Game machine
The gaming machine addresses the issue of player disinterest in jackpot wins by providing advance notifications of future bonuses and engaging performance images, thereby maintaining player engagement and sense of accomplishment.
Patent Information
- Application Number
- JP2023163185
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2025-04-07
AI Technical Summary
In existing gaming machines, players become disinterested in winning jackpots for each hold when notified of the number of game balls that can be acquired in the future, leading to a lack of sense of accomplishment when winning.
A gaming machine that allows players to pre-read and be notified in advance of the contents of bonuses that can be acquired, while also displaying a performance image and notifying the results of the decision to grant each reserved bonus, using a combination of game information acquisition, bonus grant judgment, notification, and storage mechanisms.
Enables players to maintain interest in winning jackpots for each hold by providing advance notice of future bonuses and displaying engaging performance images, thereby enhancing the gaming experience and sense of accomplishment.
Smart Images

Figure 2025054017000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, for example, in a pachinko gaming machine, which is one type of gaming machine, when a pachinko ball enters a start winning hole, the pattern displayed on the image display device begins to change and stops after a certain period of time. When the stopped patterns form a specific combination, the machine transitions to a jackpot game state, during which the jackpot game opens and the player can win many pachinko balls.
[0003] In recent years, in order to diversify games, multiple types of jackpots have been set, and the number of prize balls that a player can get varies depending on the type of jackpot that is won. Accordingly, when a jackpot is won or during a jackpot game, the number of prize balls that can be won from the current jackpot is notified in advance. Furthermore, if there is a reserve that can win a jackpot in addition to the current jackpot, the number of prize balls that can be won from future reserve jackpots is also notified in advance (for example, JP Patent Publication No. 2015-33489). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2015-33489 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the above Patent Document 1, the game balls that the player can acquire in the future are predicted and notified in advance, but if such a notification is made, the player will only pay attention to the number of game balls that can be acquired from all the reserved balls currently stored, and will not be interested in whether each reserved ball will be a jackpot or not, or the type of jackpot if a jackpot is won (whether it is a jackpot with many rounds or a jackpot with few rounds), etc. As a result, there is a problem that the player cannot feel a sense of accomplishment from winning a jackpot.
[0006] The present invention has been made to solve the above-mentioned problems in the conventional art, and aims to provide a gaming machine that can predict the contents of the reserved bonuses that the player can obtain in the future and notify the player in advance, while not causing the player to lose interest in the results of the judgment on the awarding of the bonuses for each reserved bonus. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine according to the present invention is provided with: gaming information acquisition means for acquiring gaming information based on the establishment of a start condition; bonus awarding decision means for deciding whether or not to award a bonus based on the gaming information; notification means for notifying the result of the decision of the bonus awarding decision means by using a change in a pattern; reserve storage means for storing the gaming information acquired through the gaming information acquisition means as reserve in chronological order up to a predetermined maximum number of reserves stored until it is used for notification by the notification means, and clearing the oldest reserved item when the notification by the notification means ends; and reserve image display means for displaying a reserve image corresponding to the reserve stored in the reserve storage means on an image display device, the gaming machine further comprising: effect image display means for displaying an effect image in which a character takes an action on the reserved image displayed on the image display device when a predetermined condition is satisfied while a reserve is stored in the reserve storage means; and bonus notification means for notifying the contents of the bonuses that a player can acquire by all the reserves stored in the reserve storage means collectively when the effect image is displayed. Effect of the Invention
[0008] With the gaming machine of the present invention having the above-mentioned configuration, it is possible to predict the contents of the reserved bonuses that the player can obtain in the future and notify the player in advance, while at the same time, by displaying a presentation image in which a character performs an action in response to the reserved image, the player does not lose interest in the results of the determination of whether or not a bonus will be awarded for each reserved bonus. [Brief description of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is an explanatory diagram showing an enlarged view of displays provided in the pachinko gaming machine shown in FIG. 1. [Diagram 3] 2 is an explanatory block diagram showing the electrical configuration of a main control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Figure 4] 2 is an explanatory block diagram showing the electrical configuration of a sub-control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Diagram 5] FIG. 13 is an explanatory diagram of a jackpot determination table. [Figure 6] FIG. 13 is an explanatory diagram of a normal winning determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8] FIG. 13 is an explanatory diagram of a normal operation pattern table. [Figure 9] FIG. 13 is an explanatory diagram of a reach determination table. [Figure 10] FIG. 13 is an explanatory diagram of a special chart variation pattern selection table. [Figure 11] An explanatory diagram showing the memory contents of the first special chart reservation memory unit. [Figure 12] An explanatory diagram showing the memory contents of the second special chart reservation memory unit. [Figure 13] An explanatory diagram of the first special chart hold performance memory unit. [Figure 14] An explanatory diagram of the second special chart hold performance memory unit. [Figure 15]A diagram showing the operating pattern of a normal variable winning device. [Figure 16] 13 is a flowchart of the main control processing executed by the game control microcomputer. [Figure 17] 17 is a flowchart of a main side timer interrupt process executed by a game control microcomputer in the main side main control process shown in FIG. 16. [Figure 18] 18 is a flowchart of the start port sensor detection process executed by the game control microcomputer in the main side timer interrupt process shown in FIG. [Figure 19] This is a flowchart of the V winning detection processing executed by the game control microcomputer in the main side timer interrupt processing shown in Figure 17. [Figure 20] 18 is a flowchart of the normal power operation processing executed by the game control microcomputer in the main side timer interrupt processing shown in FIG. 17. [Figure 21] 18 is a flowchart of a special pattern waiting process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Figure 22] 18 is a flowchart of a special pattern change process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Diagram 23] 18 is a flowchart of the special power operation processing executed by the game control microcomputer in the main side timer interrupt processing shown in FIG. 17. [Figure 24] 13 is a flowchart of the sub-side main control processing executed by the performance control microcomputer. [Diagram 25] 25 is a flowchart of the 1 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in FIG. 24. [Figure 26] 25 is a flowchart of the 10 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in FIG. 24. [Figure 27] 27 is a flowchart of a received command analysis process executed by the performance control microcomputer in the 10 ms timer interrupt process shown in FIG. 26. [Figure 28]This is a flowchart of the Yu-time presentation processing executed by the presentation control microcomputer in the 10 ms timer interrupt processing shown in Figure 26. [Figure 29] b This is a diagram showing the precursor zone to which you will be shifted when the shift to time-saving mode is confirmed. [Diagram 30] 27 is a flowchart of a game history display process executed by the performance control microcomputer in the 10 ms timer interrupt process shown in FIG. 26. [Diagram 31] A figure showing an example of a game history displayed on the performance display device. [Diagram 32] This is a flowchart of the ball-winning presentation start processing executed by the presentation control microcomputer in the received command analysis processing shown in Figure 27. [Diagram 33] A diagram showing the types of character actions that can be selected in the ball-winning performance and the selection ratios. [Diagram 34] 13 is a diagram showing an example of a character performing an action on a reserved image. FIG. [Diagram 35] 13 is a diagram showing an example of a character performing an action on a reserved image. FIG. [Diagram 36] A figure showing an example of informing a player of the contents of the benefits that can be obtained by all reservations at once. [Figure 37] FIG. 13 is a diagram showing an example of a round promotion effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko gaming machine will be described as a gaming machine according to an embodiment of the present invention. In the following description, the directions of each part of the pachinko gaming machine are based on the direction as seen by a player playing opposite the pachinko gaming machine. Specifically, the left-right and up-down directions of each part of the pachinko gaming machine are the left-right and up-down directions as seen by the player. In addition, the direction approaching the player is defined as the front, and the direction moving away from the player is defined as the rear.
[0011] [Major components of a pachinko machine] As shown in Fig. 1, the pachinko game machine 1 includes a game machine frame 16. The game machine frame 16 includes, from the front side, a front frame 18, an inner frame (not shown), and an outer frame (not shown). The front frame 18 includes a handle 4, a ball supply tray (also called an upper tray) 24, a surplus ball receiving tray (also called a lower tray) 25, a performance button 9, a performance lever 6, a speaker 8, a left side lamp 23a, and a right side lamp 23b.
[0012] The handle 4 is provided at the lower right of the front frame 18, that is, at a position where a player facing the pachinko game machine 1 can hold it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 3), a launch lever 4a, and a launch stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located at a position where the right hand of the player holding the handle 4 can touch. The launch lever 4a is for adjusting the launch strength of the game balls, and is provided rotatably on the handle 4. The launch stop button 4b is for stopping the launch of the game balls when they are being launched, and is provided at a position where it can be operated by the thumb of the right hand holding the handle 4. The ball supply tray (also called the upper tray) 24 is provided at the lower center of the front frame 18. The ball supply tray 24 is for storing game balls to be supplied to the launch device 90 (FIG. 3). The ball supply tray 24 stores game balls dispensed from the ball loan payout device 80 (FIG. 3) and the prize ball payout device 400 (FIG. 3). The surplus ball receiving tray (also called the lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The surplus ball receiving tray 25 stores game balls that exceed the number that the ball supply tray 24 can store.
[0013] The effect button 9 is provided in a portion of the front frame 18 that covers the upper part of the ball supply tray 24. In other words, the effect button 9 is provided in a position of the front frame 18 where the player facing the pachinko game machine 1 can press it with his right or left hand. In this embodiment, the effect button 9 is a push-on button switch. The effect button 9 has a built-in effect button lamp 9c (FIG. 4) and an effect button vibration motor 9b (FIG. 4). The effect button lamp 9c lights up or flashes when the effect button 9 is pressed during the period when the pressing operation of the effect button 9 is valid. The surface of the effect button 9 is formed of a translucent material, and is designed so that the light emitted by the effect button lamp 9c can be seen by the player. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing during the period when the pressing operation of the effect button 9 is valid. In this embodiment, the effect button lamp 9c is an LED. The effect button 9 has a built-in elastic member such as a spring (not shown) for returning the pressed effect button 9 to the position before it was pressed, and when the pressed state is released, the effect button 9 returns to the state before it was pressed by the restoring force of the elastic member. When a player presses the effect button 9 while the pressing operation of the effect button 9 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a result of the operation of the effect button 9 is referred to as a button effect.
[0014] The effect lever 6 is provided to the left of the surplus ball tray 25 in the front frame 18, that is, toward the lower left end of the front frame 18. In other words, the effect lever 6 is provided in a position in the front frame 18 where the player facing the pachinko gaming machine 1 can operate it with his / her left hand. In other words, the effect lever 6 is provided in a position in the front frame 18 where the player facing the pachinko gaming machine 1 can operate it with his / her left hand, and the effect button 9 is provided in a position in the front frame 18 where the player can press it with his / her right hand while operating the effect lever 6 with his / her left hand. The effect lever 6 is formed in a rod shape that can be grasped with the left hand, and can be rotated clockwise or counterclockwise, as well as pushed backward. The effect lever 6 is also provided with an effect lever vibration motor 6d (Fig. 4). The effect lever vibration motor 6d vibrates the effect lever 6, and vibrates at a predetermined timing during the period during which operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period during which operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed in response to operation of the effect lever 6 is referred to as a lever effect.
