-saving game state JT2, are provided as time-saving game states, and either of the time-saving game states can be set. Specifically, in the pachinko machine P of this embodiment, one of the following game states is set: a normal game state which is a game state combining a low-probability game state and a non-time-saving game state; a low-probability time-saving game state LJT1 which is a game state combining a low-probability game state and a time-saving game state JT1; a low-probability time-saving game state LJT2 which is a game state combining a low-probability game state and a time-saving game state JT2; or a high-probability time-saving game state which is a game state combining a high-probability game state and a time-saving game state JT2.
[0119] Here, the low probability game state and the high probability game state are game states in which the probability of winning a jackpot through a hit / miss lottery, which will be described later, is set to be different, and in the high probability game state, the probability of winning a jackpot through a hit / miss lottery is set to a higher value than in the low probability game state. In other words, it is easier to win a jackpot through a hit / miss lottery in the high probability game state than in the low probability game state.
[0120] The frequency of the game ball entering the second start winning port 16 (the difficulty of the ball entering, in other words, the frequency of the winning / losing lottery based on the game ball entering the second start winning port 16) is set to a predetermined value for each of the non-time-saving game state, the time-saving game state JT1, and the time-saving game state JT2. In the pachinko machine P according to this embodiment, the time-saving game state JT2 is set so that the movable piece 16b is more likely to be maintained in the protruding state (i.e., the game ball is more likely to enter the second start winning hole 16) than in the non-time-saving game state and the time-saving game state JT1. Also, although there are slight differences as described below, both the non-time-saving game state and the time-saving game state JT1 are set so that the movable piece 16b is hardly maintained in the protruding state (i.e., the game ball hardly enters the second start winning hole 16). In addition, the normal game state is set immediately after shipment from the factory, or in the initial state after execution of the abnormality initialization process or normal initialization process described below.
[0121] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first start winning hole 15 or the second start winning hole 16, a winning / losing lottery is held, and a special symbol corresponding to the result of the winning / losing lottery is determined. In the winning / losing lottery in this embodiment, first, a judgment is made as to whether or not a jackpot has been won, and if a judgment result is derived that the jackpot has not been won (hereinafter also referred to as a non-win of the jackpot), then a judgment is made as to whether or not a time-saving game state is to be granted (whether or not a time-saving game state is to be granted, in other words, whether or not a time-saving game state is to be set), and if a judgment result is derived that the time-saving game state is not to be granted (hereinafter also referred to as a non-win of the time-saving game state), then the winning / losing lottery is held. Then, when the result of the lottery indicates that the jackpot has been won (i.e., when the jackpot has been won), the jackpot opening 18 is opened and a special game is played that allows a game ball to enter the jackpot opening 18, and the game state after the special game ends is set to either a low-probability time-saving game state LJT2 or a high-probability time-saving game state. In other words, after the special game ends, the game state transitions to either a low-probability time-saving game state LJT2 or a high-probability time-saving game state.
[0122] In addition, when the above-mentioned win / lose lottery results in a determination that a time-saving game state will be granted (hereinafter also referred to as a win for the time-saving grant), either the time-saving pattern J1 or J2 is determined as a special pattern (hereinafter also referred to as a time-saving pattern) associated with the win for the time-saving grant, as described below. In the pachinko machine P according to this embodiment, when the time-saving symbol J1 is determined in the normal game state, the time-saving game state JT1 is set without changing the low-probability game state. That is, when the time-saving symbol J1 is determined by the above-mentioned winning / losing lottery in the normal game state, the low-probability game state is left as it is, and the non-time-saving game state is changed to the time-saving game state JT1, thereby transitioning to the low-probability time-saving game state LJT1. Also, when the time-saving symbol J2 is determined in the normal game state, the time-saving game state JT2 is set without changing the low-probability game state. That is, when the time-saving symbol J2 is determined by the above-mentioned winning / losing lottery in the normal game state, the non-time-saving game state is changed to the time-saving game state JT2, while the low-probability game state is left as it is, and transitioning to the low-probability time-saving game state LJT2. In contrast, if the above-mentioned winning / losing lottery results in a loss (the player does not win the jackpot and does not win the time-saving bonus) during normal game mode, the game mode will remain in the normal game mode. In this way, in the pachinko machine according to this embodiment, in the normal game state, the time-saving game state (time-saving game state JT1 (low-probability time-saving game state LJT1) or time-saving game state JT2 (low-probability time-saving game state LJT2)) can be set without going through the winning of a jackpot or the execution of a special game. In other words, the game state can be changed without going through the winning of a jackpot or the execution of a special game.
[0123] Furthermore, in the pachinko machine P of this embodiment, even during game states other than the normal game state (i.e., during the low-probability time-saving game state LJT1, during the low-probability time-saving game state LJT2, and during the high-probability time-saving game state (time-saving game state)), the above-mentioned win / loss lottery is used to determine whether or not a time-saving award has been awarded, and if a time-saving award is awarded, the time-saving pattern J1 or J2 can be determined. However, in the pachinko machine P according to this embodiment, even if the time-saving symbol J1 or J2 is determined by winning the time-saving award during a game state other than the normal game state, a new time-saving game state based on the award is not set, and the game state set at the time of the award is maintained. In other words, even if the time-saving award is won during the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, the time-saving game state based on the award is not set again, and the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state that is set continues. In this way, in the pachinko machine of this embodiment, in a game state other than the normal game state, unlike the normal game state, a new time-saving game state is not set without first going through the winning of a jackpot and the execution of a special game.
[0124] In addition, the judgment of whether or not the time-saving award will be given may be made only in the win / loss lottery during the normal game state, rather than being made in the win / loss lottery during all game states. In other words, it may be possible to win the time-saving award depending on the win / loss lottery during the normal game state, but not to win the time-saving award depending on the win / loss lottery during game states other than the normal game state. In this case, since the time-saving award will not be won during game states other than the normal game state, a new time-saving game state will not be set without going through the winning of a jackpot and the execution of a special game.
[0125] Here, in the pachinko machine P according to this embodiment, the game ball flowing down the first game area 12a can enter the first start winning hole 15. Also, the game ball flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the big winning hole 18. During the normal game state and the low-probability time-saving game state LJT1, the player is made to shoot the game ball toward the first game area 12a (so-called left hit) so that the game ball will enter the first start winning port 15, and during the low-probability time-saving game state LJT2, the high-probability time-saving game state and the special game, the player is made to shoot the game ball toward the second game area 12b (so-called right hit) so that the game ball will enter the large winning port 18 or pass through the gate 20 and enter the second start winning port 16. In other words, during the normal game state and the low-probability time-saving game state LJT1, the player is mainly allowed to play in the first game area 12a, and during the low-probability time-saving game state LJT2 and the high-probability time-saving game state, the player is mainly allowed to play in the second game area 12b. Specifically, when the low probability time-saving game state LJT2 or the high probability time-saving game state is set, or when the special game is started, a right-hit suggestion is given to encourage the player to shoot the game ball toward the second game area 12b (for example, a right-hit suggestion image "→→→ right hit" is displayed on the display unit 21a of the performance display device 21, and the right-hit notification lamp RL is turned on to encourage the player to shoot the game toward the second game area 12b). Also, when the normal game state is set, a left-hit suggestion is given to encourage the player to shoot the game ball toward the first game area 12a (for example, a left-hit suggestion image "←←← left hit" is displayed on the display unit 21a of the performance display device 21, and the right-hit notification lamp RL is turned off as described above). In addition, in the pachinko machine P according to this embodiment, when the time-saving pattern J1 is determined in the normal game state, the low probability time-saving game state LJT1 is set, but when the low probability time-saving game state LJT1 is set, the above-mentioned left-hit suggestion is not given.
[0126] The winning / losing lottery is conducted based on various random numbers obtained when the game ball enters the first start winning port 15 or the second start winning port 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P in this embodiment has random numbers related to the win / lose lottery and the determination of special patterns, such as a win / lose random number used to determine the result of the win / lose lottery (won a jackpot, won or lost the time-saving grant), a special pattern random number used to determine the type of special pattern, and a variation pattern random number used to determine the variation pattern command described below. In the pachinko machine P according to this embodiment, the above-mentioned winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence goes through one cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the pattern (variation time, mode) of the variation performance that can notify the result of the winning / losing lottery. The random numbers used to determine the variation pattern command are not limited to those described above, and for example, other random numbers may be used in addition to the random numbers.
[0127] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as the first special random number) of the random number related to the winning / losing lottery and the determination of the special pattern, which is obtained by the entry of the game ball into the first start winning opening 15, and a second reserved memory area for storing each random number value (hereinafter referred to as the second special random number) of the random number related to the winning / losing lottery and the determination of the special pattern, which is obtained by the entry of the game ball into the second start winning opening 16. And, each of these reserved memory areas is composed of a total of four memory units from the first memory unit to the fourth memory unit, and can store a total of four sets of the first special random number and a total of four sets of the second special random number.
[0128] In addition, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15, the first special random number is stored in the first storage section of the first reserved storage area in order. For example, when a game ball enters the first start winning hole 15 in a state where the first special random number is not stored in any storage section of the first reserved storage area, the first special random number acquired as a result of this is stored in the first storage section of the first reserved storage area. Also, when a game ball enters the first start winning hole 15 in a state where the first special random number is stored in the first storage section of the first reserved storage area, the first special random number acquired as a result of this is stored in the second storage section of the first reserved storage area. In addition, in a state where the first special random number is stored in the first memory section and the second memory section of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the third memory section of the first reserved memory area. In addition, in a state where the first special random number is stored in the first to third memory sections of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the fourth memory section of the first reserved memory area. In a state where the first special random number is stored in the first to fourth memory sections of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number related to this ball entry is not stored.
[0129] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in order from the first storage section of the second reserved storage area. The specific storage process is the same as the storage of the first special random number described above, so the explanation will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special random numbers (hereinafter also referred to as the first reserved number) stored in the first reserved memory area is stored in a first reserved number counter (not specifically shown), and the number of sets of second special random numbers (hereinafter also referred to as the second reserved number) stored in the second reserved memory area is stored in a second reserved number counter (not specifically shown). In this specification, as described above, the storage of the first special chart random number and the second special chart random number in the reserved memory area is also referred to as "reserved" or "reserved memory", and the first reserved number and the second reserved number are simply referred to as "reserved numbers".
[0130] The pachinko machine P of this embodiment has a win / lose random number determination table 110 for determining the result of a win / lose lottery, a special pattern random number determination table 111 for determining the type of special pattern, a special electric device operation table 112 for controlling a special game that is executed when a jackpot is won, a game state setting table 113 for setting the game state after a time-saving award is won (after the time-saving pattern J1 or J2 has been determined) or after the special game has ended, a fluctuation pattern table 114 for determining a fluctuation pattern command, and a stop display time table 115 for determining the stop display time for which the special pattern is stopped after the fluctuation display of the special pattern has ended. It should be noted that tables related to winning / losing lotteries etc. are not limited to these, and in cases where it is necessary to make other judgments or decisions based on random numbers, tables may be provided as appropriate.
[0131] The win / lose random number judgment table 110 is for judging the result of the win / lose lottery (win of the jackpot, win or miss of the time-saving grant), and is roughly divided into a low probability judgment table 110a referred to in a low probability game state (normal game state, low probability time-saving game state LJT1, low probability time-saving game state LJT2) and a high probability judgment table 110b referred to in a high probability game state (high probability time-saving game state). Note that, in the pachinko machine P according to this embodiment, as described above, only one stage, the setting value 1, is set as the setting for the ball output, and only one type of the low probability judgment table 110a and the high probability judgment table 110b corresponding to the setting value 1 is provided.
[0132] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15 or the second start winning hole 16, one win / lose random number is obtained within the numerical range of 0 to 65535. Then, depending on the game state at the time of the win / lose lottery, either the low probability judgment table 110a or the high probability judgment table 110b is selected, and the win / lose lottery is performed based on the obtained win / lose random number and the selected win / lose random number judgment table 110.