[0015] A left side lamp 23a is provided on the left side of the front frame 18, and a right side lamp 23b is provided on the right side. The front frame 18 where the left side lamp 23a and the right side lamp 23b are provided is translucent, and a plurality of LEDs are arranged inside the translucent portion. Each LED can emit light of a plurality of colors, and lights up or blinks according to the content of the performance, and further changes the color of the light emitted. The speakers 8 are provided in the upper left and right corners of the front frame 18, respectively, and output sounds such as music, sound effects, and notification sounds according to the content of the performance.
[0016] The pachinko game machine 1 also includes a game board 2, a glass plate 5, and a performance display device 7. The game board 2 is disposed at approximately the center of the game board 2, that is, at a position approximately directly facing the face of the player. The performance display device 7 is disposed on the rear side of the game board 2, and its screen is exposed from approximately the center of the game board 2. The game board 2 includes a fixed winning device 10, a first big winning device 30, a second big winning device (V attacker) 33, a normal starting hole 12, a normal variable winning device (normal electric role, also called electric chute) 20, a normal winning hole 13, indicators 50, a center decoration 14, and a rail member 17.
[0017] A game area 3 in which game balls flow down (roll) is formed on the surface of the game board 2. The game area 3 has a left game area 3a formed on the left side of the screen of the performance display device 7 and a right game area 3b formed on the right side of the screen of the performance display device 7. A plurality of game nails (not shown) for changing the flow direction of the game balls are driven into the surface of the game board 2. The front of the surface of the game board 2 is covered with a transparent glass plate 5. Although not shown in FIG. 1, LEDs are provided at multiple locations on the game board 2. These LEDs are collectively referred to as board lamps (indicated by symbol 2a in FIG. 4). Each LED constituting the board lamp 2a can emit multiple colors, light up or blink depending on the performance content, and further change the emitted color. That is, during game control, the pachinko gaming machine 1 lights up or blinks the left side lamp 23a, the right side lamp 23b and the board lamp 2a according to the content of the performance, and outputs sounds from each speaker 8.
[0018] The fixed winning device 10 is disposed in the approximate center of the lower side of the game board 2. The fixed winning device 10 has a first starting hole 11 through which game balls can enter (enter) one at a time. The first starting hole 11 is always open, and the probability that a game ball will enter the first starting hole 11 does not change. Although the first starting hole 11 is located near the center, it is configured so that only game balls flowing down the left game area 3a can pass through it, and is therefore a ball entry hole disposed in the left game area 3a. The normal variable winning device 20 is disposed in the right game area 3b. The normal variable winning device 20 includes a movable member 21. The movable member 21 is a plate-shaped accessory that acts as a bridge to the second starting port 22, which is installed with its ball entry port facing rightward, and when a normal pattern is won, the movable member 21 protrudes to the front side by an internal mechanism according to the selected operation pattern (a bridge is established), and the game ball flowing down the right game area 3b can enter (enter) the second starting port 22 through the movable member 21. That is, the state in which the movable member 21 is stored at the back side is a closed state in which the second starting port 22 is closed, and the state in which the movable member 21 protrudes to the front side is an open state in which the second starting port 22 is opened. On the other hand, the normal starting port 12 is located at the most downstream of the right game area 3b, and is configured so that game balls flowing down the right game area 3b that have not entered any of the ball entry ports can finally enter.
[0019] The first large prize winning device 30 is disposed downstream of the normal variable prize winning device 20 in the right game area 3b of the game board 2, and the second large prize winning device 33 is disposed further downstream. The first large prize winning device 30 has a first opening / closing member 31 that opens and closes the first large prize winning opening 32, and the second large prize winning device 33 has a second opening / closing member 34 that opens and closes the second large prize winning opening 35. The first large prize winning opening 32 and the second large prize winning opening 35 are each formed to a size that allows multiple game balls to win (enter) at the same time. In this embodiment, the first opening / closing member 31 is formed in a plate shape that is long in the left-right direction, and is configured to be rotatable around the left and right lower ends as rotation axes. Meanwhile, the second opening / closing member 34 is a lid-like device that blocks the top of the second large prize opening 35, and is configured so that an internal mechanism can switch between a state in which it protrudes to the front side (a state in which the second large prize opening 35 is blocked) and a state in which it is stored in the back side (a state in which the second large prize opening 35 is open). Hereinafter, when matters common to the first large prize opening 32 and the second large prize opening 35 are explained, they will simply be referred to as the large prize opening.
[0020] Inside the second large prize winning device 33, there are formed a specific area 36 (also called a V prize winning area) through which the game ball that won the second large prize winning opening 35 can pass, and a non-specific area (not shown). Inside the second large prize winning device 33, there are provided a distribution member (movable piece) 37 that distributes the game ball that won the second large prize winning opening 35 to the specific area or the non-specific area, and a distribution member solenoid 37d (FIG. 3) that drives the distribution member 37. The distribution member 37 has a lid shape that closes the specific area 36, and inside the second large prize winning opening 35, the specific area 36 is located upstream of the non-specific area. Therefore, when the distribution member 37 is activated and the specific area 36 is open, a game ball that enters the second large winning opening 35 will preferentially enter the specific area 36, while when the specific area 36 is closed by the distribution member 37, a game ball that enters the second large winning opening 35 will flow into the non-specific area. In other words, the period during which the specific area 36 is kept open by the distribution member 37 is the winning period during which a game ball can enter the specific area 36.
[0021] The display devices 50 are provided on the game board 2 outside the game area 3 and below the first big winning device 30. As shown in FIG. 2, the display devices 50 include a first special symbol display device 51 that variably displays a first special symbol (also called a first special symbol), a second special symbol display device 52 that variably displays a second special symbol (also called a second special symbol), and a normal symbol display device 53 that variably displays a normal symbol (also called a normal symbol). Furthermore, the display devices 50 include a first special symbol reserved display device 51a that displays the number of reserved activations of the first special symbol display device 51, a second special symbol reserved display device 52a that displays the number of reserved activations of the second special symbol display device 52, and a normal symbol reserved display device 53a that displays the number of reserved activations of the normal symbol display device 53. Hereinafter, when matters common to the first special symbol and the second special symbol are explained, they will simply be referred to as special symbols. In addition, when explaining matters common to the first special pattern display device 51 and the second special pattern display device 52, they will simply be referred to as special pattern display devices.
[0022] In this embodiment, the first special symbol display 51 and the second special symbol display 52 are each composed of eight LEDs. The lit LEDs (□) and the unlit LEDs (■) represent special symbols, and the state in which the lit LEDs move in a predetermined direction (for example, from left to right) represents the changing display of the special symbols. Hereinafter, the changing pattern of the special symbols from when the special symbols start to change and are displayed is referred to as the special symbol changing pattern. In this embodiment, the normal symbol display 53 is composed of two LEDs. The lit LED (□) and the unlit LED (■) represent normal symbols, and the alternating lighting of the LEDs represents the variable display of the normal symbols. When the game ball enters the normal symbol start hole 12, a lottery is performed to determine whether or not the game ball is a win, and the normal symbol display 53 displays the normal symbol. Then, the normal symbol display 53 displays the normal symbol corresponding to the lottery result of the normal symbol after a predetermined time has elapsed since the normal symbol display started to display the variable normal symbol. If the normal symbol displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 is activated and the movable member 21 protrudes forward, and the game ball can enter the second start hole 22 (however, even if the game ball wins a normal symbol, if the game ball is in a non-time-saving state, or if the game ball is in a time-saving state, the protrusion is only for a very short time unless a specific operation pattern is selected, so the game ball cannot actually enter the game ball).
[0023] When the game ball enters the first starting hole 11, a jackpot determination (also called a jackpot lottery) is performed to determine whether or not a jackpot has been won, and the first special symbol display 51 variably displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variably display of the first special symbol was started. If the first special symbol displayed as a definite result is a special symbol indicating a jackpot, a jackpot occurs, the first big prize device 30 is activated, the first opening / closing member 31 is opened and closed, and the first big prize hole 32 is opened and closed. Also, if a small prize is won as described later, the second big prize device 33 is activated, the second opening / closing member 34 is opened and closed, and the second big prize hole 35 is opened and closed. When the first special symbol display 51 is variably displaying the first special symbol and the game ball enters the first starting hole 11, the operation of the first special symbol display 51 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the first special symbol reserved display 51a. Hereinafter, the memory number of reserved operations of the first special symbol display 51 is referred to as the first special symbol reserved number.
[0024] In addition, when the game ball enters the second start hole 22, a jackpot determination (also called a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variable display of the second special symbol was started. Here, if the second special symbol displayed as determined is a special symbol indicating a jackpot, a jackpot occurs, and the first big prize device 30 is operated to open and close the first opening and closing member 31, and the first big prize hole 32 is opened and closed. In addition, as described later, if a small prize is won, the second big prize device 33 is operated to open and close the second opening and closing member 34, and the second big prize hole 35 is opened and closed. Furthermore, the distribution member solenoid 37d is operated in accordance with the opening of the second big prize hole 35, and the game ball is allowed to pass through the specific area 36 (V prize area) only for a predetermined period of time. When the game ball enters the second starting hole 22 while the second special symbol display 52 is variably displaying the second special symbol, the operation of the second special symbol display 52 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the second special symbol reserved display 52a. Hereinafter, the memory number of reserved operations of the second special symbol display 52 is referred to as the second special symbol reserved number. Also, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it is simply referred to as the special symbol reserved number.
[0025] Hereinafter, the period from when the special symbol display starts to display the special symbol to when the special symbol is fixed is called one change of the special symbol. The number of reserved special symbols decreases by one each time the special symbol is changed is called the consumption of the reserved special symbol number. The period from when the large prize opening opens to when it closes is called the opening period of the large prize opening, and the period from when the large prize opening opens to when it opens again is called a round. The game from the start of the first round to the end of the final round is called a jackpot game. If a jackpot is determined in the jackpot determination, the type of jackpot is determined by lottery. The opening period of the large prize opening and the maximum number of rounds that can be executed vary depending on the type of jackpot. In addition to the jackpot, the pachinko game machine 1 also has a type of jackpot called a small jackpot. If a small jackpot is won, the jackpot game is not played, but the large prize opening is only open for a specified period. Particularly in this embodiment, the first large prize opening 32 is opened in a big prize game, and the second large prize opening 35 is opened in the event of a small prize game.
[0026] In addition, in the pachinko game machine 1 of this embodiment, in addition to when a jackpot is determined in a normal jackpot determination, a jackpot game is also started when a game ball that entered the second large winning port 35 during play passes through the above-mentioned specific area 36 (V entry). The pachinko game machine 1 of this embodiment is a model called a one-type two-type mixed machine. In addition, the probability of being determined to be a jackpot in the jackpot determination (hereinafter referred to as the jackpot probability) is basically fixed, and this model does not have a high probability state in which the jackpot probability is higher than normal.
[0027] The general winning opening 13 is disposed to the left of the fixed winning device 10 on the gaming board 2. The rail member 17 is disposed along the periphery of the gaming board 2. The rail member 17 guides the gaming balls launched by the launching device 90 (Fig. 3) to the gaming area 3. An outlet 19 is opened in the center of the lower part of the gaming board 2 for discharging gaming balls that have not won anywhere. The center decorative body 14 is disposed at the upper part of the gaming board 2. The center decorative body 14 is translucent, and on its inside are provided multiple LEDs that light up or flash depending on the performance content. The pachinko game machine 1 also includes a movable body 15. The movable body 15 is disposed behind the center decorative body 14. Fig. 1 shows a state in which the movable body 15 is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the content of the performance, and displaces into a state visible to the player.
[0028] The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 displays performance (decorative) symbols as performance images in a normal game state in a variable manner in sync with the variable display of special symbols, and in a time-saving game state in a variable manner in sync with the variable display of normal symbols. In this embodiment, the performance symbols are symbols representing the Arabic numerals 1 to 9. The performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. In this embodiment, the left performance symbol display area, the center performance symbol display area, and the right performance symbol display area are set from the left as areas in which the performance display device 7 displays the performance symbols in a variable manner. In the left performance pattern display area, the left performance pattern 9L is displayed, in the center performance pattern display area, the center performance pattern 9C is displayed, and in the right performance pattern display area, the right performance pattern 9R is displayed. In the following, when explaining matters common to the left performance pattern display area, the center performance pattern display area, and the right performance pattern display area, they are simply referred to as the performance pattern display area.
[0029] In addition, the performance display device 7 displays a background image as a performance image on the background of each performance pattern. For example, the background image may be a moving image such as a TV drama or a movie, an animated moving image of the moving image, an animation, a character image, or an original moving image of a pachinko game machine manufacturer. In this embodiment, the performance display device 7 is a liquid crystal display device. Note that the performance display device 7 may also be an organic EL display device, a display device using a dot matrix LED, or the like. The performance display device 7 displays each performance symbol in a variable manner in synchronization with the variable display of the special symbol or normal symbol, and displays each performance symbol as a fixed display when the special symbol or normal symbol is fixed. When the special symbol is displayed in synchronization with the normal symbol, the big win determination result is displayed. On the other hand, when the normal symbol is displayed in synchronization with the normal symbol, the winning result of the normal symbol and whether or not the long opening operation pattern described later as the operation pattern of the normal variable winning device 20 has been won are displayed. Here, the fixed display refers to a stopped display state in which the performance symbol is completely stopped without swinging up and down or changing again.
[0030] Hereinafter, the performance pattern that indicates that the result of the jackpot determination is a jackpot (for normal patterns, the long opening operation pattern is won) is referred to as the jackpot performance pattern, and the performance pattern that indicates that the result of the jackpot determination is a miss (for normal patterns, the miss or the operation pattern other than the long opening is won) is referred to as the miss performance pattern. In this embodiment, the jackpot performance pattern is a state in which each performance pattern is aligned with a performance pattern that represents the same number, that is, a state of a set of numbers. For example, as shown in FIG. 1, the left performance pattern 9L, the middle performance pattern 9C, and the right performance pattern 9R that are displayed in a confirmed state are all aligned with "7". In addition, the miss performance pattern is a pattern that is not aligned with each performance pattern that represents the same number, that is, a state in which it is not a set of numbers. For example, the left performance pattern 9L that is displayed in a confirmed state is "7", the middle performance pattern 9C is "6", and the right performance pattern 9R is "7". Hereinafter, the effect pattern that the effect display device 7 changes and displays in synchronization with the special or normal pattern is called the effect pattern change pattern, and the image displayed in the background of the effect pattern change pattern is called the background image. The background image is a still image or a moving image.
[0031] In the normal game state, that is, when the performance pattern is synchronized with the variation of the special pattern, the performance pattern variation pattern is displayed in synchronization with the variation display of the special pattern variation pattern, and when the operation of the special pattern display device is suspended, the operation of the performance display device 7 is also suspended. In other words, the number of operations suspended of the special pattern display device and the number of operations suspended of the performance display device 7 match. The number of operations suspended of the performance display device 7 corresponding to the first special pattern reserved number and the number of operations suspended of the performance display device 7 corresponding to the second special pattern reserved number are displayed on the performance display device 7 by reserved images. Therefore, by counting the number of reserved images displayed on the performance display device 7, the player can know the number of reserved first special patterns and the number of reserved second special patterns, and can know the number of operations suspended of the performance display device 7 caused by the first special pattern reserved number and the second special pattern reserved number. The number of operations suspended of the performance display device 7 may not be displayed on the performance display device 7, but may be notified to the player by using a lamp or the like located around the performance display device 7.
[0032] On the other hand, in the time-saving game state, that is, when the performance symbol is synchronized with the variation of the normal symbol, the display of the variation of the normal symbol is synchronized with the display of the variation of the normal symbol, and when the operation of the normal symbol display device is suspended, the operation of the performance display device 7 is also suspended. In other words, the number of operations suspended of the normal symbol display device and the number of operations suspended of the performance display device 7 match. The number of operations suspended of the performance display device 7 corresponding to the number of reserved normal symbols is displayed on the performance display device 7 by a reserved image. Therefore, the player can know the number of reserved normal symbols by counting the number of reserved images displayed on the performance display device 7, and can also know the number of operations suspended of the performance display device 7 caused by the number of reserved normal symbols.
[0033] In addition to the notification of the result of the jackpot determination by the above-mentioned performance symbols, the pachinko game machine 1 notifies the result of the jackpot determination by using a combination of the background image displayed on the performance display device 7, the sound output from the speaker 8, the lighting of the board lamp 2a, the operation of the role objects, etc. Specifically, various performances such as advance notice performance and reach performance are included.
[0034] [Configuration of normal variable winning device] Next, the configuration of the normal variable winning device in the above-mentioned pachinko gaming machine 1 will be particularly described. In the normal variable winning device 20, the movable member 21 that moves in the front-to-rear direction (perpendicular to the board surface) is disposed on the right side of the second starting hole 22. The second starting hole 22 is also installed with the ball entry opening facing to the right. In normal operation, the movable member 21 is stored at the back, and basically, a game ball flowing down the right playing area 3b cannot win at the second starting hole 22. This is called the closed state. In the closed state, a game ball flowing down the right playing area 3b flows downstream without being caught by the movable member 21.
[0035] On the other hand, when a normal symbol is won, the movable member 21 protrudes to the front side (a bridge is built) according to the selected operation pattern by the internal mechanism, and the game ball flowing down the right game area 3b is easily able to enter the second starting hole 22 via the movable member 21. This is called the open state. In the open state, it is basically designed so that all or most of the game balls flowing down the right game area 3b are received by the movable member 21.
[0036] However, the time that the open state continues varies depending on the selected operation pattern; for example, in the non-time-saving state, even if a normal symbol is won, the open state lasts only a very short time, making it extremely difficult to win at the second starting hole 22. On the other hand, in the time-saving state, an operation pattern (long opening) that keeps the open state open for a long time when a normal symbol is won is selected with a certain probability, and when long opening is selected, it is easy to win at the second starting hole 22. On the other hand, when anything other than long opening is selected, it is extremely difficult to win at the second starting hole 22, just like in the non-time-saving state.
[0037] [Main electrical configuration of a pachinko machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIG. 3 and FIG. The pachinko game machine 1 is equipped with a main control board 60 (Figure 3), a payout control board 73 (Figure 3), a sub-control board 100 (Figure 4), an image control board 200 (Figure 4), a lamp control board 79 (Figure 4), and an audio control board 78 (Figure 4).
[0038] As shown in FIG. 3, a one-chip microcomputer for game control (hereinafter, referred to as a microcomputer for game control) 61 is mounted on the main control board 60. The microcomputer for game control 61 includes a CPU 62, a ROM 63, an RWM 64, and an input / output circuit 65. The CPU 62 executes detection of winning, jackpot determination, updating of various random numbers, etc. The ROM 63 stores various tables such as a computer program executed by the CPU 62, a jackpot determination table Ta1 (FIG. 5), a normal winning determination table Ta2 (FIG. 6), a jackpot type determination table Ta3 (FIG. 7), a normal operation pattern table Ta4 (FIG. 8), a reach determination table Ta5 (FIG. 9), and a special chart change pattern selection table Ta6 (FIG. 10). The microcomputer for game control 61 generates random numbers used in various determinations (lotteries), such as a jackpot random number, a jackpot type random number, a reach random number, and a change pattern random number.
[0039] The RWM 64 is used as a work memory when the CPU 62 executes a computer program. The RWM 64 is provided with a first special symbol reservation memory section 64a, a second special symbol reservation memory section 64b, a normal symbol reservation memory section 64c, and a change count memory section 64d. As shown in FIG. 11, the first special symbol reservation memory section 64a has first to fourth memory areas. That is, the maximum number of first special symbols that can be reserved is four. In each memory area, a jackpot random number, a jackpot type random number, a reach random number, and a change pattern random number obtained by the game control microcomputer 61 due to the game ball entering the first starting hole 11 (FIG. 1) are stored. When the game ball enters the first starting hole 11 (Figure 1) while the first special pattern display 51 (Figure 2) is displaying the first special pattern in a changing manner, the display of the first special pattern resulting from that winning is temporarily suspended (activation suspended), and the jackpot random number etc. obtained as a result of that winning are stored in the first special pattern reservation memory unit 64a.
[0040] On the other hand, as shown in Fig. 12, the second special symbol reservation memory section 64b has first to fourth memory areas. That is, the maximum number of second special symbol reservations that can be stored is four. In each memory area, the jackpot random number, jackpot type random number, reach random number, and variable pattern random number acquired by the game control microcomputer 61 due to the game ball winning the second start hole 22 (Fig. 1) are stored. When the game ball wins the second start hole 22 (Fig. 1) while the second special symbol display device 52 (Fig. 2) is displaying the second special symbol, the display of the second special symbol caused by the winning is temporarily reserved (operation reserved), and the jackpot random number acquired due to the winning is stored in the second special symbol reservation memory section 64b.
[0041] The jackpot random numbers and the like are stored in the order of occurrence of the reserved operation, that is, in the order of acquisition by the game control microcomputer 61, from the first storage area of the first special symbol reserved storage unit 64a and the second special symbol reserved storage unit 64b. Therefore, when the jackpot random numbers and the like are stored in the first to fourth storage areas, the jackpot random numbers and the like stored in the fourth storage area are the newest information in terms of time, and the jackpot random numbers and the like stored in the first storage area are the oldest information in terms of time. The jackpot random numbers and the like stored in each storage area are shifted one by one to the storage area with the oldest storage order every time the variable display of the special symbol is completed. For example, the jackpot random numbers and the like stored in the second storage area are shifted to the first storage area. In addition, the judgment (lottery) based on the jackpot random numbers and the like stored in the first storage area is executed when the variable display of the special symbol by the special symbol display device is completed and before the next variable display begins.
[0042] The normal symbol reservation memory unit 64c (FIG. 3) stores the normal winning random number (random number for determining (lottery) whether the normal symbol is a winning symbol or not), the operation pattern random number (random number for selecting the operation pattern of the normal variable winning device 20), the variable pattern random number, etc., acquired by the game control microcomputer 61 due to the game ball entering the normal symbol start hole 12 (FIG. 1). When the game ball enters the normal symbol start hole 12 while the normal symbol display device 53 is displaying a normal symbol, the operation of the normal symbol display device 53 due to the ball entering is temporarily reserved (operation reserved), and the normal winning random number, operation pattern random number, and variable pattern random number acquired due to the ball entering are stored in the normal symbol reservation memory unit 64c. The reserved variable display of the normal symbol is performed next after the currently performed variable display of the normal symbol is completed. In this embodiment, the regular symbol reservation memory unit 64c has a memory area for a total of four reservations, and the number of reserved activations of the regular symbol display device 53 is a maximum of 4. Hereinafter, the number of reserved activations of the regular symbol display device 53 is referred to as the regular symbol reservation number.