[0133] As shown in Fig. 7(a), according to the low probability judgment table 110a, if the win / loss random number is 1000 to 1217, it is judged that the jackpot has been won, if the win / loss random number is 3000 to 6275, it is judged that the time-saving bonus has been won, and if the win / loss random number is other than these (0 to 999, 1218 to 2999, 6276 to 65535), it is judged that the bonus has been lost. Therefore, in this low probability judgment table 110a, the probability of winning the jackpot is approximately 1 / 300, and the probability of winning the time-saving bonus is approximately 1 / 20.
[0134] As shown in Fig. 7(b), according to the high probability judgment table 110b, if the win / loss random number is 1000 to 2309, it is judged that the jackpot has been won, if the win / loss random number is 3000 to 6275, it is judged that the time-saving bonus has been won, and if the win / loss random number is other than these (0 to 999, 2310 to 2999, 6276 to 65535), it is judged that the bonus has been lost. Therefore, in this high probability judgment table 110b, the probability of winning the jackpot is approximately 1 / 50, and the probability of winning the time-saving bonus is approximately 1 / 20. That is, the high probability judgment table 110b is set so that the probability of winning the jackpot is about six times higher than that of the low probability judgment table 110a. Also, the low probability judgment table 110a and the high probability judgment table 110b are set so that the probability of winning the time-saving bonus is the same.
[0135] In addition, the numerical range of the hit / miss random number determined to be a hit in the low probability judgment table 110a is set to be included in the numerical range of the hit / miss random number determined to be a hit in the high probability judgment table 110b (specifically, the lower limit value in the numerical range determined to be a hit is the same, and the upper limit value is different). In other words, the hit / miss random number determined to be a hit in the low probability judgment table 110a will also be determined to be a hit in the high probability judgment table 110b. In the pachinko machine P of this embodiment, as described above, the lower limit value of the numerical range of the win / lose random number that determines whether or not a jackpot has been won is set to be the same and the upper limit value is set to be different, but this is not limited to this, and the upper limit values may be set to be the same and the lower limit values to be different.
[0136] In addition, the numerical range of the win / lose random number that is determined to be a win for the time-saving grant in the low probability judgment table 110a and the numerical range of the win / lose random number that is determined to be a win for the time-saving grant in the high probability judgment table 110b are outside the numerical range of the win / lose random number that is determined to be a win for the jackpot, and are set so that the upper and lower limit values of the numerical ranges are the same, so that the probability of winning the time-saving grant is the same in both the low probability judgment table 110a and the high probability judgment table 110b.
[0137] In addition, in the pachinko machine P of this embodiment, the numerical range determined to be a winning jackpot and the numerical range determined to be a winning time-saving bonus are both composed of consecutive numerical ranges, but this is not limited to this and they may be composed of discontinuous numerical ranges that include losing numerical values in between.
[0138] In addition, when multiple settings for ball output are defined, the high probability judgment table may be set so that when a high probability judgment table and a low probability judgment table corresponding to the same setting value are compared, the high probability judgment table has a higher probability of winning a jackpot than the low probability judgment table. Similarly, the probability of winning the time-saving bonus may be set to be the same in both the high probability determination table and the low probability determination table corresponding to the same setting value.
[0139] The special pattern random number determination table 111 is used to determine the type of special pattern, and as shown in Figures 8(a) and (b), it includes a first start winning port determination table 111a which is referenced when a win / loss lottery is held based on a first special pattern random number, and a second start winning port determination table 111b which is referenced when a win / loss lottery is held based on a second special pattern random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15 or the second start winning hole 16, one special symbol random number is obtained within the range of 0 to 199. Then, when the above-mentioned winning / losing lottery is performed, the special symbol random number determination table 111 of either the first start winning hole determination table 111a or the second start winning hole determination table 111b is selected according to the start winning hole into which the game ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.
[0140] In the pachinko machine P according to this embodiment, six types of jackpot symbols (X1, X2, X3, X4, X5, X6) are provided as special symbols (hereinafter also referred to as jackpot symbols) that are determined in the event of a jackpot win, two types of time-saving symbols (J1, J2) are provided as special symbols (time-saving symbols) that are determined in the event of a time-saving win, and two types of loss symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as loss symbols) that are determined in the event of a loss.
[0141] As shown in Fig. 8(a), according to the first start winning port judgment table 111a, when a jackpot is won, if the special pattern random number is 0 to 99, the jackpot pattern X1 is determined, if the special pattern random number is 100 to 193, the jackpot pattern X2 is determined, and if the special pattern random number is 194 to 199, the jackpot pattern X3 is determined. That is, in this first start winning port judgment table 111a, when a jackpot is won, the probability that the jackpot pattern X1 is determined is 50%, the probability that the jackpot pattern X2 is determined is 47%, and the probability that the jackpot pattern X3 is determined is 3%. In addition, in the case where the time-saving award is won, the time-saving pattern J1 is determined when the special pattern random number is 0 to 169, and the time-saving pattern J2 is determined when the special pattern random number is 170 to 199. That is, in this first start winning port judgment table 111a, in the case where the time-saving award is won, the probability that the time-saving pattern J1 is determined is 85%, and the probability that the time-saving pattern J2 is determined is 15%.
[0142] As shown in Fig. 8(b), according to the second start winning port judgment table 111b, when a jackpot is won, if the special pattern random number is 0 to 39, the jackpot pattern X4 is determined, if the special pattern random number is 40 to 139, the jackpot pattern X5 is determined, and if the special pattern random number is 140 to 199, the jackpot pattern X6 is determined. That is, in this second start winning port judgment table 111b, when a jackpot is won, the probability that the jackpot pattern X4 is determined is 20%, the probability that the jackpot pattern X5 is determined is 50%, and the probability that the jackpot pattern X5 is determined is 30%. In addition, in the case where the time-saving award is won, the time-saving pattern J1 is determined when the special pattern random number is 0 to 169, and the time-saving pattern J2 is determined when the special pattern random number is 170 to 199. That is, in the second start winning hole judgment table 111b, similar to the first start winning hole judgment table 111a, in the case where the time-saving award is won, the probability that the time-saving pattern J1 is determined is 85%, and the probability that the time-saving pattern J2 is determined is 15%.
[0143] In addition, if the lottery based on the first special random number results in a loss, the loss pattern Z1 is determined without the above-mentioned lottery based on the special random number. In addition, if the lottery based on the second special random number results in a loss, the loss pattern Z2 is determined without the above-mentioned lottery based on the special random number. In other words, the special symbol random number determination table 111 is referred to when a jackpot is won or when a time-saving bonus is awarded, but is not referred to when a loss occurs.
[0144] The special electric accessory operation table 112 is for controlling a special game to be executed when a jackpot is won, and is referred to in order to operate the jackpot opening solenoid 18c and the distribution member solenoid 59c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in Fig. 9(a) to (c), the special electric accessory operation table 112 includes a first operation table 112a to be referred to when a jackpot is won and a jackpot pattern X1 or X4 is determined, a second operation table 112b to be referred to when a jackpot is won and a jackpot pattern X2 or X5 is determined, and a third operation table 112c to be referred to when a jackpot is won and a jackpot pattern X3 or X6 is determined.
[0145] Specifically, when a jackpot is won and the jackpot pattern X1 or X4 is determined, a special game is executed by referring to the first operation table 112a shown in Fig. 9(a). According to this first operation table 112a, a round game is executed three times in total, from round 1 to round 3, which ends when either the jackpot opening 18 is opened for 29.0 seconds or 10 game balls enter the jackpot opening 18. During the execution of each round game, the opening and closing door 18b is displaced from the closed position to the open position, and is positioned at the open position for 29.0 seconds, and then displaced from the open position to the closed position (opening and closing pattern), so that the jackpot opening 18 is opened only once, and the time during which the jackpot opening 18 is closed between each round game (i.e., the interval time) is set to 2.0 seconds. Furthermore, as shown in FIG. 9(a), when the jackpot pattern X1 or X4 is determined, the allocating member 59 operates in such a manner (operation pattern) that it remains (is located) at the first position during each of the first and third rounds of play, and furthermore, during the second round of play, the allocating member 59 also operates in such a manner that it remains at the first position.
[0146] In addition, when the jackpot is won and the jackpot symbol X2 or X5 is determined, a special game is executed by referring to the second operation table 112b shown in Fig. 9(b). According to this second operation table 112b, a round game that ends under the same conditions as the above-mentioned first operation table 112a is executed three times in total, from round 1 to round 3. The opening and closing pattern of the opening and closing door 18b and the interval time are also set to the same contents as the first operation table 112a. 9(b), when the jackpot symbol X2 or X5 is determined, the allocating member 59 operates in a manner to stop at the first position during the first and third rounds of play, similarly to when the jackpot symbol X1 or X4 is determined. On the other hand, during the second round of play, the allocating member 59 operates in a manner to stop at the second position.
[0147] In addition, when the jackpot is won and the jackpot symbol X3 or X6 is determined, a special game is executed by referring to the third operation table 112c shown in Fig. 9(c). According to this third operation table 112c, a round game that ends under the same conditions as the first operation table 112a and the second operation table 112b is executed 10 times in total, from round 1 to round 10. The opening and closing pattern and interval time of the opening and closing door 18b are set to the same contents as the first operation table 112a and the second operation table 112b. Also, as shown in FIG. 9(c), when the jackpot symbol X3 or X6 is determined, the allocating member 59 operates in a manner to stop at the first position during each of the first, third, fourth to tenth rounds of play, in the same manner as when the jackpot symbol X1, X2, X4 or X5 is determined, and further, during the second round of play, the allocating member 59 operates in a manner to stop at the second position, in the same manner as when the jackpot symbol X2 or X5 is determined.
[0148] As described above, in the pachinko machine P of this embodiment, when the jackpot pattern X2, X3, X5 or X6 is determined, the jackpot opening 18 is opened continuously for 29.0 seconds during two rounds of play (specific round play), and the distribution member 59 is stopped at the second position, so that as long as game balls are shot toward the second game area 12b, the game balls enter the jackpot opening 18 and a predetermined number of game balls (one in this embodiment) can be reliably admitted into the specific area 57. In contrast, when the jackpot pattern X1 or X4 is determined, in two rounds of play, the large prize opening 18 is opened continuously for 29.0 seconds, but the distribution member 59 remains in the first position, so that even if a game ball enters the large prize opening 18, the game ball will all enter the general area 58, and it is impossible for the game ball to enter the specific area 57.
[0149] The game state setting table 113 is for setting the game state after the special game is played and the game state after the time-saving symbol J1 or J2 is determined when a time-saving symbol J2 is awarded in the normal game state. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the special game ends is set according to whether or not a predetermined number of game balls have entered the specific area 57 during the special game. Also, when a time-saving award is won in the normal game state and the time-saving symbol J1 or J2 is determined, the game state is set according to the determined time-saving symbol. Also, in the pachinko machine P according to this embodiment, as described later, whether or not the game ball can enter the specific area 57 is set according to the type of the determined jackpot symbol, and essentially, whether or not the game moves to a high-probability time-saving game state after the special game ends based on the determination is determined according to the determined jackpot symbol.
[0150] In the pachinko machine P of this embodiment, as shown in Figures 10(a) to (d), the game state setting table 113 includes a first game state setting table 113a which is referenced when a predetermined number of game balls enter the specific area 57 during special play, a second game state setting table 113b which is referenced when a predetermined number of game balls do not enter the specific area 57 during special play, a third game state setting table 113c which is referenced when a time-saving bonus is awarded in the normal game state and a time-saving pattern J1 is determined, and a fourth game state setting table 113d which is referenced when a time-saving bonus is awarded in the normal game state and a time-saving pattern J2 is determined.