[0043] The variation count storage unit 64d stores the number of times the special symbols have changed since the previous big win game ended (or since the RWM 64 was initialized when the RWM clear switch 66 was operated). The number of times the special symbols have changed stored in the variation count storage unit 64d is used, for example, as the end condition for the time reduction (a time reduction) after the big win game, or as the start or end condition for the time reduction (play time). Furthermore, the RWM 64 also stores a flag indicating the current game state (normal state, time reduction state) of the pachinko game machine 1.
[0044] In addition, the main control board 60 is equipped with an RWM clear switch 66. When the pachinko game machine 1 is started with the RWM clear switch 66 pressed, it initializes (deletes the stored contents) the RWM 64 and the RWM 120 (FIG. 4) of the sub-control board 100. Basically, the RWM 64 and the RWM 120 of the sub-control board 100 are not initialized even when the power of the game machine is turned off or on (i.e., the game state and the count of the number of variations are maintained), and are initialized only when the pachinko game machine 1 is started with the RWM clear switch 66 pressed.
[0045] The main control board 60 is electrically connected to the display devices 50. The main control board 60 is also electrically connected to the first start hole sensor 11a, the second start hole sensor 22a, the general start hole sensor 12a, the first large prize hole sensor 32a, the second large prize hole sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, the general prize hole sensor 13a, the electric chute solenoid 20a, the first large prize hole solenoid 30a, the second large prize hole solenoid 33a, and the distribution member solenoid 37d via the relay board 74.
[0046] The first start hole sensor 11a is provided directly below the first start hole 11 (FIG. 1) and outputs a signal indicating that the game ball has entered the first start hole 11 to the main control board 60. The second start hole sensor 22a is provided directly below the second start hole 22 (FIG. 1) and outputs a signal indicating that the game ball has entered the second start hole 22 to the main control board 60. The regular start hole sensor 12a is provided directly below the regular start hole 12 (FIG. 1) and outputs a signal indicating that the game ball has entered the regular start hole 12 to the main control board 60. The first large prize hole sensor 32a is provided directly below the first large prize hole 32 (FIG. 1) and outputs a signal indicating that the game ball has entered the first large prize hole 32 to the main control board 60. The second large prize opening sensor 35a is provided directly below the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has won the second large prize opening 35 to the main control board 60. The specific area sensor 35b is provided in a specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in a non-specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the non-specific area to the main control board 60. The general prize opening sensor 13a is provided directly below the general prize opening 13 (FIG. 1) and outputs a signal indicating that the game ball has won the general prize opening 13 to the main control board 60.
[0047] The electric chute solenoid 20a drives the movable member 21 (Fig. 1) of the normal variable winning device 20 to open and close. The first large prize opening solenoid 30a drives the first opening and closing member 31 (Fig. 1) of the first large prize winning device 30 to open and close. The second large prize opening solenoid 33a drives the second opening and closing member 34 (Fig. 1) of the second large prize winning device 33 to open and close. The distribution member solenoid 37d drives the distribution member provided inside the second large prize winning device 33. In particular, when a small prize is won, the distribution member solenoid 37d operates as the second large prize winning device 33 opens, and the game ball can pass through the specific area (V winning area) only for a predetermined period of time. When the predetermined period has passed, the specific area returns to a state in which the game ball cannot pass through. The main control board 60 is electrically connected to the ball dispenser 80, the card unit 76, and the prize ball dispenser 400 via the payout control board 73. The card unit 76 is provided adjacent to the pachinko game machine 1, and performs reading and writing of the balance on the prepaid card. The ball dispenser 80 includes a ball dispenser motor 81 and a ball dispenser sensor 82. The ball dispenser motor 81 drives a member that dispenses game balls as loan balls, and the ball dispenser sensor 82 outputs a signal indicating that the game balls have been dispensed by the member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of balls dispensed by the ball dispenser 80 based on the signal output from the payout control board 73. When the prepaid card inserted into the card unit 76 has a recorded balance equal to or greater than the minimum balance that can be withdrawn, and a ball loan button (not shown) is operated, a loan ball dispensing device 80 is activated and the minimum number of loan balls are dispensed into the ball supply tray 24.
[0048] The prize ball payout device 400 includes a prize ball motor 401 and a prize ball sensor 402. The prize ball motor 401 drives a member that pays out game balls as prize balls, and the prize ball sensor 402 outputs a signal indicating that a game ball has been paid out by the member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of prize balls paid out by the prize ball payout device 400 based on the signal output from the payout control board 73. The main control board 60 is also electrically connected to a launching device 90 via a launching control circuit 75. The launching device 90 includes a launching motor 91, a touch switch 92, and a launching volume 93. The launching motor 91 drives a striking hammer (not shown) that strikes and launches the gaming ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The launching volume 93 adjusts the strength with which the striking hammer strikes the gaming ball according to the amount of rotation of the launching lever 4a (FIG. 1).
[0049] The pachinko game machine 1 also includes a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the payout control board 73. The power supply board 70 also supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power via the main control board 60 to the display devices 50 electrically connected to the main control board 60. The power supply board 70 is provided with a backup power supply circuit 71. When power is not being supplied from the outside to the pachinko gaming machine 1, the backup power supply circuit 71 supplies power necessary for retaining information to the RWM 64 of the main control board 60 and the like. A power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.
[0050] The main control board 60 transmits various commands to the sub-control board 100 (FIG. 4). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is one-way communication in which only transmission from the main control board 60 to the sub-control board 100 is possible.
[0051] As shown in FIG. 4, a one-chip microcomputer for effect control (hereinafter referred to as the microcomputer for effect control) 101 is mounted on the sub-control board 100. The microcomputer for effect control 101 includes a CPU 102, a ROM 110, an RWM 120, and an input / output circuit 103. The CPU 102 controls the effect in accordance with the game. The ROM 110 stores various tables such as the effect selection table Ta7, in addition to a computer program for the CPU 102 to control the effect. The RWM 120 is used as a work memory when the CPU 102 executes the computer program. The RWM 120 is provided with a first special chart reserved effect storage unit 121, a second special chart reserved effect storage unit 122, a normal chart reserved effect storage unit 125, and a variable effect storage unit 123. The microcomputer for effect control 101 is an example of the control means of the present invention.
[0052] 13, the first special chart hold effect storage unit 121 has four storage areas consisting of the first to fourth storage areas, and each storage area stores the first start winning command and the like output from the main control board 60. The first start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number, and reach random number acquired by the game control microcomputer 61 when the game ball wins the first start hole 11. 14, the second special chart hold effect memory unit 122 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the second start winning command etc. output from the main control board 60. The second start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number and reach random number acquired by the game control microcomputer 61 when the game ball wins the second start hole 22. The variable performance memory unit 123 stores the first start winning command or the second start winning command used for the variable performance pattern. In the pachinko game machine 1 of this embodiment, in the time-saving game state, the effect symbols on the effect display device 7 are changed in synchronization with the change of the normal symbols, not the special symbols, and the effect is performed in accordance with the change of the effect symbols. Therefore, in addition to the first special symbol reservation effect storage unit 121 and the second special symbol reservation effect storage unit 122, a normal symbol reservation effect storage unit 125 is also provided for storing the normal winning random number, the operation pattern random number, the change pattern random number, etc. acquired by the game control microcomputer 61. The input / output circuit 103 transmits and receives data to and from each board connected to the sub-control board 100 .
[0053] The image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with an image control CPU 202, a VDP 201 (Video Display Processor), a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the performance display device 7 to display performance images such as a variable performance pattern, a button performance image, a lever performance image, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP201 reads image data from the CGROM205 in accordance with a display list created by the image control CPU202, and loads the read image data in a load area in the VRAM206. The VDP201 then synthesizes the image data loaded in the VRAM206, and stores the synthesized image data in a frame buffer in the VRAM206. The VDP201 then converts the image data stored in the frame buffer in the VRAM206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image. The CGROM205 is an example of a performance storage means of the present invention.
[0054] The left side lamp 23a, the right side lamp 23b, and the panel lamp 2a are electrically connected to the sub-control board 100 via the lamp control board 79. The performance control microcomputer 101 creates light emission pattern data that determines the light emission mode of each lamp using data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data. The left side lamp 23a, the right side lamp 23b, the panel lamp 2a, the performance button lamp, and the lamp control board 79 are examples of the performance means of the present invention. The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. A device (not shown) for operating the movable body 15 is connected to the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The performance control microcomputer 101 creates operation pattern data that determines the operation pattern of the movable body 15 using the data stored in the ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, the lamp control board 79 that receives the operation pattern data drives the movable body motor via the relay board 77 in accordance with the operation pattern, thereby controlling the operation of the movable body 15.
[0055] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on a command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs a sound indicated by the input audio signal.
[0056] In addition, the sub-control board 100 is electrically connected to the effect button detection switch 9a, the effect lever push detection switch 6g, the effect lever rotation detection switch 6h, the effect button vibration motor 9b, and the effect lever vibration motor 6d. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100, and the effect control microcomputer 101 executes a button effect based on the signal input from the effect button detection switch 9a. The effect lever push detection switch 6g outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is pushed based on the signal input from the effect lever push detection switch 6g. The effect lever rotation detection switch 6h outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is rotated based on the signal input from the effect lever rotation detection switch 6h.
[0057] The effect button vibration motor 9b is a member that vibrates the effect button 9, and is housed inside the effect button 9. The effect lever vibration motor 6d is a member that vibrates the effect lever 6, and is provided in a portion that contacts the effect lever 6 or inside the effect lever 6. The ROM 110 stores operation pattern data that determines the operation pattern of the effect button vibration motor 9b and operation pattern data that determines the operation pattern of the effect lever vibration motor 6d. The effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect button 9, and drives and controls the effect button vibration motor 9b based on the read operation pattern data. Also, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect lever 6, and drives and controls the effect lever vibration motor 6d based on the read operation pattern data.
[0058] In addition, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current date and time (date and time). For example, when power is supplied from an external power supply device to the pachinko game machine 1, the RTC 124 operates using the power, and when power is not supplied from the external power supply device, the RTC 124 operates using power supplied from a backup power supply circuit 71 provided in the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power supply of the pachinko game machine 1 is not turned on. Note that a backup power supply circuit that supplies power to the RTC 124 may be provided in the sub-control board 100.
[0059] [Game status explanation] Next, we will explain the game state of the pachinko gaming machine 1. The normal symbol display 53 of the pachinko gaming machine 1 does not have a probability variation function, but only has a variation time shortening function. On the other hand, the special symbol display also does not have a probability variation function, but only has a variation time shortening function. In addition, the state in which the time-saving function of the special symbol display is activated is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state (normal state)." In the time-saving state, the time required for the special symbol to change (the time required from the start of the change display to the final display) is shorter than in the non-time-saving state.
[0060] The fluctuation time shortening function of the normal symbol display 53 is designed to operate in synchronization with the fluctuation time shortening function of the special symbol display. In other words, the fluctuation time shortening function of the normal symbol display 53 operates in the time-saving state and does not operate in the non-time-saving state. In the time-saving state, the fluctuation time of the normal symbol is shorter than in the non-time-saving state. For example, the fluctuation time of the normal symbol is 10 seconds in the non-time-saving state, but is basically shorter in the time-saving state. However, in this embodiment, the main fluctuation in the time-saving state is the normal symbol, not the special symbol, so a long fluctuation time of 10 seconds or more may be selected depending on the fluctuation pattern selected.