[0151] Specifically, as shown in FIG. 10(a), if a predetermined number of game balls do not enter the specific area 57 during a special game, the game state after the special game ends is set to a low-probability game state and is set to a time-saving game state JT2. That is, after the special game ends, a low-probability time-saving game state LJT2 is set. Also, the number of times the time-saving game state continues (hereinafter, also referred to as the number of time-saving times) is set to 100 times. In this case, after the special game ends, the low-probability time-saving game state LJT2 continues until the result of the win / lose lottery is derived 100 times without winning the jackpot (until the number of times the special pattern changes reaches 100 times). Then, if the result of the win / lose lottery during the low-probability time-saving game state LJT2 is other than a jackpot win all 100 times (i.e., a win or loss for the time-saving grant), the low-probability game state remains as it is, and the time-saving game state JT2 is changed to a non-time-saving game state, and the game state is changed to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), so it is not necessarily the case that a jackpot will be won during the low-probability time-saving game state LJT2.
[0152] As shown in FIG. 10(b), when a predetermined number of game balls enter the specific area 57 during a special game, the game state after the special game ends is set to a high probability time-saving game state, and is set to the time-saving game state JT2. That is, after the special game ends, a high probability time-saving game state is set. In addition, the number of times the high probability game state continues (hereinafter also referred to as the high probability number of times) and the number of times the time-saving game state continues are both set to 10,000 times. In this case, after the special game ends, the high probability time-saving game state continues until the result of the winning / losing lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000 times). Then, if the result of the winning / losing lottery during the high probability time-saving game state is other than the jackpot for all 10,000 times, the high probability game state is changed to a low probability game state, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 50 (see Figure 7(b)), and in effect, the above-mentioned high-probability time-saving game state will continue until a jackpot is won again.
[0153] Here, in the pachinko machine P according to this embodiment, as described above, when a jackpot is won and the jackpot symbol X2, X3, X5, or X6 is determined, the allocating member 59 stays at the second position during the two rounds of the special game based on the determination, so that as long as game balls are shot into the second game area 12b to enter the big prize opening 18, a predetermined number of game balls will always enter the specific area 57. That is, in the pachinko machine P according to this embodiment, when the jackpot symbol X2, X3, X5, or X6 is determined, as long as game balls are shot into the second game area 12b, a high probability time-saving game state is set in principle. However, even if the jackpot pattern X2, X3, X5 or X6 is determined, if a predetermined number of game balls do not enter the specific area 57 during the special game based on that determination due to an abnormality such as the jackpot opening 18 not opening, the game state after the special game ends is set to the low-probability time-saving game state LJT2.
[0154] As described above, when a jackpot is won and the jackpot symbol X1 or X4 is determined, the allocating member 59 stays at the first position during any round of the special game based on the determination, so that even if the game balls enter the big prize opening 18, the predetermined number of game balls will not enter the specific area 57. That is, in the pachinko machine P according to this embodiment, when the jackpot symbol X1 or X4 is determined, the low probability time-saving game state LJT2 is set in principle. However, even if the jackpot pattern X1 or X4 is determined, if a predetermined number of game balls enter the specific area 57 during a special game based on that determination due to an abnormality such as the distribution member 59 stopping at the second position, the game state after the special game ends is set to a high probability time-saving game state.
[0155] As shown in Fig. 10(c), when the time-saving symbol J1 is selected in the normal game state, the low-probability game state is maintained and the non-time-saving game state is changed to the time-saving game state JT1 when the variable display of the time-saving symbol J1 as a special symbol ends and the stop display time for the special symbol to be stopped has elapsed, as described below. In other words, when the variable display of the time-saving symbol J1 ends and the stop display time has elapsed, the low-probability time-saving game state LJT1 is set. Also, the number of time-saving times is set to 10,000 times. In this case, the low-probability time-saving game state LJT1 continues until the result of the winning / losing lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000 times). Then, if the result of the winning / losing lottery during the low-probability time-saving game state LJT1 is other than a winning jackpot all 10,000 times, the low-probability game state remains as it is, and the time-saving game state JT1 is changed to a non-time-saving game state, and the game state is changed to a normal game state. In the pachinko machine P of this embodiment, as described above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT1 will continue until a jackpot is won again.
[0156] As shown in Fig. 10(d), when the time-saving symbol J2 is selected as the winning symbol in the normal game state, the non-time-saving game state is changed to the time-saving game state JT2 while the low-probability game state remains as it is when the variable display of the time-saving symbol J2 as the special symbol ends and the above-mentioned stop display time has elapsed, while the low-probability game state remains as it is. In other words, when the variable display of the time-saving symbol J2 ends and the stop display time has elapsed, the low-probability time-saving game state LJT2 is set. Also, the number of time-saving times is set to 10,000 times. In this case, the low-probability time-saving game state LJT2 continues until the result of the winning / losing lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000 times). Then, if the result of the winning / losing lottery during the low-probability time-saving game state LJT2 is other than a winning jackpot all 10,000 times, the low-probability game state remains as it is, and the time-saving game state JT2 is changed to a non-time-saving game state, and the game state is changed to a normal game state. In the pachinko machine P of this embodiment, as described above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT2 will continue until a jackpot is won again.
[0157] As described above, in the pachinko machine P of this embodiment, even in a game state other than the normal game state (low probability time-saving game state LJT1, low probability time-saving game state LJT2, high probability time-saving game state), a time-saving award may be won and the time-saving pattern J1 or J2 may be determined, but in this case, the game state currently set will continue as is.
[0158] In addition, when a time-saving bonus is awarded during normal game mode, the timing for setting the game mode to the low-probability time-saving game mode LJT1 or LJT2 is not limited to the point at which the above-mentioned stopped display time has elapsed, but may be any point from when the varying display of the above-mentioned time-saving pattern begins to when it ends (for example, the start point, any point during the varying display, the end point, etc.).
[0159] The variation pattern table 114 is used to determine the variation pattern command as described above. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a change pattern command is determined based on the result of the determination. As described above, the change pattern command is for determining the change pattern of the change performance, and the change pattern command determines the state and change time of the change performance (the change time of the change display of the special symbol). In the pachinko machine P according to this embodiment, the change performance is divided into a first half and a second half, and the state and change time of the first half of the change performance, and the state and change time of the second half of the change performance are both determined by the change pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific aspect of the variation performance (for example, an image to be displayed on the display unit 21a) based on the received variation pattern command.
[0160] In addition, in the pachinko machine P according to this embodiment, a plurality of types of fluctuation pattern commands are provided, and each fluctuation pattern command is associated with a fluctuation pattern table 114. And, for each fluctuation pattern table 114, the type of fluctuation pattern command to be determined and the determination ratio are set.
[0161] The pachinko machine P of this embodiment is equipped with, as the variation pattern table 114, a table MP1 which is referenced during a normal game state, a table MP2 which is referenced during a low-probability time-shortened game state LJT1, a table MP3 which is referenced during a low-probability time-shortened game state LJT2, and a table MP4 which is referenced during a high-probability time-shortened game state (see Figures 11 and 12).
[0162] Then, when a game ball enters the first start winning port 15 or the second start winning port 16, one fluctuation pattern random number within the numerical range of 0 to 249 is obtained, and a fluctuation pattern command is determined based on this obtained fluctuation pattern random number, the special pattern determined as described above, the current reserved number (first reserved number or second reserved number), and the fluctuation pattern table 114 according to the current game status.
[0163] Here, in the normal game state or the low-probability time-saving game state LJT1, in order to make the player play in the first game area 12a, in principle, the game ball enters the first start winning hole 15, and the game ball enters the second start winning hole 16 irregularly, but even if the game ball enters either the first start winning hole 15 or the second start winning hole 16, the variation pattern command is determined using the same variation pattern table 114 according to the current game state. When the low-probability time-saving game state LJT2 ends and the normal game state is set, the second special chart random number obtained based on the game ball entering the second start winning hole 16 during the low-probability time-saving game state LJT2 may be stored, and for this second special chart random number, the variation pattern command is determined using the variation pattern table 114 according to the normal game state. Similarly, during the low probability time-saving game state LJT2 or the high probability time-saving game state, the player is made to play in the second game area 12b, so that in principle the game ball enters the second start winning port 16 and the game ball entering the first start winning port 15 is irregular. However, regardless of whether the game ball enters the first start winning port 15 or the second start winning port 16, the fluctuation pattern command is determined using the same fluctuation pattern table 114 according to the current game state. In addition, when a variation pattern command is determined based on a game ball entering the first start winning port 15, the first reserved number at that time is referenced, and when a variation pattern command is determined based on a game ball entering the second start winning port 16, the second reserved number at that time is referenced.
[0164] In addition, as the fluctuation pattern table 114, a separate table may be provided for each of the current game state and the type of start winning port into which the game ball has entered (first start winning port 15 (first special random number), second start winning port 16 (second special random number)). In other words, the fluctuation pattern command may be determined by referring to the fluctuation pattern table 114 according to the current game state and the start winning port into which the game ball has entered.
[0165] As shown in FIG. 11(a), according to the table MP1 referred to during the normal game state, when the losing symbol Z1 or Z2 is determined (i.e., the result of the winning / losing lottery is a losing one) and the current reserved number (first reserved number, second reserved number) is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "00H" associated with the fluctuation pattern "13-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 13 seconds) is determined. When the fluctuation pattern random number is between 220 and 239, a fluctuation pattern command "02H" is determined which is associated with a fluctuation pattern called "20-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 7 seconds), and when the fluctuation pattern random number is between 240 and 249, a fluctuation pattern command "03H" is determined which is associated with a fluctuation pattern called "60-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 47 seconds).
[0166] In addition, when a losing pattern Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, a fluctuation pattern command "01H" associated with a fluctuation pattern of "3-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 3 seconds) is determined, when the fluctuation pattern random number is 220 to 239, a fluctuation pattern command "02H" associated with a fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "03H" associated with a fluctuation pattern of "60-second fluctuation" is determined.
[0167] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined (i.e., the result of the lottery is a jackpot), regardless of the current number of reserved balls, when the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "0AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "0BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0168] In addition, when the time-saving pattern J1 is determined, regardless of the current number of reserved balls, when the fluctuation pattern random number is between 0 and 249 (i.e., whatever the value of the fluctuation pattern random number), the fluctuation pattern command "0EH" associated with the fluctuation pattern of "13-second fluctuation" is determined. In addition, when the time-saving symbol J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "0FH" associated with the fluctuation pattern of "13-second fluctuation" is determined.
[0169] As shown in FIG. 11(b), according to table MP2 referenced during the low-probability time-saving game state LJT1, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "10H" associated with the fluctuation pattern of "13-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0170] In addition, when a losing pattern Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "11H" associated with the fluctuation pattern of "3 second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20 second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60 second fluctuation" is determined.
[0171] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is between 0 and 24, the fluctuation pattern command "1AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is between 25 and 249, the fluctuation pattern command "1BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0172] In addition, when the time-saving pattern J1 or J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "1CH" associated with the fluctuation pattern of "13-second fluctuation" is determined.
[0173] As shown in FIG. 12(a), according to table MP3 referenced during low-probability time-saving game state LJT2, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, when the fluctuation pattern random number is 0 to 219, a fluctuation pattern command "20H" associated with a fluctuation pattern of "13-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, a fluctuation pattern command "22H" associated with a fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "23H" associated with a fluctuation pattern of "45-second fluctuation" (fluctuation time of the first half is 13 seconds, and fluctuation time of the second half is 32 seconds) is determined.
[0174] In addition, when a losing pattern Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, a fluctuation pattern command "21H" associated with a fluctuation pattern of "2-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 2 seconds) is determined, when the fluctuation pattern random number is 220 to 239, a fluctuation pattern command "22H" associated with a fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "23H" associated with a fluctuation pattern of "45-second fluctuation" is determined.
[0175] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is between 0 and 24, the fluctuation pattern command "2AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is between 25 and 249, the fluctuation pattern command "2BH" associated with the fluctuation pattern of "45-second fluctuation" is determined.
[0176] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2DH" associated with the fluctuation pattern of "2-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined.
[0177] As shown in FIG. 12(b), according to table MP4 which is referenced during the high probability time-saving game state, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "30H" associated with the fluctuation pattern of "13-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "32H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "33H" associated with the fluctuation pattern of "45-second fluctuation" is determined.
[0178] In addition, when a losing pattern Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, a fluctuation pattern command "31H" associated with a fluctuation pattern of "1 second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 1 second) is determined, when the fluctuation pattern random number is 220 to 239, a fluctuation pattern command "32H" associated with a fluctuation pattern of "20 second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "33H" associated with a fluctuation pattern of "45 second fluctuation" is determined.
[0179] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is between 0 and 24, the fluctuation pattern command "3AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is between 25 and 249, the fluctuation pattern command "3BH" associated with the fluctuation pattern of "45-second fluctuation" is determined.
[0180] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3DH" associated with the fluctuation pattern of "1 second fluctuation" is determined, when the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20 second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45 second fluctuation" is determined.
[0181] The variation pattern command determined as above is transmitted to the sub-control board 300, and the specific form of the first half of the variation performance and the specific form of the second half of the variation performance are determined based on the variation pattern command. Then, the variation performance is executed according to the specific form determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command becomes the time from the start to the end of the variation performance (variable display of special symbols). For example, if the determined fluctuation pattern command is "02H" (the fluctuation time of the first half is 13 seconds, and the fluctuation time of the second half is 7 seconds), the sum of the fluctuation time of the first half and the fluctuation time of the second half, 20 seconds (= 13 seconds + 7 seconds), will be the fluctuation time of the entire fluctuation performance (the entire fluctuation display of the special pattern). In addition, for the fluctuation pattern commands "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", and "3DH", the fluctuation time of the first half is set to "0 seconds". When these fluctuation pattern commands are determined, the entire fluctuation performance is executed in the manner determined according to the fluctuation pattern command during the corresponding fluctuation time of the second half.
[0182] In addition, based on the above-mentioned changing time, a changing performance is performed on the performance display device 21, and a changing display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, when the starting winning hole into which the game ball entered is the first starting winning hole 15, the first special symbol display device 30 is displayed flashing during the above-mentioned variable time, and when the starting winning hole into which the game ball entered is the second starting winning hole 16, the second special symbol display device 31 is displayed flashing during the above-mentioned variable time. After the variable time has elapsed, the determined special symbol is displayed in a static state until the static display time described later has elapsed.
[0183] Regarding the manner of the variable presentation, rather than determining either the manner of the first half of the variable presentation or the manner of the second half of the variable presentation based on the variable pattern command, it is also possible to determine other commands besides the variable pattern command, and determine the manner of the first half of the variable presentation based on one of the commands, and determine the manner of the second half of the variable presentation based on the other command. Also, instead of dividing the variable performance into a first half and a second half, it may be divided into more parts, with the aspect of each part being determined based on the corresponding command.
[0184] As described above, the stop display time table 115 is for determining the stop display time for which the special symbols are stopped and displayed after the variable display of the special symbols has ended. In this stop display time table 115, the stop display time is determined according to the current game state (the game state when the winning / losing lottery is executed) and the type of special symbol determined as described above. The main CPU 101 refers to this stop display time table 115 to determine the stop display time according to the current game state and the determined special symbol. Then, when the variable display of the special symbol ends (stops), the special symbol is displayed in a stopped state until the determined stop display time has elapsed. As shown in FIG. 13, according to the stop display time table 115, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined, if a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, a stop display time of 0.5 seconds is determined, and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is determined. In addition, when the current game state is the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2 or the high-probability time-saving game state, when a losing symbol Z1 or Z2 is determined, when a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, or when a time-saving symbol J1 or J2 is determined, a stop display time of 0.5 seconds is determined.
[0185] Next, the process related to the regular game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to operate the movable piece 16b and to project the movable piece 16b. If a winning ball is selected by the lottery for the normal symbol, the movable piece 16b is in a projected state for a predetermined operating time, so that the game ball flowing down to the right end of the upper surface of the movable piece 16b is guided to the second start winning hole 16, and the game ball can enter the second start winning hole 16. The selection of this normal symbol is carried out based on a winning determination random number obtained when the gaming ball passes through the gate 20, and a winning determination random number determination table 116 that is stored in the main ROM 102 and is used to determine this random number.
[0186] When the game ball passes through the gate 20, the above-mentioned winning random number is obtained, and the random number is stored in the general map reservation memory area of the main RAM 103, with a maximum of four numbers. Specifically, this general map reservation memory area is composed of a total of four memory areas, from the first memory area to the fourth memory area, and the winning random numbers are stored starting from the first memory area in the order of passing through the gate 20. Also, if winning random numbers have already been stored in several memory areas, the winning random number is stored in the memory area with the smallest number among the empty memory areas. And if four winning random numbers have already been stored in the general map reservation memory area, even if the game ball passes through the gate 20, the winning random number related to this passage is not stored in the general map reservation memory area. In the pachinko machine P according to this embodiment, the winning random number is a hardware random number built into the main control board 100. This winning random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence goes through one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers stored in the regular number reserve memory area (hereinafter also referred to as the regular number reserve number) is stored in a regular number reserve number counter (not specifically shown).
[0187] The winning decision random number judgment table 116 is for judging whether or not a winning is obtained by drawing a normal symbol, and as shown in Fig. 14(a)-(c), includes a first judgment table 116a referred to during a non-time-saving game state (i.e., during a normal game state), a second judgment table 116b referred to during a time-saving game state JT1 (i.e., during a low-probability time-saving game state LJT1), and a third judgment table 116c referred to during a time-saving game state JT2 (i.e., during a low-probability time-saving game state LJT2 or during a high-probability time-saving game state). Although not shown in the figure, the first judgment table 116a is also referred to during a special game. In the pachinko machine P according to this embodiment, when the game ball passes through the gate 20, one winning random number is obtained within the range of 0 to 65535. If the game state at the time of drawing the normal symbol is a non-time-saving game state, the first judgment table 116a is selected, and the normal symbol is drawn based on the obtained winning random number and the selected first judgment table 116a. If the game state at the time of drawing the normal symbol is a time-saving game state JT1, the second judgment table 116b is selected, and the normal symbol is drawn based on the obtained winning random number and the selected second judgment table 116b. If the game state at the time of drawing the normal symbol is a time-saving game state JT2, the third judgment table 116c is selected, and the normal symbol is drawn based on the obtained winning random number and the selected third judgment table 116c.
[0188] 14(a), according to the first judgment table 116a, if the winning determination random number is between 1 and 65500, it is determined to be a winning number, and if it is any other winning determination random number (0, 65501 to 65535), it is determined to be a losing number. Therefore, the probability of winning in this first judgment table 116a is approximately 99 / 100. 14(b), according to the second judgment table 116b, like the first judgment table 116a, a winning determination random number between 1 and 65500 is determined as a winning number, and a losing determination random number between 0, 65501 and 65535 is determined as a losing number. Therefore, the probability of winning in the second judgment table 116b is about 99 / 100, like the first judgment table 116a. 14(c), according to the third judgment table 116c, similarly to the first judgment table 116a and the second judgment table 116b, a winning determination random number between 1 and 65500 is determined as a winning number, and a losing determination random number between 0, 65501 and 65535 is determined as a losing number. Therefore, the probability of winning in the third judgment table 116c is also approximately 99 / 100, similarly to the first judgment table 116a and the second judgment table 116b. As described above, in the pachinko machine P according to this embodiment, the probability of winning by drawing normal symbols is set to be the same regardless of the game state. If the normal symbol is selected by lottery, a winning symbol is determined, and if it is not selected, a losing symbol is determined.
[0189] In addition, the pachinko machine P according to this embodiment is provided with a normal symbol variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the normal symbol variation pattern and controlling the operation of the movable piece 16b.
[0190] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when the game ball passes through the gate 20 and the lottery for the normal symbol is performed, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in Fig. 15, when the game state is the non-time-saving game state, a normal symbol variation pattern with a 10-second variation time is determined, when the game state is the time-saving game state JT1, a normal symbol variation pattern with a 9.5-second variation time, which is slightly shorter than the non-time-saving game state, is determined, and when the game state is the time-saving game state JT2, a normal symbol variation pattern with a 1-second variation time, which is much shorter than the non-time-saving game state and the time-saving game state JT1, is determined. Although not shown in particular, during special play, a normal symbol variation pattern with a 10-second variation time is determined, as in the non-time-saving game state. Then, when the normal symbol variation pattern is determined, the normal symbol display device 32 (see FIG. 3A) is flashed during the variation time set for the normal symbol variation pattern. When the normal symbol lottery results in a win and a winning symbol is determined, the normal symbol display device 32 is turned on, and when the lottery results in a loss and a losing symbol is determined, the normal symbol display device 32 is turned off. In this specification, the flashing display of the normal pattern display device 32 is referred to as the "change in normal pattern", and the lighting or turning off of the normal pattern display device 32 is referred to as the "stopped display of normal pattern", "stop of change in normal pattern", "stop of change in normal pattern", etc.
[0191] In addition, the movable piece operation control table 118 is referenced to control the operation of the movable piece 16b provided adjacent to the second start winning port 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b is operated in a manner determined by the movable piece operation control table 118. Specifically, when the game state is a non-time-saving game state, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.05 seconds (=0.05 seconds x 1 time), so that the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the game state is a time-saving game state JT1, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.08 seconds (=0.08 seconds x 1 time), so that the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than the non-time-saving game state. Also, when the game state is the time-saving game state JT2, the movable piece solenoid 16c is energized for 3 seconds (=3 seconds x 1 time) as shown in Fig. 16, so that the movable piece 16b is in a protruding state for 3 seconds, which is longer than the non-time-saving game state and the time-saving game state JT1. Although not shown in the figure, during special play, the movable piece 16b is in a protruding state for 0.05 seconds, similar to the non-time-saving game state.
[0192] As described above, during the non-time-saving game state (normal game state), there is a very high probability of winning in the lottery for the normal symbol executed when the game ball passes through the gate 20, and there are many opportunities for the movable piece 16b to be in the protruding state. However, since the fluctuation time of the normal symbol is 10 seconds and the operation time of the movable piece 16b is 0.05 seconds, the time it takes for the movable piece 16b to go from the immersed state to the protruding state is long (the interval from the protruding state to the next protruding state is long), and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time it is maintained in the protruding state is shorter than the above-mentioned opening arrival time (the time it takes for the game ball at the right end of the upper surface of the movable piece 16b to reach the opening of the second start winning hole 16), which is about 0.3 seconds. Therefore, during the non-time-saving play state, the movable piece 16b is almost entirely in a submerged state, and even if it is in a protruding state, the game ball at the right end of the upper surface of the movable piece 16b will be in a submerged state before reaching the opening of the second start winning port 16, so that in principle, it is impossible for a game ball that has entered the second play area 12b to enter the second start winning port 16.
[0193] Also, during the time-saving game state JT1 (low-probability time-saving game state LJT1), the probability of winning in the lottery for normal symbols is the same as during the non-time-saving game state, so there are many opportunities for the movable piece 16b to be in the protruding state, as during the non-time-saving game state. However, since the fluctuation time of the normal symbols is 9.5 seconds and the operation time of the movable piece 16b is 0.08 seconds, the time from the immersed state to the protruding state is long, as during the non-time-saving game state, and the time for which the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time for which this protruding state is maintained is shorter than the above-mentioned opening arrival time (approximately 0.3 seconds). Therefore, although there are some differences in the normal pattern change time and the operating time of the movable piece 16b compared to non-time-saving play states, even during the time-saving play state JT1, the movable piece 16b is almost always in a immersed state, and even if it is in a protruding state, the game ball at the right end of the upper surface of the movable piece 16b will be in a immersed state before reaching the opening of the second start winning port 16, so that in principle it is impossible for a game ball that has entered the second play area 12b to enter the second start winning port 16.