[0061] In addition, in the time-saving state, the probability of being judged as a winning in the lottery for the normal pattern is the same as in the non-time-saving state, but when it is judged as a winning, the operation pattern of the movable member 21 of the normal variable winning device 20 is significantly different between the time-saving state and the non-time-saving state. In the non-time-saving state, only the short-open operation pattern is selected, in which the movable member 21 opens the second starting hole 22 only for a very short time when it is practically impossible for a game ball to enter the second starting hole 22, while in the time-saving state, in addition to the short-open operation pattern, the long-open operation pattern in which the movable member 21 of the normal variable winning device 20 is in the open state for a longer period than in the non-time-saving state may also be selected. In addition, in this application, even if the second special pattern does not win a big win, it will always win a small win, and if the player wins a small win, it will win a big win if the player does not make any mistakes in the subsequent operations, so the selection of the long-open operation pattern in the normal variable winning device 20 is practically equivalent to winning a big win.
[0062] In the pachinko game machine 1 of this embodiment, when a jackpot is won by a lottery using the first special symbol and the second special symbol (including a jackpot by winning the V prize), the game moves to a time-saving state at a certain rate after the jackpot game ends. This time-saving state (also called a time-saving state) ends when the variable display of the normal symbol is executed for the number of time-saving times (for example, 100 times) set based on the type of jackpot, or when a jackpot is won (including a jackpot by winning the V prize) within the number of time-saving times and the jackpot game is executed. Since the pachinko game machine 1 of this embodiment is a one-type two-type mixed machine, there is no probability state, but as described above, in the time-saving state, a jackpot is won by selecting the long-open operation pattern in the normal variable winning device 20, and the probability of the long-open operation pattern being selected is higher than the probability of winning a jackpot with a special symbol. That is, in this embodiment, the time-saving state corresponds to a rush state in which it is easier for a player to win a jackpot than in the normal game state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-saving state. On the other hand, if the number of times the special symbols change reaches a predetermined upper limit (for example, 900 times) without the gaming machine winning a jackpot (however, the number of times the symbols change in the high probability state and the number of times the normal symbols change are not counted), the machine will transition to a normal probability state and time-saving state (b time-saving, play time) when the next special symbol starts changing without going through a jackpot game. This b time-saving game state ends when the normal symbols change a predetermined number of times (for example, 1000 times) that is sufficiently larger than the denominator of the jackpot (in the time-saving state, winning a long open with a normal symbol corresponds to a jackpot), or when a jackpot is won and the jackpot game is executed.
[0063] [Jackpot Judgment Table] The jackpot determination table Ta1 shown in FIG. 5 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the jackpot determination of whether or not there is a jackpot. The jackpot determination table Ta1 is configured by associating the type of lottery (lottery of special chart 1 or lottery of special chart 2) with the jackpot random number. The jackpot random number is a predetermined random number selected from the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63, and the jackpot random number counter operates and generates a jackpot random number by executing the computer program by the CPU 62. The jackpot random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the jackpot random number counter counts a total of 65536 jackpot random numbers from 0 to 65535. In other words, it generates a total of 65536 jackpot random numbers from 0 to 65535. In this embodiment, a total of 205 jackpot random numbers from 0 to 204 are set in the jackpot determination table Ta1 as random numbers corresponding to a jackpot at the time of drawing the first special symbol (drawing the special symbol 1). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that there is a jackpot in the jackpot determination, and when the jackpot random number is any number other than 0 to 204 among 0 to 65535, it determines that there is no jackpot, that is, that there is a miss.
[0064] On the other hand, in the jackpot determination table Ta1, a total of 205 jackpot random numbers from 0 to 204 are set as random numbers corresponding to the jackpot at the time of drawing the second special symbol (drawing the special symbol 2). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that it is a jackpot in the jackpot determination, and when it is other than 0 to 204 among 0 to 65535, it determines that it is not a jackpot, that is, it is a miss. In addition, when it is determined to be a miss, it is determined to be a small win regardless of the jackpot random number. In other words, the probability of being determined to be a jackpot is the same between the drawing of the special symbol 1 and the drawing of the special symbol 2, but the probability of being determined to be a small win is higher in the drawing of the special symbol 2 than in the drawing of the special symbol 1. In addition, in the drawing of the special symbol 2, the probability of winning a small win is about 1 / 1 unless it is a jackpot, and the winning probability is set to be much higher than that of a jackpot. In particular, the small win of the special drawing 2 is a win that activates the second big winning device 33 in an opening pattern that allows the game ball to pass through a specific area (V winning area). In other words, the lottery based on the special drawing 2 is essentially a 100% big win unless the player makes an operational mistake.
[0065] [Normal hit detection table] The normal winning judgment table Ta2 shown in FIG. 6 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the judgment of whether or not the normal pattern is a winning pattern. The normal winning judgment table Ta2 is configured by associating the game state with the normal winning random number. However, in this embodiment, the probability of a normal winning pattern does not change depending on the game state, so it is a common table. The normal winning random number is a predetermined random number selected from the random number counter as the game ball enters the normal starting hole 12. In this embodiment, the normal winning judgment table Ta2 has a total of 255 winning random numbers from 0 to 254 set as the normal winning random number regardless of the game state. The game control microcomputer 61 judges that the normal winning random number obtained from the random number counter is a winning number if it is any of 0 to 254, and judges that it is not a winning number, that is, a losing number, if it is other than 0 to 254.
[0066] [Big win type determination table] The jackpot type determination table Ta3 shown in FIG. 7 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the jackpot type determination when a jackpot is determined. The jackpot type determination table Ta3 is configured by associating the type of lottery (lottery of special chart 1, lottery of special chart 2, or jackpot by V winning) with the jackpot type random number. The jackpot type random number is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in the ROM 63, and the jackpot type random number counter operates and generates a jackpot type random number by executing the computer program by the CPU 62. The jackpot type random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 10 jackpot type random numbers from 0 to 9. That is, it generates a total of 10 jackpot type random numbers from 0 to 9. In the pachinko gaming machine 1 of this embodiment, the types of jackpots include "5R jackpot (no time reduction after jackpot)", "5R jackpot (100 times time reduction after jackpot)", "2R jackpot (no time reduction after jackpot)" and "10R jackpot (100 times time reduction after jackpot)". In the pachinko gaming machine 1, as shown in FIG. 7, in the drawing of the first special symbol (drawing of special symbol 1), if the jackpot type random number is 0 to 3, it is determined that a "5R jackpot (no time reduction after jackpot)" has been won, and if it is 4 to 9, it is determined that a "5R jackpot (100 times time reduction after jackpot)" has been won. On the other hand, in the drawing of the second special symbol (drawing of special symbol 2), if the jackpot type random number is 0 to 3, it is determined that a "5R jackpot (100 times time reduction after jackpot)" has been won. If the random number is 0 to 4, it is determined that a "2R jackpot (no time reduction after jackpot)" has been won, and if it is 5 to 9, it is determined that a "10R jackpot (100 time reductions after jackpot)" has been won. The number of time reductions indicates the maximum number of times that the normal pattern can change while the time reduction state that is entered after the jackpot game ends is maintained. For example, if the number of time reductions is 100 times, the time reduction state is maintained with the normal pattern change display being performed 100 times as the upper limit. If a jackpot is won (including a jackpot due to a V win) before the upper limit of the number of time reductions is reached, the time reduction state will end once the jackpot game is executed.
[0067] As described above, the presence or absence of time reduction after the big win game and the number of time reductions are set for each type of big win. In particular, in the non-time reduction state, as described above, even if a normal pattern is won, the normal variable winning device 20 does not open long, so basically the first special pattern is changed, while in the time reduction state, basically the normal pattern is changed, and when a normal pattern is won and the normal variable winning device 20's long opening is selected, winning to the second starting hole 22 is possible, so only at that time will the second special pattern be changed.
[0068] [Normal power operation pattern table] The normal power operation pattern table Ta4 shown in FIG. 8 is a table that the game control microcomputer 61 (FIG. 3) refers to when determining the operation pattern of the normal variable winning device 20 (more specifically, the movable member 21) by lottery after determining that the game is a normal win in the normal win determination table Ta2. The normal power operation pattern table Ta4 is configured by associating a game state, an operation pattern random number, and an operation pattern. The operation pattern random number is a predetermined random number selected from the operation pattern random numbers generated by the operation pattern random number counter. A computer program for operating the operation pattern random number counter is stored in the ROM 63, and the operation pattern random number counter operates and generates an operation pattern random number by the CPU 62 executing the computer program. The operation pattern random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the operation pattern random number counter counts a total of 65536 operation pattern random numbers from 0 to 65535. In other words, it generates a total of 65536 operation pattern random numbers from 0 to 65535. In the pachinko gaming machine 1 of this embodiment, there are two types of operation patterns: "Pattern 1" and "Pattern 2."
[0069] For example, when the game state is not in the time-saving state as shown in Fig. 8, if a win is determined in the hit determination of the normal symbol, "Pattern 1" is selected as the operation pattern of the normal variable winning device 20 regardless of the operation pattern random number. Here, "Pattern 1" is an operation pattern (short opening) in which the device is in the open state only for a very short period immediately after the start of operation as shown in Fig. 15. In addition, in "Pattern 1", even if the game ball reaches the normal variable winning device 20 at the timing when the device is in the open state, it is extremely difficult for the game ball to win the second starting hole 22.
[0070] On the other hand, when the game state is in the time-saving state and the winning judgment of the normal symbol is judged as a winning, if the operation pattern random number is 0 to 962, "Pattern 2" is selected as the operation pattern of the normal variable winning device 20, and otherwise "Pattern 1" is selected. Here, as shown in FIG. 15, "Pattern 2" basically continues until the operation period of 5000 ms ends (long opening). The period during which the open state continues when this long opening is selected becomes the winning period during which winning is possible in the second starting hole 22. The operation period may be other than 5000 ms, but it is preferable to set it to a time during which the reserved second special symbol can be accumulated to the maximum (four in this embodiment) during operation. Alternatively, the opening state termination condition may be set to the reserved second special symbol being accumulated to a predetermined number (for example, the maximum number). The operation by the above "Pattern 2" is performed up to once after "Pattern 2" is selected as the operation pattern of the normal variable winning device 20. In other words, in this embodiment, only when a normal symbol is won during time-saving play and "Pattern 2" is selected as the operation pattern of the normal variable winning device 20, is the game playable in which game balls can be inserted into the second starting hole 22 up to the reserved upper limit.
[0071] [Reach Judgment Table] The reach judgment table Ta5 shown in FIG. 9 is a table that the game control microcomputer 61 (FIG. 3) refers to when judging whether or not to select a special pattern variation pattern in which a reach appears when the result of the jackpot judgment is a miss. Here, the reach is a state in which there is only one special pattern remaining among the multiple special patterns that are variably displayed, and depending on which special pattern is displayed as the variably displayed special pattern, a combination of special patterns that indicates a jackpot will be formed. Also, the reach is a state in which there is only one performance pattern remaining among the performance patterns that are variably displayed in each of the multiple display areas of the performance display device 7, and depending on which performance pattern is displayed as the variably displayed special pattern, a combination of performance patterns that indicates a jackpot will be formed. For example, when one of the combinations of the big win performance symbols is "777", "7" is displayed as the left performance symbol 9L in the left performance symbol display area, "7" is displayed as the right performance symbol 9R in the right performance symbol display area, and the middle performance symbol 9C is displayed in a variable manner in the middle performance symbol display area. The concept of reach includes the state in which the middle performance symbol 9C is scrolling, shaking, and repeatedly expanding and contracting.
[0072] The reach random number is a random number for determining whether or not to select a special chart variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table Ta5 is configured by associating a game state with a reach random number. The reach random number is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In this embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 256 are generated. A computer program for operating the reach random number counter is stored in the ROM 63, and the reach random number counter operates and generates a reach random number by the CPU 62 executing the computer program. In this embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random numbers when the game state is in a non-time-saving state. When the game state is in a non-time-shortened state and the reach random number obtained from the reach random number counter is any of 0 to 27, the game control microcomputer 61 determines that there is a reach in the reach judgment, and when the reach random number is any number other than 0 to 27 among 0 to 255, it determines that there is no reach.
[0073] In this embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random numbers when the game state is in the time-saving state. When the game state is in the time-saving state, the game control microcomputer 61 determines that there is a reach in the reach judgment if the reach random number acquired from the reach random number counter is any of 0 to 11, and determines that there is no reach if the number is any of 0 to 255 other than 0 to 11. The reach random number that is determined to be in reach is set lower in the time-saving state than in the non-time-saving state. As a result, the probability of being determined to be in reach in the time-saving state is lower than in the non-time-saving state. In other words, since the probability of being determined to be not in reach is higher, the probability of selecting a special chart variation pattern that is not in reach is higher. Therefore, in the time-saving state, the pace of consumption of the reserved number of special charts is faster.
[0074] 8 shows a reach judgment table corresponding to the first special symbol. The reach judgment table corresponding to the second special symbol may be the same as the first special symbol, or may be a different table. In addition, in the pachinko game machine 1 of this embodiment, in the time-saving game state, the effect pattern on the effect display device 7 is changed in synchronization with the change of the normal symbol, not the special symbol, and the effect is performed according to the change of the effect pattern. Therefore, a reach judgment table corresponding to the normal symbol may be provided in the same way.
[0075] [Special chart variation pattern selection table] The special chart variation pattern selection table Ta6 shown in FIG. 10 is a table that the game control microcomputer 61 (FIG. 3) refers to when determining the special chart variation pattern by lottery. The special chart variation pattern selection table Ta6 is configured by associating the game state, the judgment (jackpot judgment and reach judgment) result, the number of reserved special charts, the variation pattern random number, the special chart variation pattern, the variation time, and the stop time. It may also be associated with the type of jackpot. In addition, in the pachinko game machine 1 of this embodiment, in the time-saving game state, the variation of the performance pattern in the performance display device 7 is synchronized with the variation of the normal pattern instead of the special pattern, and the performance is performed according to the variation of the performance pattern. Therefore, a normal chart variation pattern selection table corresponding to the normal pattern is also provided.
[0076] In addition, in the pachinko game machine 1 of this embodiment, when a player plays in accordance with the intention of the developers, mainly the first special pattern changes in the non-time-saving state (normal state), and the normal pattern changes in the time-saving state. Therefore, in the example shown in Figure 9, a special pattern change pattern selection table corresponding to the first special pattern in the non-time-saving state and a normal pattern change pattern selection table corresponding to the normal pattern in the time-saving state are used as examples to explain the same.
[0077] The variation performance pattern in the special chart variation pattern selection table Ta6 is a variation performance pattern that the performance display device 7 varies and displays in response to the selected special chart variation pattern, and is described for reference. The variation pattern random number is a predetermined random number selected from the variation pattern random numbers generated by the variation pattern random number counter. In this embodiment, the variation pattern random number counter counts a total of 100 variation pattern random numbers from 0 to 99. In other words, a total of 100 variation pattern random numbers from 0 to 99 are generated. A computer program for operating the variation pattern random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, causing the variation pattern random number counter to operate and generate a variation pattern random number.
[0078] When the game state is not in the time-saving state, if the first special symbol is judged to be a jackpot in the jackpot judgment and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 94, the special symbol variation pattern P1 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P1 is selected is 95%. Also, if the variation pattern random number is any of 95 to 99, the special symbol variation pattern P2 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P2 is selected is 5%. The variation time of the special symbol variation pattern P1 is 400,000 ms, and the stop time of the special symbol, that is, the time during which the special symbol is displayed, is 500 ms. The variation time of the special symbol variation pattern P2 is 150,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special symbol variation pattern P1 is selected, the performance display device 7 displays the SP (super) reach developed from the reach state as a variation performance pattern. In addition, when the special chart change pattern P2 is selected, the performance display device 7 displays a normal reach as the change performance pattern.
[0079] In addition, when the game state is judged as a miss when the time-saving state is not in effect, and when the reach judgment judges that there is a reach, that is, when there is a reach and there is a miss, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 9, the special chart variation pattern P3 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P3 is selected is 10%. In addition, when the variation pattern random number is any one of 10 to 99, the special chart variation pattern P4 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P4 is selected is 90%. The variation time of the special chart variation pattern P3 is 400,000 ms, and the stop time of the special pattern is 500 ms. The variation time of the special chart variation pattern P4 is 150,000 ms, and the stop time of the special pattern is 500 ms. In addition, when the special chart variation pattern P3 is selected, the performance display device 7 displays the SP reach that has developed from the reach state as a variation performance pattern. Also, when the special chart change pattern P4 is selected, the performance display device 7 displays a normal reach as the change performance pattern.
[0080] Also, when the game state is judged as a miss when the time-saving state is not in effect, and the reach judgment judges that there is no reach, that is, when there is no reach and there is a miss, and the number of reserved special symbols is 0 to 2, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P5 is selected. In other words, the probability that the special symbol variation pattern P5 is selected is 100%. Also, when the number of reserved special symbols is 3 to 4, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P6 is selected. In other words, the probability that the special symbol variation pattern P6 is selected is 100%. The variation time of the special symbol variation pattern P5 is 10,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special symbol variation pattern P6 is 5,000 ms, and the stop time of the special symbol is 500 ms. In addition, when the special chart change pattern P5 or the special chart change pattern P6 is selected, the performance display device 7 displays normal change as the change performance pattern.
[0081] When the game state is in the time-saving state, if a normal pattern is determined to be a winning combination, and a long-open operation pattern is selected, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any one of 0 to 99, the normal pattern fluctuation pattern P11 is selected.
[0082] In addition, when the game state is in the time-saving state, even if the normal pattern is a miss or a hit, an operation pattern other than long opening is selected, and it is determined that there is a reach in the reach judgment, that is, in the case of a reach and miss, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is one of 0 to 99, the normal pattern fluctuation pattern P12 is selected.
[0083] In addition, when the game state is in the time-saving state, even if the normal pattern is a miss or a hit, if an operation pattern other than the long opening is selected and it is determined that there is no reach in the reach judgment, that is, in the case of a miss without a reach, the number of normal patterns reserved is 0, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any one of 0 to 99, the normal pattern fluctuation pattern P13 is selected. Furthermore, when the game state is in the time-saving state, even if the normal pattern is a miss or a hit, if an operation pattern other than the long opening is selected and it is determined that there is no reach in the reach judgment, that is, in the case of a miss without a reach, the number of normal patterns reserved is 1 to 4, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any one of 0 to 99, the normal pattern fluctuation pattern P14 is selected. The fluctuation time of the normal pattern fluctuation pattern P11 and the normal pattern fluctuation pattern P12 is 30,000 ms, and the stop time of the normal pattern is 500 ms, respectively. The normal pattern fluctuation pattern P13 has a fluctuation time of 5,000 ms, and the normal pattern stop time is 500 ms. The normal pattern fluctuation pattern P14 has a fluctuation time of 2,000 ms, and the normal pattern stop time is 500 ms. Also, when the normal pattern fluctuation patterns P11 and P12 are selected, the performance display device 7 displays a reach dedicated to the rush state as the fluctuation performance pattern. Also, when the normal pattern fluctuation patterns P13 and P14 are selected, the performance display device 7 displays normal fluctuation as the fluctuation performance pattern.
[0084] As mentioned above, the probability of selecting the SP reach progression in the non-time-saving state is 95% when the jackpot judgment determines that there is a jackpot, but 10% when the jackpot judgment determines that there is a miss and there is a reach. Also, the probability of selecting the normal reach stop in the non-time-saving state is 5% when the jackpot judgment determines that there is a jackpot, but 90% when the jackpot judgment determines that there is a miss and there is a reach. In other words, when the effect display device 7 develops into the SP reach as a variable effect pattern, the probability of a big win occurring is high. In other words, the SP reach is a variable effect pattern in which the expectation for the occurrence of a big win is higher than when the normal reach is the only effect.
[0085] In addition, the special chart change pattern selection table corresponding to the time-saving state of the first special pattern and the special chart change pattern selection table corresponding to the second special pattern will be omitted, but they may be the same as the special chart change pattern selection table corresponding to the non-time-saving state of the first special pattern and the regular chart change pattern selection table corresponding to the time-saving state of the regular pattern, or they may be different tables.
[0086] [Main processing of the gaming control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 (FIG. 3) will be described with reference to the drawings. (Main control processing on the main side) First, the main control process executed by the game control microcomputer 61 will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 61 reads out the computer program of the main control process shown in FIG. 16 from the ROM 63 (FIG. 3) and executes it. The game control microcomputer 61 first performs an initial setting (step (hereinafter abbreviated as S) 1). In this initial setting, for example, stack setting, constant setting, interruption time setting, CPU 62 setting, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interruption time), resetting various flags, counters, timers, etc. However, when the power supply is turned on with the RWM clear switch 66 pressed, the RWM 64 is also initialized (the memory contents are erased). Furthermore, a command is sent to the sub-control board 100, and the RWM 120 of the sub-control board 100 is also initialized. On the other hand, if the power of the gaming machine is turned on without the RWM clear switch 66 being pressed, the RWM64 and RWM120 are not initialized (i.e., the pending information stored in the RWM64, the game status such as time reduction and special chance, and the count of the number of changes up to b time reduction are maintained in the state before the power was turned off).
[0087] Next, the game control microcomputer 61 executes interrupt prohibition (S2) and executes normal and special symbol main random number update processing (S3). In this normal and special symbol main random number update processing, the initial value of each random number counter that generates the above-mentioned jackpot random number, jackpot type random number, reach random number, and variable pattern random number is updated by adding "1" to each. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is added "1" again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number counter may be updated by adding a value of "2" or more to the count value. Also, each random number may be a so-called hardware random number generated by using a known random number generating circuit consisting of a counter IC or the like. When this hardware random number is used, the random number update processing by software (S3) is not necessary.
[0088] Next, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main timer interrupt process (S5) becomes possible. The main timer interrupt process (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle. Then, during the period from when the main timer interrupt process (S5) ends until the next main timer interrupt process (S5) starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S3). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S5) is not started immediately, but is started after the interrupt permission (S4) is executed.
[0089] (Main timer interrupt processing) Next, the contents of the main timer interrupt process (S5 in FIG. 16) executed by the game control microcomputer 61 will be described with reference to FIG. The gaming control microcomputer 61 executes an output process (S10). In this output process, commands set in the output buffer provided in the RWM 64 (FIG. 3) of the main control board 60 in each process described below are output to the sub-control board 100 (FIG. 4) or the payout control board 73 (FIG. 3). In particular, in this embodiment, when the normal symbol starts to change, a normal symbol change start command indicating that the normal symbol has started to change, when the special symbol starts to change, a special symbol change start command indicating that the special symbol has started to change, and a normal power close command indicating that the normal variable winning device 20 has closed after the long opening are also output. Furthermore, in the above S10, a status command specifying the current gaming state of the gaming machine (non-time-saving state, time-saving state, small win gaming state, big win gaming state, etc.) and a reset command indicating that the RWM 64 has been cleared are also output.