[0194] On the other hand, during the time-saving game state JT2 (low-probability time-saving game state LJT2, high-probability time-saving game state), the probability of winning in the lottery of the normal symbol is the same as during the non-time-saving game state and the time-saving game state JT1, so there are many opportunities for the movable piece 16b to be in the protruding state, as during the non-time-saving game state and the time-saving game state JT1. And since the fluctuation time of the normal symbol is 1 second, which is shorter than during the non-time-saving game state and the time-saving game state JT1, and the operation time of the movable piece 16b is 3 seconds, which is longer than during the non-time-saving game state and the time-saving game state JT1, the time until the movable piece 16b goes from the immersed state to the protruding state is shorter than during the non-time-saving game state and the time-saving game state JT1, and the time the movable piece 16b is maintained in the protruding state is longer. Furthermore, the time that the movable piece 16b is maintained in the protruding state is longer than the opening arrival time (about 0.3 seconds) described above. Therefore, during the time-saving game state JT2, the period during which the movable piece 16b is in a protruding state becomes longer, and the game ball at the right end of the upper surface of the movable piece 16b can be guided to the opening of the second start winning port 16, so that the game ball that has entered the second game area 12b can enter the second start winning port 16 with a high frequency.
[0195] As described above, in the pachinko machine P of this embodiment, the probability of winning by drawing a normal pattern is set to be extremely high overall in all of the non-time-saving play state, the time-saving play state JT1, and the time-saving play state JT2, but by varying the fluctuation time of the normal pattern and the operation time of the movable piece 16b, the possibility of the game ball entering the second start winning port 16 is changed. In the pachinko machine P according to this embodiment, while it is impossible for game balls to enter the second start winning hole 16 during both the non-time-saving game state and the time-saving game state JT1, game balls can enter the second start winning hole 16 with high frequency during the time-saving game state JT2. Therefore, during the time-saving game state JT2 (during the low-probability time-saving game state LJT2 and the high-probability time-saving game state), prize balls based on game balls entering the second start winning hole 16 can be obtained frequently, so that it is possible to obtain more opportunities for winning or losing lottery per predetermined time while suppressing the decrease in game balls as the game progresses than during the non-time-saving game state (normal game state) and the time-saving game state JT1 (during the low-probability time-saving game state LJT1).
[0196] In addition, in the pachinko machine P according to this embodiment, during the time-shortened game state JT2, control is performed to shorten the average time for the special symbol to change (the so-called special symbol change shortening function is activated) compared to during the non-time-shortened game state and the time-shortened game state JT1 (see Figs. 11 and 12). As a result, coupled with the change in the frequency of the game balls entering the second start winning hole 16, during the time-shortened game state JT2, compared to during the non-time-shortened game state and the time-shortened game state JT1, the win / lose lottery and the special symbol change display are more likely to be executed. That is, the frequency of the win / lose lottery (in other words, the frequency of the special symbol change display) is changed.
[0197] In order to change the possibility of the game ball entering the second start winning hole 16, the frequency of the winning / losing lottery and the variable display of the special symbol for each game state, any one or more of the elements that determine the performance of the normal symbol game (the probability of winning in the lottery of the normal symbol, the variable time of the normal symbol, the operation time of the movable piece 16b) may be set to be different for each game state, or all of the elements may be set to be different. Also, while all the elements that determine the performance of the normal symbol game are set to the same content in any game state, the average variable time of the special symbol may be set to be different for each game state.
[0198] (Outline of processing when power is restored in the main control board 100) As described above, when the power of the pachinko machine P goes from off to on (recovers from a power outage), the main CPU 101 of the main control board 100 sets one of the control states depending on the control state it was in before the power was turned off (just before the power outage occurred), whether the setting switch 108 is on or off at the time the power is turned on (when the power outage is restored), whether the RAM clear switch 109 is on or off, whether the main frame open detection sensor 2a is on or off (open or closed main frame 2), whether an abnormality has occurred in the backup process of the main RAM 103 performed at the time the power was turned off (hereinafter referred to as a backup abnormality), and whether an abnormality has occurred in the main RAM 103 (hereinafter referred to as a RAM abnormality).
[0199] (Occurrence and release of backup abnormality and RAM abnormality in the main control board 100) Here, the occurrence and release of backup abnormality and RAM abnormality in the main control board 100 will be described. When power is restored, if there is an inconsistency between the data stored in main RAM 103 at the time the power outage occurred and the data stored in main RAM 103 at the time the power outage was restored, it is determined that a backup abnormality has occurred, and if the above-mentioned inconsistency does not occur, it is determined that a backup abnormality has not occurred. This backup abnormality is highly likely to occur due to a temporary cause (for example, a failure to read or store data due to a temporary abnormality in one of the devices). In addition, when a new main ROM 102, main RAM 103, etc. are installed and the power supply of the pachinko machine P is turned on, a backup abnormality is bound to occur because the backup process has not been executed before that.
[0200] Moreover, if it becomes impossible to read or write data within the used area of the main RAM 103, it is determined that a RAM abnormality has occurred. In the pachinko machine P according to this embodiment, only the used area is judged to have a RAM abnormality, and if data cannot be read or written in the unused area, it is not judged that a RAM abnormality has occurred. It is also possible to judge whether a RAM abnormality has occurred not only in the used area, but also in both the used area and the unused area. Then, when set in this way, if data cannot be read or written in at least either the used area or the unused area, it is judged that a RAM abnormality has occurred, and the processing described below (initialization processing in the event of an abnormality, setting of a game stop state) may be performed. This RAM abnormality is highly likely to occur due to an abnormality in the hardware itself, such as chip damage, and requires replacement or repair of the main RAM 103.
[0201] If a backup abnormality occurs when power is restored, an abnormality initialization process is executed, and a game stop state based on the occurrence of the backup abnormality is set, except when the setting change conditions described below are met. If a RAM abnormality occurs when power is restored, an abnormality initialization process is executed, and a game stop state based on the occurrence of the RAM abnormality is set. Note that if a backup abnormality and a RAM abnormality occur at the same time, an abnormality initialization process is executed, and a game stop state based on the occurrence of the RAM abnormality is set, with priority given to the backup abnormality. As will be described later, in the abnormality initialization process executed when a game stop state is set, all data stored in main RAM 103 (i.e., all data stored in the used area and unused area, specifically, setting values, game machine status flags, test signal information, checksum, backup flags, error information, various data related to the progress of the game, and game performance data) is cleared.
[0202] When a game-stop state is set based on the occurrence of a backup abnormality, the game-stop state is set when the power is restored by satisfying the setting change conditions for setting the control state to the setting change state (specifically, the setting switch 108 is on, the RAM clear switch 109 is on, and the main frame open detection sensor 2a is on), and then the game-ready state is set by turning off the setting switch 108. On the other hand, when the setting change conditions are not satisfied, the game-stop state remains. Also, if a game stop state is set based on the occurrence of a RAM abnormality, the setting change state is set by satisfying the setting change conditions when the RAM abnormality is removed when power is restored (when the main RAM 103 has been replaced or repaired and there is no RAM abnormality), and then the playable state is set by turning off the setting switch 108. On the other hand, if the RAM abnormality is not removed when power is restored or if the setting change conditions are not satisfied, the game will remain in the game stop state. In other words, in the pachinko machine P of this embodiment, when a play-stop state is set due to the occurrence of a backup abnormality or RAM abnormality, the playable state is not directly set even if the power is turned back on, but the playable state is set (transition to the playable state) via the setting change state that is set by turning the power on with the setting change conditions satisfied.
[0203] (Setting the control state when power is restored) Hereinafter, the control state that is set when power is restored will be specifically described with reference to Figs. (1) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Fig. 17, when the power is restored, the control state immediately before the power interruption is set regardless of whether the control state immediately before the power interruption was a playable state, a setting change state, a setting confirmation state, or a play stopped state. In other words, the control state when the power is restored remains the control state that existed immediately before the power interruption. In addition, if the control state immediately before the power outage was a playable state and a special game was in progress, the special game will be resumed when the power outage is restored. In the pachinko machine P according to this embodiment, in principle, the machine stays in the setting change state or setting confirmation state only while the setting switch 108 is on. In the above-mentioned case, if the control state immediately before the power interruption was the setting change state, the setting change state is set when the power is restored, and if the control state immediately before the power interruption was the setting confirmation state, the setting confirmation state is set when the power is restored, but since the setting switch 108 is off, the playable state is set (changed to the playable state) immediately after the setting change state or setting confirmation state is set.
[0204] (2) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, the control state immediately before the power outage is set when the power is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was in progress, the special game will be resumed when the power outage is restored. In this case, if the setting change state or the setting confirmation state is set when power is restored after an interruption, the playable state will not be set immediately thereafter.
[0205] (3) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Fig. 17, if the control state immediately before the power interruption was a playable state or a setting confirmation state, normal initialization processing is performed based on the RAM clear switch 109 being on when the power is restored, and the playable state is set. Also, if the control state immediately before the power interruption was a setting change state, normal initialization processing is performed when the power is restored, and the setting change state is set. Also, if the control state immediately before the power interruption was a play stopped state, the play stopped state is set when the power is restored. As will be described later, in the normal initialization process executed based on the RAM clear switch 109 being on, the data stored in the second to fourth areas in the use area of the main RAM 103 (i.e., checksum, backup flag, error information, various data related to the progress of the game) are cleared. Therefore, if the control state immediately before the power outage was a playable state, and a reserved symbol was stored or a variable display of a special symbol or a normal symbol was in progress, the stored reserved symbol is cleared and the variable display of the special symbol or the normal symbol is reset. If a special game was in progress, the special game is also reset. Furthermore, when the control state immediately before the power outage occurred was a setting change state and the setting value was being changed, the setting value is not cleared in the normal initialization process described above, so that the setting value being changed immediately before the power outage (the setting value stored in main RAM 103) is maintained as is even in the setting change state set after the power outage is restored. Then, the playable state is set immediately after the setting change state is set. This ends the setting change state, and the setting value being changed is confirmed as described below.
[0206] (4) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Fig. 17, if the control state immediately before the power interruption was a playable state or a setting confirmation state, normal initialization processing is performed and the playable state is set when the power is restored. Also, if the control state immediately before the power interruption was a setting change state, normal initialization processing is performed and the setting change state is set when the power is restored. Also, if the control state immediately before the power interruption was a play-stop state, the play-stop state is set when the power is restored. In addition, if the control state immediately before the power failure was a playable state, and if a reserved symbol was stored or if a special symbol or normal symbol was being displayed in a variable manner, the stored reserved symbol is cleared and the variable display of the special symbol or normal symbol is reset. If a special game was being played, the special game is also reset. In addition, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power outage is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not finalized at this point.
[0207] (5) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, the control state immediately before the power outage will be set when the power is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was in progress, the special game will be resumed when the power outage is restored. Also, the playable state is set immediately after the setting change state or the setting confirmation state is set.
[0208] (6) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Fig. 17, if the control state immediately before the power interruption was a playable state or a setting confirmation state, the setting confirmation state is set when the power is restored. Also, if the control state immediately before the power interruption was a setting change state, the setting change state is set when the power is restored. Also, if the control state immediately before the power interruption was a play stop state, the play stop state is set when the power is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was in progress, a setting confirmation state is set when the power is restored, and then, when the setting switch 108 is turned off, the special game is resumed. Also, the playable state is not set immediately after the setting change state is set.
[0209] (7) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Fig. 17, if the control state immediately before the power interruption was a playable state or a setting confirmation state, normal initialization processing is performed and the playable state is set when the power is restored. Also, if the control state immediately before the power interruption was a setting change state, normal initialization processing is performed and the setting change state is set when the power is restored. Also, if the control state immediately before the power interruption was a play stopped state, the play stopped state is set when the power is restored. In addition, if the control state immediately before the power failure was a playable state, and if a reserved symbol was stored or if a special symbol or normal symbol was being displayed in a variable manner, the stored reserved symbol is cleared and the variable display of the special symbol or normal symbol is reset. If a special game was being played, the special game is also reset. In addition, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage is maintained even in the setting change state set after the power outage is restored. Then, the playable state is set immediately after the setting change state is set. This ends the setting change state, and the setting value being changed is confirmed.