[0090] Next, the game control microcomputer 61 executes an input process (S11). In this input process, it mainly reads each detection signal detected by various sensors (the first start hole sensor 11a, the second start hole sensor 22a, the first large winning hole sensor 32a, the second large winning hole sensor 35a, the normal starting hole sensor 12a, etc. (FIG. 3)) attached to the pachinko game machine 1. Next, the game control microcomputer 61 executes a timer update process (S12). In this timer update process, it updates (subtracts) the subtraction counter operating as a timer. Next, the game control microcomputer 61 executes a prize ball control process (S13). In this prize ball control process, a payout command for paying out prize balls according to the type of winning hole is set in the output buffer of the RWM 64 based on the detection signals of the various sensors read in the input process (S11). The payout command is a command output to the payout control board 73. Next, the game control microcomputer 61 executes normal and special symbol main random number update processing (S14). This normal and special symbol main random number update processing is the same as the normal and special symbol main random number update processing (S3) executed in the main control processing on the main side of Fig. 14. In other words, the update processing of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt processing (S5) and during other periods (the period from the end of the main side timer interrupt processing (S5) until the start of the next main side timer interrupt processing (S5)).
[0091] Next, the game control microcomputer 61 executes the start hole sensor detection process (S15), the V winning detection process (S16), the normal operation process (S17), the special symbol waiting process (S18), the special symbol variation process (S19), the special electric operation process (S20), and other processes (S21) described below, and ends the main side timer interrupt process (S5). The other processes (S21) are a security control process for detecting and notifying illegal winning, a magnetic detection process for detecting and notifying illegal acts using magnetism, a door opening process for detecting and notifying the opening of the front frame 18 (FIG. 1) or the inner frame, an illegal radio wave detection process for detecting and notifying illegal acts using radio waves, and an impact detection process for detecting and notifying illegal acts that vibrate the pachinko game machine 1. Then, the processes of S2 to S5 of the main-side main control process are repeatedly executed (FIG. 14) until the next interrupt pulse is input to the CPU 62, and when the interrupt pulse is input (approximately 4 msec later), the main-side timer interrupt process (S5) is executed again. In the output process (S10) of the main-side timer interrupt process (S5) executed again, the commands and the like set in the output buffer of the RWM 64 (FIG. 3) in the previous main-side timer interrupt process (S5) are output to a specified board.
[0092] (Start port sensor detection process) Next, the contents of the start hole sensor detection process (S15 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has entered the normal symbol start hole 12 (FIG. 1) (S20), and if it judges that the game ball has entered (S20: Yes), executes normal symbol winning processing (S21). In this normal symbol winning processing, it judges whether the number of reserved normal symbols is 4 or more, and if the number of reserved normal symbols is not 4 or more, it adds "1" to the number of reserved normal symbols, and performs processing to obtain and store a winning random number and an operation pattern random number for drawing a normal symbol. In addition, particularly when the current game state is a time-saving game state, the change of the performance symbol in the performance display device 7 is synchronized with the change of the normal symbol rather than the special symbol, so that the generation of a normal symbol winning command including data indicating that the game ball has entered the normal symbol start hole 12 and data indicating each stored random number, and the setting of the normal symbol winning command are also performed in the same manner as in S26, S27, S32, and S33 described later.
[0093] Also, in S20, if it is determined that the game ball has not entered the normal starting hole 12 (S20: No), it is determined whether or not the game ball has entered the second starting hole 22 (FIG. 1) (S22). Here, if it is determined that the game ball has entered the second starting hole 22 (S22: Yes), it is determined whether or not the second special symbol reservation number U2 has reached the upper limit value of "4" (S23). Here, if it is determined that the second special symbol reservation number U2 has reached "4" (S23: Yes), it proceeds to S28, but if it is determined that the second special symbol reservation number U2 has not reached "4" (S23: No), it adds 1 to the second special symbol reservation number U2 (S24). Next, the game control microcomputer 61 executes a second special symbol related random number acquisition process (S25). In this second special chart related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, and the fluctuation pattern random number counted by the fluctuation pattern random number counter are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current second special chart reserved number in the second special chart reserved storage unit 64b (FIG. 12). For example, when the current second special chart reserved number is "3", each random number is stored in the fourth storage area.
[0094] Next, the game control microcomputer 61 executes a second start winning command creation process (S26). In this second start winning command creation process, a second start winning command is created based on each random number group stored in the second special chart reservation memory unit 64b in S25. This second start winning command is composed of data indicating that the game ball has entered the second start hole, data indicating each random number stored in the second special chart reservation memory unit 64b in S25, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S26 in the output buffer of the RWM 64 (S27). This set second start winning command is output to the sub-control board 100 (FIG. 4) in the output process (S10 in FIG. 17), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.
[0095] Next, the game control microcomputer 61 judges whether the game ball has entered the first starting hole 11 (FIG. 1) (S28). If it is judged that the game ball has entered the first starting hole 11 (S28: Yes), it judges whether the first special symbol reservation number U1 has reached the upper limit value of "4" (S29). If it is judged that the first special symbol reservation number U1 has reached "4" (S29: Yes), this start hole sensor detection process is terminated, but if it is judged that the first special symbol reservation number U1 has not reached "4" (S29: No), 1 is added to the first special symbol reservation number U1 (S30). Next, the game control microcomputer 61 executes the first special symbol related random number acquisition process (S31). In this first special chart related random number acquisition process, the jackpot random number, the jackpot type random number, the reach random number, and the variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current number of first special charts reserved in the first special chart reserved storage unit 64a (FIG. 11). For example, when the current number of first special charts reserved is "3", each random number is stored in the fourth storage area.
[0096] Next, the game control microcomputer 61 executes a first start winning command creation process (S32). In this first start winning command specification process, the first start winning command is created based on each random number group stored in the first special symbol reservation memory unit 64a in S31. This first start winning command is composed of data indicating that the game ball has won the first start hole 11, data indicating each random number stored in the first special symbol reservation memory unit 64a in S31, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S32 in the output buffer of the RWM 64 (S33). This set first start winning command is output to the sub-control board 100 (FIG. 4) in the output process (S10 in FIG. 17), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command.
[0097] (V winning detection process) Next, the contents of the V winning detection process (S16 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has passed through a specific area provided in the second large winning opening 35 (S35), and if it is judged that the game ball has passed through (S35: Yes), the process proceeds to S36. The fact that the game ball has passed through the specific area provided in the second large winning opening 35 is detected by the specific area sensor 35b. If it is judged that the game ball has not passed through the specific area provided in the second large winning opening 35 (S35: No), the process proceeds to S38.
[0098] When the game control microcomputer 61 judges that the game ball has passed through a specific area provided in the second big winning opening 35, that is, when it judges that a big win has occurred, it reads out the big win type random number stored in the first storage area (FIGS. 11 and 12) of the special chart reserve storage section, and judges the type of big win by referring to the big win type judgment table Ta3 (FIG. 7) in which the type of big win is set (S36). The big win pattern of the special chart, the stop pattern of the special chart, the distribution rate, the maximum number of rounds, and the big win performance pattern are different depending on the type of big win. In addition, the presence or absence of a time reduction after the end of the big win game and the number of time reductions are also determined depending on the type of big win. Here, the distribution rate is the probability that a predetermined big win is selected from the multiple types of big wins set in the big win type judgment table. In addition, the maximum number of rounds is the maximum number of rounds that can be executed in the big win game. However, the type of big win may be determined when the immediately preceding small win that triggered the opening of the second big winning port 35 (i.e., when the special symbol is won).
[0099] Next, the game control microcomputer 61 turns on a big win flag indicating that a big win has been determined (S37), and ends this V winning detection process.
[0100] On the other hand, in S38, when the game control microcomputer 61 determines that the game ball has not passed through the specific area provided in the second large winning opening 35, it determines whether or not the game ball has not passed through the specific area during the winning period during which the game ball can win a prize in the specific area from the start to the end. In the pachinko game machine 1 of this embodiment, when a small prize is won, the second large winning opening 35 is opened and the distribution member solenoid 37d is activated, and the game ball is allowed to pass through the specific area (V winning area) only for a predetermined period. The predetermined period during which the game ball can pass through the specific area is the winning period.
[0101] If it is determined that the gaming ball did not pass through the specific area during the period from the start to the end of the winning period during which the gaming ball can win a prize in the specific area (S38: Yes), the cause of the gaming ball not passing through the specific area is determined and stored in the RWM 64 (S39). Note that this cause is then output in an output process (S10 in FIG. 17) to the sub-control board 100 (FIG. 4) or a hall computer (not shown) which is an information processing device that manages the hall in which the pachinko gaming machine 1 is installed.
[0102] Here, the factors that cause the game ball to fail to pass through the specific area can be roughly divided into "factors on the gaming machine side" and "factors on the player side". For example, "factors on the gaming machine side" include a malfunction of the launching device 90 that prevented the game ball from being launched despite the player operating the handle 4, or a malfunction of the launching device 90 that prevented the game ball from being launched and therefore not reaching the right game area 3b, or the game ball being clogged in the passageway. On the other hand, factors on the player side include the player not noticing that the winning period had started, the player being away from the seat, or a lack of game balls to be launched. Here, in the above S39, the above factors are estimated from the detection result of the touch switch 92 of the launching device 90 during the winning period in particular. In other words, if the touch switch 92 is ON during the winning period, the game ball will not pass through the specific area despite the player operating the handle, so it can be estimated that the "factors on the gaming machine side" are highly likely to be the cause. On the other hand, if the touch switch 92 is OFF during the winning period, the player is not operating the handle (has no intention to launch), so it can be assumed that the cause is likely to be "factors on the player's side". In the above example, the cause of the failure to pass through the specific area is determined to be either "factors on the gaming machine's side" or "factors on the player's side", but more detailed causes may be determined. After that, the V winning detection process is terminated.
[0103] (Normal operation processing) As shown in FIG. 20, in the normal operation process (S17), first, it is determined whether the normal variable winning device (normal electric role, also called electric chute) 20 is in operation (S40). If the electric chute is not in operation (S40: No), it is then determined whether the normal symbol is stopped and displayed (S41). If the normal symbol is not stopped and displayed (S41: No), it is then determined whether the normal symbol is changing and displayed (S42). If the normal symbol is not changing and displayed (S42: No), it is then determined whether the number of reserved balls for the normal symbol is "0" or not (S43). If the number of reserved balls for the normal symbol is "0" (S43: Yes), this process ends.
[0104] If the number of reserved balls for normal symbols is not "0" in S43 (S43: No), a win determination process is performed (S44). In the win determination process (S44), the normal symbol random number counter value stored in the normal symbol reserved memory unit 64c is read out, and it is determined whether or not there is a win based on the normal symbol win determination table Ta2 (FIG. 6). The winning probability of normal symbols is fixed regardless of the gaming state of the gaming machine. Then, a symbol determination process is performed (S45) in which normal symbol stop symbol data corresponding to the result of the win determination is set in a predetermined memory area of the RWM 64. That is, in the symbol determination process (S45), if there is a "miss", data corresponding to a "normal symbol miss symbol" is set, and if there is a "win", data corresponding to a "normal symbol win symbol" is set.