[0210] (8) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting confirmation state, or a play-stop state, when the power is restored, normal initialization processing is executed and the setting change state is set. In addition, if the control state immediately before the power failure was a playable state, and if a reserved symbol was stored or if a special symbol or normal symbol was being displayed in a variable manner, the stored reserved symbol is cleared and the variable display of the special symbol or normal symbol is reset. If a special game was being played, the special game is also reset. In addition, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power outage is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not finalized at this point.
[0211] (9) When power is restored, a backup abnormality occurs but no RAM abnormality occurs (except when the setting switch 108, the RAM clear switch 109, and the main body frame open detection sensor 2a are all on). That is, when power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, If the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, then when the power is restored, an abnormality initialization process is executed and a play-stop state based on the occurrence of a backup abnormality is set (see Figure 17).
[0212] (10) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power outage is restored, an abnormality initialization process is executed and the setting change state is set. In addition, if the control state immediately before the power failure was a playable state, and if a reserved symbol was stored or if a special symbol or normal symbol was being displayed in a variable manner, the stored reserved symbol is cleared and the variable display of the special symbol or normal symbol is reset. If a special game was being played, the special game is also reset. In the pachinko machine P according to this embodiment, in this case (when a backup abnormality occurs when power is restored), the setting value is also cleared in the abnormality initialization process executed when power is restored. Therefore, when the control state immediately before the power failure is a setting change state and the setting value is being changed, in the setting change state set after power is restored, the setting value being changed immediately before the power failure (the setting value stored in the main RAM 103) is not maintained, and the setting value stored in the main RAM 103 is changed to a setting value ("1" in this embodiment) that is predetermined as an initial value. Note that the playable state is not set immediately after the setting change state is set, and the setting change state does not end, so the setting value is not finalized at this point.
[0213] (11) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In the pachinko machine P according to this embodiment, when no backup abnormality has occurred, it may not be possible to discover (detect) a RAM abnormality even if one has occurred. Also, only the used area is subject to the determination of the occurrence of a RAM abnormality, and if data cannot be read or written in the unused area, it is not determined that a RAM abnormality has occurred. In this way, when a RAM abnormality cannot be discovered or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at the time of power recovery is set in the same manner as in the above-mentioned (1).
[0214] (12) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (2) above.
[0215] (13) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (3) above.
[0216] (14) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (4) above.
[0217] (15) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (5) above.
[0218] (16) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (6) above.
[0219] (17) When power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (7) above.
[0220] (18) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (8) above. In this way, in the pachinko machine P of this embodiment, if a RAM abnormality occurs, the game stop state will be set in priority to the setting change state, even if the setting change conditions are met.
[0221] (19) When power is restored, a backup error or a RAM error occurs That is, when power is restored after a power outage, if the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, In all cases where a RAM abnormality has occurred and no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, a backup abnormality has occurred and no RAM abnormality has occurred, the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, a backup abnormality has occurred and no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, a backup abnormality has occurred and no RAM abnormality has occurred, regardless of whether the control state immediately before the power outage was a playable state, a setting confirmation state, or a play stopped state, when power is restored, an abnormality initialization process is executed and a play stopped state based on the occurrence of a RAM abnormality is set in preference to a play stopped state based on the occurrence of a backup abnormality (see Figure 18).
[0222] Then, when the setting confirmation state or the setting change state is set by executing the above-mentioned processes (1) to (19), the main information display device 105 displays the setting value stored in the main RAM 103. When the playable state is set, the main information display device 105 displays game performance display information based on the game performance data stored in the main RAM 103. When the game stop state is set, the main information display device 105 displays a code indicating that the game stop state has been set. In addition, if the playable state is set immediately after the setting confirmation state or the setting change state is set, the setting value will be displayed for an instant on the main information display device 105, and then the game performance display information will be displayed in conjunction with the setting of the playable state.
[0223] Furthermore, if the setting confirmation state or the setting change state is set based on the setting switch 108 being on, when the setting switch 108 is subsequently turned off, a process is executed to switch the currently set setting confirmation state or setting change state to a playable state, and the playable state is set. Then, when the playable state is set, the display on the main information display device 105 is also switched to the corresponding content.
[0224] In a pachinko machine having multiple settings, during the setting change state, the setting value stored in the main RAM 103 is changed by one step each time the push button 109a is pressed and the RAM clear switch 109 is turned on, provided that the body frame opening detection sensor 2a detects the opening of the body frame 2. Specifically, the setting value stored in the main RAM 103 is changed to a value incremented by one. For example, in a pachinko machine P having set values of "1" to "6" (six levels of setting), if the set value stored in the main RAM 103 is "2," and the push button 109a is pressed while the body frame 2 is open, the set value stored in the main RAM 103 will be changed to "3." Then, each time the push button 109a is pressed while the body frame 2 is open, the set value stored in the main RAM 103 will be changed from "4" to "5" to "6," and after "6," it will be changed to "1." Each time the set value stored in the main RAM 103 is changed, the display of the set value on the main information display device 105 will also be changed. Then, when the setting switch 108 is turned off, it becomes impossible to change the setting value stored in the main RAM 103. In other words, the setting value stored in the main RAM 103 at this point in time is confirmed as the new setting value. In the pachinko machine P according to the present embodiment, since only one setting level is provided, the setting value is not changed even if the push button 109a is pressed. Also, the display of the setting value on the main information display device 105 is not changed.
[0225] (Processing when an abnormal setting occurs) When noise or the like occurs in the pachinko machine P according to this embodiment, a situation may occur in which the setting value stored in the usage area of the main RAM 103 is rewritten to an abnormal value (for example, a value other than "1"). When a situation occurs in which the stored setting value becomes an abnormal value (hereinafter, also referred to as a setting value abnormality), it is not possible to draw a jackpot based on the appropriate setting value, which may seriously affect the progress of the game. Therefore, in the pachinko machine P according to this embodiment, the main CPU 101 performs a setting value abnormality determination process to determine whether or not a setting value abnormality has occurred at the time when the lottery for the jackpot or the lottery for the normal symbol is performed during a playable state. If it is determined in this setting value abnormality determination process that a setting value abnormality has occurred, the abnormality initialization process described above is performed, and a game stop state based on the occurrence of the setting value abnormality is set. In the pachinko machine P according to this embodiment, since the drawing of the next big win and the variable display of the special symbol are not performed during the execution of the special game, the setting value abnormality judgment process based on the drawing of the big win can be executed only when the special game is not being executed. On the other hand, the drawing of the normal symbol is performed both when the special game is not being executed and when it is being executed, so the setting value abnormality judgment process based on the drawing of the normal symbol can be executed both when the special game is not being executed and when it is being executed.
[0226] When a game stop state is set based on the occurrence of a setting value abnormality, the setting change state is set when the power is restored if the setting change conditions are met, and then the playable state is set when the setting switch 108 is turned off. On the other hand, if the setting change conditions are not met, the game stop state remains. In other words, when a play-stop state is set based on the occurrence of a setting value abnormality, just as when a play-stop state is set based on the occurrence of a backup abnormality or RAM abnormality, the playable state is not directly set even if the power is turned back on, but the playable state is set via the setting change state that is set by turning the power on while the setting change conditions are satisfied.
[0227] (Normal initialization process, abnormal initialization process, clear process) In the pachinko machine P according to this embodiment, when the game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, the abnormality initialization process is executed. Also, when a backup abnormality occurs at the time of power recovery, and the setting change state is set by satisfying the setting change condition, the abnormality initialization process is executed. In this abnormality initialization process, as described above, all data stored in the main RAM 103 (all data stored in the used area and unused area, specifically, setting values, gaming machine status flags, test signal information, checksum, backup flags, error information, various data related to the progress of the game, gaming performance data, etc.) is cleared. In addition, when a game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, the setting change state may then be set, and "1" may be automatically stored in the used area of main RAM 103 as the default setting value.
[0228] Furthermore, when the power is restored, if the RAM clear switch 109 is on and a control state other than the game stop state (playable state, setting change state, setting confirmation state) is set, normal initialization processing is executed except when the abnormality initialization processing is executed as described above (when a backup abnormality occurs at the time of power restoration and the setting change state is set by satisfying the setting change conditions). In this normal initialization processing, as described above, the data stored in the second to fourth areas in the usage area of the main RAM 103 (checksum, backup flag, error information, various data related to the progress of the game) are cleared. Furthermore, when the power is restored, if the RAM clear switch 109 is off and the playable state or the setting confirmation state is set, a clear process is executed to clear a part of the main RAM 103. In this clear process, the data (i.e., checksum, backup flag, and error information) stored in the second and third areas in the usage area of the main RAM 103 is cleared. In the following, the abnormal initialization process and the normal initialization process may be collectively referred to simply as RAM clear.
[0229] (Outline of various controls when a game stop state is set due to the occurrence of a setting value abnormality, backup abnormality, or RAM abnormality) As described above, in the pachinko machine P according to this embodiment, when a special game, a normal game, or a special game is being played in a playable state, a setting value abnormality may occur due to the occurrence of noise, etc., and a game stop state may be set based on the occurrence of a setting value abnormality. In addition, in the above-mentioned case, for example, a momentary power outage (i.e., a momentary blackout) may occur, and when the power outage is restored (when the power is restored), a backup abnormality or a RAM abnormality may occur in the main control board 100, and a game stop state may be set based on the occurrence of a backup abnormality or a RAM abnormality. In the pachinko machine P of this embodiment, when the game remains in a stopped state due to the above-mentioned setting being performed based on the occurrence of a setting value abnormality, a backup abnormality, or a RAM abnormality, the special game, normal game, and special game that were being performed during the playable state before the game stopped state was set are not performed, and the game does not progress.
[0230] Specifically, when the game is in a playable state and the state regarding the difference ball operation stop control described later is a pre-activation warning state, an activation warning state, or an activation notice state, when the operating handle 5 is rotated, the launching and dispensing control board 200 controls the launching of game balls. On the other hand, in a game stop state, even if the operating handle 5 is rotated, the launching and dispensing control board 200 does not control the launching of game balls. In other words, when the game is in a playable state and the state regarding the differential ball operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notice state, the game ball will be released when the operating handle 5 is rotated, but in a game-stopped state, the game ball will not be released even if the operating handle 5 is rotated. In the pachinko machine P according to this embodiment, when each control state (playable state, setting confirmation state, setting change state, play stopped state) is set, the main CPU 101 of the main control board 100 transmits a state setting command indicating that each control state has been set to the shot / payout control board 200 and the sub-control board 300. This allows the shot / payout control board 200 and the sub-control board 300 to grasp the set control state.
[0231] In addition, in the game stop state, the main CPU 101 of the main control board 100 is configured not to detect the entry of a game ball into the first start winning port 15 or the second start winning port 16, or the passage of a game ball through the gate 20. As a result, even if a game ball enters the first start winning port 15 or the second start winning port 16, a lottery for a jackpot based on the ball is not performed, and even if a game ball passes through the gate 20, a lottery for a normal symbol is not performed based on the passage, and new prize balls, new reserved memories of special random numbers, and new reserved memories of normal random numbers are not generated. In addition, if the display of special symbols or normal symbols is being changed or a special game is being executed during a playable state, when a game stop state is set, the main CPU 101 of the main control board 100 stops the display of special symbols or normal symbols and the execution of the special game. In this manner, in the game stop state, the main CPU 101 of the main control board 100 performs the above-mentioned control, so that the game does not proceed.
[0232] In addition, when the machine is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, when a game ball enters the first start winning port 15 or the second start winning port 16, the main CPU 101 of the main control board 100 controls the transmission of a winning signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500 during the period from a predetermined start point after the ball enters the machine (for example, the start point of the display of the changing special pattern) to a predetermined end point (for example, the point when a predetermined time (for example, 3000 ms) has passed from the predetermined start point). In addition, when the machine is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a jackpot is won, the main CPU 101 of the main control board 100 controls the transmission of a jackpot signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500 during the period from a predetermined start point after the jackpot is won (for example, the start point of a special game based on the jackpot) to a predetermined end point (for example, the end point of a special game based on the jackpot is won). This makes it possible for an external device of the pachinko machine P to grasp the changing display of special patterns and the winning of a jackpot based on the ball entering the first start winning port 15 or the second start winning port 16.
[0233] In contrast, when the game is stopped, since the game does not progress as described above, the main CPU 101 of the main control board 100 also restricts control over the transmission of external signals such as the above-mentioned winning signal and jackpot signal to the outside of the pachinko machine P. For example, if the game is stopped while the winning signal is being transmitted, the main CPU 101 of the main control board 100 stops the variable display of the special symbols, and the main CPU 101 cannot stop the ongoing transmission of the winning signal, so the winning signal remains in the transmitted state. Also, if the game is stopped when the winning signal is not being transmitted, even if a game ball subsequently enters the first start winning hole 15 or the second start winning hole 16, the main CPU 101 of the main control board 100 does not detect the ball, and the main CPU 101 cannot start transmitting the winning signal. Also, if the game is stopped while the jackpot signal is being transmitted, the main CPU 101 of the main control board 100 stops the execution of the special game, and the main CPU 101 is unable to stop the transmission of the jackpot signal being transmitted, so the jackpot signal remains in the transmitted state. Also, if the game is stopped while the jackpot signal is not being transmitted, the main CPU 101 of the main control board 100 does not start the special game thereafter, and therefore the main CPU 101 does not start the transmission of the jackpot signal.
[0234] In addition, when the game stop state is set, the main CPU 101 of the main control board 100 displays an error code on the main information display device 105, sends a state setting command (hereinafter also referred to as a game stop command) to the sub-control board 300 indicating that the game stop state has been set, generates a security signal indicating that the game stop state has been set as an external signal, and outputs the security signal to the outside of the pachinko machine P via the external information terminal board 500. When the sub-control board 300 receives a game stop command, a predetermined game stop state setting suggestion image is displayed on the performance display device 21, a predetermined game stop state suggestion sound is output from the audio output device 10, and the front door performance lamp DL, the status notification lamp EL, and the board performance lamp GL are turned on or off in a predetermined lighting pattern to suggest that the game stop state has been set. Also, the security signal output to the outside of the pachinko machine P can be received by the hall computer or an external display device for displaying various information, so that the hall computer can grasp that the game stop state has been set, and the external display device can suggest that the game stop state has been set.
[0235] (Outline of control of the movable piece 16b and the opening and closing door 18b during the game stop state) Furthermore, in the pachinko machine P according to this embodiment, in the game stopped state, the operation of the movable piece 16b of the second start winning opening 16 and the opening and closing door 18b of the big winning opening 18 is restricted. Specifically, when play is stopped, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c, which drives the movable piece 16b of the second start winning opening 16 to protrude and retract, so as not to operate, and also controls the large winning opening solenoid 18c, which drives the opening and closing door 18b of the large winning opening 18 to open and close, so as not to operate.
[0236] As a result, for example, if the movable piece 16b of the second start winning opening 16 is protruding during the playable state, the movable piece 16b is retracted when the play stop state is set, and the retracted state of the movable piece 16b is maintained during the play stop state. Also, for example, if the opening and closing door 18b of the large winning opening 18 is open during the playable state, the opening and closing door 18b is closed when the play stop state is set, and the closed state of the opening and closing door 18b is maintained during the play stop state. Also, for example, if a game stop state is set before the movable piece 16b of the second start winning opening 16 protrudes after a winning normal symbol lottery during a playable state, the movable piece 16b does not protrude, and the movable piece 16b remains recessed during the game stop state. Also, for example, if a special game is being played during a playable state, and after a predetermined round of game is ended and the opening and closing door 18b of the special winning opening 18 is closed, and the game stop state is set before the next round of game is started and the opening and closing door 18b opens, the opening and closing door 18b is not opened, and the opening and closing door 18b remains closed during the game stop state.
[0237] (Overview of control related to payout of game balls during game stop state) In the pachinko machine P according to this embodiment, in the game stopped state, the main CPU 101 performs the above-mentioned control so that the game does not proceed. On the other hand, during a game stop state, the control of launching game balls by the launch / payout control board 200 is stopped, but the control of the payout of game balls by the launch / payout control board 200 is not stopped.
[0238] Specifically, after the main CPU 101 of the main control board 100 sends a prize ball designation command to the launching payout control board 200 to pay out a corresponding number of prize balls based on the entry of a game ball into the general winning port 14, the first start winning port 15, the second start winning port 16 or the large winning port 18 (i.e., after the launching payout control board 200 receives the prize ball designation command), the launching payout control board 200 continues to control the payout of game balls even if a game stop state is set.
[0239] As a result, for example, when prize balls are being paid out sequentially as a result of game balls entering the big prize opening 18 during the execution of a special game (i.e., in a playable state), even if a game stop state is set, all prize balls based on the above-mentioned balls entering the big prize opening 18 will be paid out. In other words, all prize balls that were acquired by game balls entering the big prize opening 18 before the game stop state was set but have not yet been paid out at the time the game stop state was set will also be paid out. In this manner, in the pachinko machine P of this embodiment, if a game ball enters one of the winning ports during a playable state, and a game stop state is set during the payout of prize balls based on that ball, the progress of the game by the main control board 100 and the firing of game balls by the firing and payout control board 200 are stopped, but the payout of prize balls by the firing and payout control board 200 continues without stopping even during the game stop state.
[0240] Similarly, even if a game stop state is set after the player presses the ball lending button 36 and the game ball lending device R sends a loan ball payout command to the launch and payout control board 200 to pay out a predetermined number of game balls as loan balls, the control of the payout of the game balls is still executed by the launch and payout control board 200. As a result, even if a game stop state is set when a predetermined number of game balls (loan balls) are being paid out by pressing the ball loan button 36, all of the predetermined number of game balls will be paid out. In other words, even if the ball loan button 36 is pressed before the game stop state is set and the payout of game balls has started, all game balls that have not yet been paid out at the time the game stop state is set will be paid out.
[0241] Furthermore, in the pachinko machine P of this embodiment, even when play is stopped, the operation of the game ball lending device R, value information display device 35, ball lending switch 36a, and card return switch 37a is not restricted, and the transmission of signals and commands from these devices, and the reception of signals and commands by these devices are not restricted. As a result, in the pachinko machine P of this embodiment, even if the ball loan button 36 is pressed while the game is stopped, all of the specified number of game balls are paid out.
[0242] In addition, in the pachinko machine P according to this embodiment, even when the game is stopped, the value information continues to be displayed on the value information display device 35. Also, when the ball lending button 36 is pressed during the game is stopped, the game ball lending device R transmits a subtraction command to the value information display device 35, so that the value information is updated and displayed on the value information display device 35 even during the game is stopped. Furthermore, even if the card return button 37 is pressed while the game is stopped, the card return switch 37a sends a return request signal to the game ball lending device R, so that the game ball lending device R is controlled to eject the card even while the game is stopped.
[0243] (Summary of judgment of payout-related errors during game suspension state) In the pachinko machine P according to this embodiment, among the payout-related errors, the ball out error, the full tank error, the payout count switch error, the ball jam error, the excess prize ball error, the radio wave error, and the payout motor error are judged (detected) by the launch payout control board 200. Also, among the payout-related errors, the door open error is judged (detected) by the main control board 100.
[0244] Here, when the game is in a playable state and the state regarding the difference ball operation stop control described below is the pre-activation warning state, the activation warning state, or the activation notice state, both the main control board 100 and the launch and payout control board 200 determine whether a corresponding error has occurred. In contrast, during a game stop state, the main CPU 101 of the main control board 100 only determines whether a door open error has occurred, and does not determine whether other errors (the main control-related errors mentioned above) have occurred that can be determined by the main control board 100. Specifically, even when the game is stopped, when the main body frame 2 or the front door 3 is opened, a main body frame open detection signal or a front door open detection signal is input to the launch / payout control board 200, which causes the launch / payout control board 200 to transmit a main body frame open command or a front door open command to the main control board 100. When the main control board 100 receives the main body frame open command or the front door open command, the main CPU 101 determines that a door open error has occurred. On the other hand, even when the game is stopped, for example, if a magnet is directed toward the game board 11, the magnetic detection sensor 70a detects the magnetism and outputs a magnetic detection signal to the main control board 100, but even if the magnetic detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control magnetic error has occurred. Therefore, even if a magnet is directed toward the game board 11 during the game stop state, a main control magnetic error will not occur. Similarly, for example, when radio waves are applied to the game board 11, the radio wave detection sensor 71a detects the radio waves and outputs a radio wave detection signal to the main control board 100, but even if the radio wave detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control radio wave error has occurred. Therefore, even if radio waves are applied to the game board 11 during a game stop state, a main control radio wave error does not occur. In other words, even if an event that causes a main control-related error occurs during a game stop state, the main CPU 101 does not determine the occurrence of a main control-related error, and therefore a main control-related error will not occur.
[0245] As described above, even when the game is stopped, if it is determined that a door open error has occurred, the main CPU 101 transmits an error indication command corresponding to the door open error to the sub-control board 300. As described above, even when the game is stopped, if the main frame 2 or the front door 3 is opened, it is determined that a door open error has occurred, and the performance display device 21, various lamps, and the sound output device 10 indicate that a door open error has occurred.
[0246] In addition, during the game stop state, the payout CPU 201 of the launch payout control board 200 does not judge the occurrence of any error. Therefore, during the game stop state, the occurrence of a ball out error, a full tank error, a payout count switch error, a ball jam error, an excess prize ball error, a payout radio wave error, and a payout motor error is not judged. Specifically, even if the payout motor 62 is operating during a game stop state and the payout counting switch 63 does not count the game balls for a predetermined period of time, the payout CPU 201 does not determine that a ball out error has occurred. Therefore, during a game stop state, even if the payout counting switch 63 does not count the game balls for a predetermined period of time, a ball out error does not occur. And, since the payout CPU 201 does not determine that a ball out error has occurred, a ball out error command is not sent from the launch payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a ball out error has occurred. Similarly, during a game stop state, for example, when radio waves are irradiated to the outlet 19, the outlet radio wave detection sensor 71b detects radio waves and outputs a radio wave detection signal to the launch / payout control board 200, but even if the radio wave detection signal is input to the launch / payout control board 200, the payout CPU 201 does not determine that a payout radio wave error has occurred. Therefore, during a game stop state, even if radio waves are irradiated to the outlet 19, a payout radio wave error does not occur. And, since the payout CPU 201 does not determine that a payout radio wave error has occurred, a payout radio wave error command is not transmitted from the launch / payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a payout radio wave error has occurred. In other words, even if an event that causes a ball out error, a full tank error, a payout count switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error occurs during a game stop state, the payout CPU 201 does not determine the occurrence of these errors, so these errors do not occur. Also, the occurrence of these errors is not recognized by the main control board 100.
[0247] Even when game play is stopped, the payout CPU 201 of the launch payout control board 200 may continue to determine the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error.
[0248] (Outline of external signal transmission to outside of pachinko machine P during game stop state) As described above, in the pachinko machine P of this embodiment, the main CPU 101 of the main control board 100 controls the transmission of external signals such as a winning signal and a jackpot signal to the outside of the pachinko machine P, and the payout CPU 201 of the launch payout control board 200 controls the transmission of external signals such as a prize ball payout signal to the outside of the pachinko machine P. Here, when the game is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, the main CPU 101 controls the transmission of external signals such as a winning signal or a jackpot signal, and the payout CPU 201 controls the transmission of external signals such as a prize ball payout signal. On the other hand, during the game stop state, as described above, the control by the main control board 100 to transmit external signals such as a winning signal or a big win signal is restricted.
[0249] In addition, while the game is stopped, the control of transmitting external signals such as a prize ball payout signal by the launch and payout control board 200 is continued without any restriction. Specifically, for example, even if a game stop state is set while the payout CPU 201 is transmitting an external signal such as a payout ball signal, the payout CPU 201 ends the transmission of the external signal when a predetermined time has elapsed. Also, for example, when game balls are paid out after the game stop state is set and the number of paid out game balls reaches a predetermined number, the payout CPU 201 transmits a payout ball signal, and when the predetermined time has elapsed, the payout CPU 201 ends the transmission of the payout ball signal.
[0250] (Overview of control when setting change state or setting confirmation state is set) In the pachinko machine P according to this embodiment, when the setting change state or the setting confirmation state is set, the game ball is not shot even if the operating handle 5 is rotated, and the main CPU 101 of the main control board 100 does not detect the entry of the game ball into the first start winning hole 15 or the second start winning hole 16 or the passage of the game ball through the gate 20, and stops the display of the variation of the special symbol, the display of the variation of the normal symbol, and the execution of the special game. As a result, in the setting change state or the setting confirmation state, the game does not progress, just like during the game stop state. Also, in the setting change state or the setting confirmation state, the main CPU 101 of the main control board 100 controls so as not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning opening 16 to protrude and retract, and also controls so as not to operate the special winning opening solenoid 18c that drives the opening and closing door 18b of the special winning opening 18 to open and close. As a result, like the game stop state, during the setting change state or the setting confirmation state, the movable piece 16b remains retracted and the opening and closing door 18b remains closed. Also, in the setting change state or setting confirmation state, similar to the game stop state, the main CPU 101 of the main control board 100 only determines whether a door opening error has occurred, and does not determine whether other errors (the main control-related errors mentioned above) have occurred that can be determined by the main control board 100.
[0251] Furthermore, during the setting change state or the setting confirmation state, the payout of game balls continues by the launch and payout control board 200, just as in the game stop state, but the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error is not detected, and the control of the transmission of external signals such as a payout ball signal to the outside of the pachinko machine P is not restricted. In addition, during the setting change state or the setting confirmation state, the payout of game balls by the launch and payout control board 200 may be stopped, or the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error may be continuously determined, or the control of the transmission of external signals such as a payout ball signal to the outside of the pachinko machine P may be restricted.
[0252] (Overview of ball difference activation stop control (activation stop control based on ball difference number)) In the pachinko machine P of this embodiment, in order to prevent a situation in which a player acquires an excessive number of game balls during play and the game becomes too gambling-like, the main CPU 101 executes operation stop control (difference ball operation stop control) to stop the operation of the pachinko machine P based on the difference ball number from a predetermined calculation start point during a playable state reaching a predetermined operation stop number (95,000 in this embodiment).
[0253] The difference in the number of balls is the difference between the number of prize balls (prize balls paid out based on the detection of game balls by the general prize port detection sensor 14a, the first start prize port detection sensor 15a, the second start prize port detection sensor 16a, and the large prize port detection sensor 18a) paid out based on the entry of game balls into each prize port (general prize port 14, first start prize port 15, second start prize port 16, and large prize port 18) and the number of game balls fired by the player and entering each prize port or received by the out port 19 (game balls detected by the out sensor 19a, in other words, game balls used in the game).
[0254] As described above, in the pachinko machine P of this embodiment, the difference ball count value used to determine the difference ball number is stored in a specific area in the unused area provided in the main RAM 103. The difference ball count value stored in this specific area is reset when the power is restored (when the power is turned on and off) in a state other than the activation notice state and the activation state described below (pre-activation warning state, activation warning state) without a specific error occurring, and is not reset when the power is restored with a specific error occurring. In other words, in the pre-activation warning state or activation warning state, if the power is restored with a specific error occurring, the difference ball count value stored at the time of the power failure is maintained. In addition, in the activation notice state and activation state, the above-mentioned difference ball count value is reset by performing an initialization process (normal initialization process) associated with the setting of the setting change state. When reset, the difference ball count value is set to an initial value (100000 in this embodiment). In addition, in the pachinko machine P according to this embodiment, errors that have a significant effect on the progress of the game (for example, a main control radio wave error that may induce a malfunction of the main CPU 101, an illegal winning error that may cause a malfunction of the big winning port 18, etc.) are defined as specific errors. The specific errors are not limited to these, and may be, for example, errors that cause a game stop state to be set when they occur.
[0255] The difference ball count value is incremented by the number of prize balls to be paid out based on each entry of a game ball into each winning hole (each time a game ball is detected by the general winning hole detection sensor 14a, the first start winning hole detection sensor 15a, the second start winning hole detection sensor 16a, or the large winning hole detection sensor 18a), and is decremented by 1 each time a game ball is detected by the out sensor 19a. When the difference ball count value is 0, even if a game ball is detected by the out sensor 19a, the difference ball count value is not decremented and remains 0. Then, when the difference ball count value reaches a second reference value (195,000 in this embodiment) described later, the difference ball count reaches the predetermined operation stop count (95,000).
[0256] In the pachinko machine P of this embodiment, as described above, each time a game ball enters each winning port, the number of prize balls scheduled to be paid out based on that ball is added to the difference ball count value, but this is not limited to this, and each time prize balls are actually paid out based on a game ball entering each winning port, the number of prize balls paid out may be added to the difference ball count value. As described above, the difference ball count value is decremented by 1 each time a game ball is detected by the out sensor 19a, but this is not limited to the above, and the difference ball count value may be decremented by 1 each time a launched game ball reaches the game area 12. In other words, the difference ball count value may be decremented by 1 each time a game ball is used in a game. Also, as described above, in the activation notice state and activation state, the difference ball count value is reset by performing the initialization process (normal initialization process) associated with setting the setting change state, but this is not limited to this, and the difference ball count value may be reset by performing the initialization process that is executed when the RAM clear switch 109 is on when power is restored and the playable state is set (i.e., the normal initialization process that is executed without setting the setting change state), or may be reset by performing the abnormality initialization process. Also, as described above, in the pre-activation warning state and activation warning state, the difference ball count value is reset when power is restored, but this is not limited to this, and like the activation notice state and activation state, it may be reset by performing initialization processing associated with setting the setting change state (normal initialization processing) or it may be reset by performing initialization processing that is executed when the RAM clear switch 109 is on when power is restored and a playable state is set (normal initialization processing that is executed without setting the setting change state), or it may be reset by performing abnormal initialization processing.
[0257] In addition, in the pachinko machine P according to this embodiment, four types of states related to the difference ball operation stop control are provided: a pre-activation warning state, an activation warning state, an activation notice state, and an activation state. During the playable state, the machine stays in one of the above four states.
[0258] (Pre-warning state) The pre-warning state is set by resetting the difference ball count value, and is a state in which the game remains when the difference ball count value has not reached a first reference value (190000 in this embodiment), and the game remains mainly in this pre-warning state during the playable state. When the difference ball count value reaches the first reference value, the pre-warning state ends and the activation warning state is set. That is, in the pachinko machine P according to this embodiment, the difference ball count value remains in the pre-warning state from when it is reset until it reaches the first reference value.
[0259] (Activation warning state) The activation warning state is set when the difference ball count value reaches the first reference value, as described above. Then, when the difference ball count value reaches the second reference value (195000), the activation warning state ends. If a special game was being played at the time of reaching the second reference value, the activation notice state is set, and if a special game was not being played, the activation state is set. That is, in the pachinko machine P according to this embodiment, the activation warning state is maintained during the period from when the difference ball count value reaches the first reference value until when it reaches the second reference value.
[0260] Also, when the activation warning state is set, the main CPU 101 transmits a first ball difference operation stop control designation command indicating that to the sub-control board 300. Then, when the sub-control board 300 receives the first ball difference operation stop control designation command, until a termination condition is met, that is, a power cut occurs, the activation warning state ends, or a predetermined time (600 seconds in this embodiment) passes, an activation warning suggestion is performed on the display unit 21a of the performance display device 21, suggesting that the first reference value has been reached and that the second reference value will soon be reached (for example, an activation warning text image is displayed saying "There are about 5000 shots left until the limit is reached") (see Fig. 61(c) to (e)), and the front door performance lamp DL, the status notification lamp EL, and the board performance lamp GL are turned on or off according to a predetermined lighting pattern (for example, only the front door performance lamp DL is turned on in blue, etc.). In addition, when the first difference ball operation stop control designation command is received, an activation warning sound (for example, a sound saying "There are about 5000 shots left until the limit is reached") is output from that time (i.e., the time when the activation warning state is set) until a predetermined activation warning sound output time (5 seconds in this embodiment) has elapsed. This indicates that the activation warning state has been set. The activation warning sound may be continuously output until a power outage occurs, or may be continuously output until the activation warning state ends. In addition, in the pachinko machine P according to this embodiment, after the activation warning state is set, even if the difference ball count value falls below the first reference value, the activation warning state will not end and the pre-activation warning state will not be set unless a power interruption recovery is performed. Note that, if the difference ball count value falls below the first reference value after the activation warning state is set, the activation warning state may be ended and the pre-activation warning state may be set.
[0261] (Activation notice state) As described above, the activation notice state is set when the difference ball count value reaches the second reference value and a special game is being played at the time of this reaching. Then, when the special game being played ends, the activation notice state ends and the activation state is set. Also, when the initialization process (normal initialization process) associated with the setting of the setting change state described above is performed during the activation notice state, the activation notice state ends and the pre-activation warning state is set. In other words, in the pachinko machine P of this embodiment, if a special game is being played when the difference ball count value reaches the second reference value, the machine will remain in the activation notice state from when the difference ball count value reaches the second reference value until the special game being played ends or the initialization process associated with setting the setting change state is performed.
[0262] The activation notice state does not end by the initialization process accompanying the setting of the setting change state, but may end by the initialization process executed when the RAM clear switch 109 is on when power is restored and the playable state is set (normal initialization process executed without setting the setting change state), or may end by the initialization process executed in the event of an abnormality.
[0263] In addition, when the activation notice state is set, the main CPU 101 transmits a second ball difference operation stop control designation command indicating that to the sub-control board 300. Then, when the sub-control board 300 receives the second ball difference operation stop control designation command, an activation notice suggestion (for example, an activation notice text image of "The game will...
Claims
[Claim 1] A game board having a game area in which game balls can flow down; An outer rail and an inner rail attached to the game board; A guide area formed between the outer rail and the inner rail and capable of guiding the launched game ball to the game area; A return prevention mechanism that prevents the game ball from returning from the game area to the guide area, the return prevention mechanism includes a displacement means that can be displaced to a first state, a second state, or a third state; The displacement means is a first side surface portion facing the outer rail; A second side surface portion facing the play area; a tip portion on the tip side, The distance from the tip to the outer rail is set to a specific distance, A game ball heading from the guide area to the game area is defined as a first game ball, If the game ball heading from the game area to the guide area is a second game ball, The first state is a state in which the specific distance is shorter than that in the second state, The second state is a state in which the specific distance is longer than that in the first state, The third state is a state in which the first game ball contacts the first side portion, the outer rail, and the second game ball, and the second game ball contacts the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than that in the first state and shorter than that in the second state, an operating means capable of operating the launch of game balls; an output section to which a predetermined connection means can be connected; a game control means for controlling the progress of a game; an awarding means for awarding a predetermined amount of gaming value when a predetermined condition is met; a test signal control means capable of generating a test signal that can be output to the outside of the gaming machine and indicates the progress of a game or a game state; and a launch control means for controlling the launch of the game balls. A test signal can be generated when the predetermined connection means is connected to the output unit, and a test signal can be generated even when the predetermined connection means is not connected to the output unit, the game control means is capable of setting a game-disabled state in which progress of the game is disabled based on a difference amount, which is a difference between the amount of game value granted by the granting means from a predetermined calculation start point and the amount of game value used in the game, reaching a specific amount; If a non-playable state is set during the generation of a test signal, the generation of the test signal is continued even after the non-playable state is set, When a non-playable state is set during the generation of a test signal, if a power outage occurs during the non-playable state, the generation of the test signal is resumed after the power outage is restored; When a firing operation is performed during a game unavailable state, the firing control means can grasp the firing operation, but the game ball is not fired, If a power outage occurs when certain conditions are not met and the power is subsequently restored, the difference amount is cleared. However, if a power outage occurs when certain conditions are met and the power is subsequently restored, the difference amount is not cleared. The specific condition includes a condition that a specific error occurs.