[0105] Next, the game control microcomputer 61 performs a normal symbol variation time determination process (S46). The normal symbol variation time differs depending on the current game state of the gaming machine. In particular, when the current game state is in a time-saving state, the main variation is the normal symbol, not the special symbol, so the normal symbol variation time is determined by the normal symbol variation pattern selection table shown in FIG. 10.
[0106] Next, the game control microcomputer 61 decrements the number of reserved balls of normal symbols by 1 (S47). Then, the storage location (memory area) of each reserved normal symbol in the normal symbol reservation memory unit 64c is shifted from the current position to the side from which it is read, and the memory area corresponding to the fourth reserved symbol in the normal symbol reservation memory unit 64c (the memory area farthest from the side from which it is read) is cleared (S48). In this way, the reserved normal symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 61 starts displaying the variation of the normal symbols in the normal symbol variation pattern selected in step S46 (S49). In addition, in conjunction with this, a normal symbol variation start command is set to inform the sub-control board 100 of the start of the variation of the normal symbols.
[0107] If the normal symbol is being displayed in a variable manner in S42 (S42: Yes), it is then determined whether the normal symbol variation time has elapsed (S50), and if not, the process is terminated. On the other hand, if the time has elapsed (S50: Yes), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S51). Then, a normal symbol variation stop command is set to inform the sub-control board 100 that the normal symbol variation has stopped (S52), and the normal symbol stop time is set (S53), and the process is terminated.
[0108] Next, the game control microcomputer 61 executes a game state management process. In this game state management process, it is determined whether or not the time-saving flag is ON (S54), and if it is ON, that is, if it is determined that the game is in the time-saving state (S54: YES), the value of the time-saving counter that counts the number of times the normal pattern changes during the time-saving state in a subtractive manner is subtracted by 1 (S55). Note that the time-saving counter is set to a predetermined value at the end of a specific big win game or when the time-saving state b is shifted to. Also, if it is determined that the time-saving flag is ON and the value of the time-saving counter is "0", the time-saving flag is turned OFF. The game control microcomputer 61 sets a status command (game state designation command) including information on each flag in the output buffer of the RWM 64, and ends the game state management process. The specific timing for ending the time-saving state of the pachinko game machine 1 may be the timing when the variation of the normal symbols ends and the stop starts (the beginning of the determination of the normal symbols), or the timing when the stop time of the normal symbols ends (the end point of the determination of the normal symbols). Alternatively, it may be before the variation of the corresponding normal symbols ends, that is, at the start of the variation or during the variation.
[0109] Also, if the normal symbol is being displayed in the above-mentioned S41 (S41: Yes), it is then determined whether the stop time of the normal symbol set in S53 has elapsed (S56), and if it has not elapsed, the process is terminated. On the other hand, if it has elapsed (S56: Yes), it is determined whether the normal symbol stop symbol data of the normal winning symbol has been set (S57), and if it is not the data of the normal winning symbol (i.e., if it is not a win (S57: No)), the process is terminated. On the other hand, if it is the data of the normal winning symbol (i.e., if it is a win (S57: Yes)), the operation pattern of the normal variable winning device 20 (more specifically, the movable member 21) is set (S58). In detail, a predetermined random number is selected from the operation pattern random numbers generated by the operation pattern random number counter, and the operation pattern of the normal variable winning device 20 is determined by lottery using the normal power operation pattern table Ta4 (FIG. 8). In the pachinko game machine 1 of this embodiment, there are two types of operation patterns, "Pattern 1" and "Pattern 2" shown in Fig. 15. Then, the normal variable winning device 20 is operated according to the operation pattern set in S58 (S59). In particular, when the normal variable winning device 20 is operated in "Pattern 2", the game ball is allowed to enter the second starting hole 22 until it is closed thereafter.
[0110] Next, if the electric chute is in operation (S40: Yes), it is determined whether the condition for switching the normal variable winning device 20 to a closed state is met (S60). Here, the condition for switching the normal variable winning device 20 from an open state to a closed state (ending the operation of the electric chute) differs depending on the operation pattern selected in S56. In particular, when "Pattern 2" is selected, the condition for switching to the closed state is set to a predetermined time (for example, 5000 ms) that has elapsed since switching to the open state. Therefore, the game control microcomputer 61 measures the elapsed time from switching to the open state, and switches to the closed state when the predetermined time is reached (S61). After switching to the closed state, it becomes extremely difficult to win a prize at the second starting hole 22. On the other hand, when "Pattern 1" is selected, the state switches to the closed state 100 ms after the start of operation.
[0111] Next, in S62, the game control microcomputer 61 judges whether or not a game ball has not entered the second start hole 22 during the period from the start to the end of the winning period during which the game ball can enter the second start hole 22 when the normal variable winning device 20 has been shifted to the closed state. In the pachinko game machine 1 of this embodiment, when a normal prize is won and "Pattern 2 (long opening)" is selected as the operation pattern of the normal variable winning device 20, the game ball can enter the second start hole 22 only for a predetermined period. This predetermined period during which the ball can enter the second start hole 22 is the winning period. In addition, when "Pattern 1 (short opening)" is selected, the period during which the hole is open is very short and balls cannot enter the second start hole 22, so the open state is not considered to be the winning period.
[0112] Then, if it is determined that the game ball did not enter the second start hole 22 during the period from the start to the end of the winning period during which the game ball can enter the second start hole 22 (S62: Yes), the cause of the game ball not entering the second start hole 22 is determined and stored in the RWM 64 (S63). Note that this cause is then output in an output process (S10 in FIG. 17) to the sub-control board 100 (FIG. 4) or a hall computer (not shown) which is an information processing device that manages the hall in which the pachinko game machine 1 is installed.
[0113] Here, the factors that cause the game ball to fail to enter the second starting hole 22 can be roughly divided into "factors on the gaming machine side" and "factors on the player side". For example, "factors on the gaming machine side" include a malfunction of the launching device 90 that prevented the game ball from being launched despite the player operating the handle 4, or a malfunction of the launching device 90 that caused the game ball to be launched but not reach the right game area 3b due to a weak launch strength, or the game ball being stuck in the passageway. On the other hand, factors on the player side include the player not noticing that the winning period had started, the player being away from the seat, or a lack of game balls to launch. Here, in the above S61, the above factors are estimated from the detection result of the touch switch 92 of the launching device 90 during the winning period in particular. That is, if the touch switch 92 is ON during the winning period, the game ball will not enter the second starting hole 22 despite the player operating the handle, so it can be estimated that the possibility of the "factors on the gaming machine side" is high. On the other hand, if the touch switch 92 is OFF during the winning period, the player has not operated the handle (has no intention to fire) and it can be assumed that the cause is most likely due to "factors on the player's side". In the above example, the cause of failure to win the second starting hole 22 is determined to be either "factors on the gaming machine's side" or "factors on the player's side", but more detailed causes may be determined. After that, the normal operation process ends.
[0114] (Special pattern waiting process) Next, the contents of the special symbol waiting process (S18 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the second special chart reserved number U2 is "0" (S70), and when it is judged not to be "0" (S70: No), executes the second special chart jackpot judgment process (S71). In the second special chart jackpot judgment process, the jackpot random number stored in the first storage area (FIG. 12) of the second special chart reserved storage unit 64b of the RWM 64 is read, and judges whether or not it is a jackpot and whether or not it is a small jackpot by referring to the jackpot judgment table Ta1 (FIG. 5). Furthermore, when it is judged to be a jackpot, the jackpot type random number stored in the first storage area (FIG. 12) of the second special chart reserved storage unit 64b is read, and the type of jackpot is also judged by referring to the jackpot type judgment table Ta3 (FIG. 7). The jackpot pattern of the special chart, the stop pattern of the special chart, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different depending on the type of jackpot. In addition, the presence or absence of the time reduction mode to be switched to after the end of the jackpot game and the end conditions are also determined depending on the type of jackpot. Furthermore, when a jackpot is determined to be a jackpot, a jackpot flag indicating that a jackpot has been determined is turned on, and when a small jackpot is determined to be a small jackpot, a small jackpot flag indicating that a small jackpot has been determined is turned on.
[0115] Next, the game control microcomputer 61 executes the second special chart variation pattern selection process (S72). In the second special chart variation pattern selection process, the variation pattern random number stored in the first storage area (FIG. 12) of the second special chart reserve storage unit 64b of the RWM 64 is read, and the special chart variation pattern is selected by referring to the special chart variation pattern selection table Ta6 (FIG. 10) while considering the current game state, the judgment result of the big win and the small win, and the presence or absence of the reach. Furthermore, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RWM 64 (FIG. 3).
[0116] Next, the game control microcomputer 61 subtracts "1" from the second special symbol reservation number U2 (S73), and shifts each data stored in each storage area of the second special symbol reservation storage unit 64b (FIG. 12) one by one to the storage area with the oldest storage order, that is, to the side to be read (S74). Next, the game control microcomputer 61 executes the second special symbol variation start process (S75). That is, the second special symbol display 52 performs the variation display of the second special symbol in the order in which the game control microcomputer 61 executes the hit / miss judgment based on the jackpot random number stored in the second special symbol reservation storage unit 64b (FIG. 12). Also, each time the second special symbol display 52 performs the variation display of the second special symbol, each data stored in each storage area of the second special symbol reservation storage unit 64b is shifted to the storage area with the oldest storage order. In this second special symbol variation start process, a variation start command is set in the output buffer of the RWM 64 to start the variation display of the second special symbol. The variation start command set in the output buffer of the RWM 64 includes data on the special symbol stop pattern set in the second special symbol big win determination process (S71) and data on the special symbol variation pattern set in the second special symbol variation pattern selection process (S72).
[0117] In addition, in S40, when the game control microcomputer 61 judges that the second special chart reserved number U2 is "0" (S70: Yes), it judges whether the first special chart reserved number U1 is "0" or not (S76), and when it judges that it is not "0" (S76: No), it executes the first special chart jackpot judgment process (S77). In the first special chart jackpot judgment process, the jackpot random number stored in the first storage area (FIG. 11) of the first special chart reserved storage unit 64a of the RWM 64 is read, and it judges whether or not it is a jackpot and whether or not it is a small jackpot by referring to the jackpot judgment table Ta1 (FIG. 5). Furthermore, when it is judged that it is a jackpot, it also reads the jackpot type random number stored in the first storage area (FIG. 11) of the first special chart reserved storage unit 64a, and judges the type of the jackpot by referring to the jackpot type judgment table Ta3 (FIG. 7). Depending on the type of jackpot, the jackpot pattern on the special chart, the stop pattern on the special chart, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different. In addition, depending on the type of jackpot, the presence or absence of a time reduction that transitions to after the jackpot game ends and the end conditions are also determined. Furthermore, if it is determined to be a jackpot, the jackpot flag indicating that it has been determined to be a jackpot is turned ON, and if it is determined to be a small jackpot, the small jackpot flag indicating that it has been determined to be a small jackpot is turned ON.
[0118] Next, the game control microcomputer 61 executes the first special symbol variation pattern selection process (S78). In the first special symbol variation pattern selection process, the variation pattern random number stored in the first storage area (FIG. 11) of the first special symbol reservation storage unit 64a of the RWM 64 is read, and the special symbol variation pattern is selected by referring to the special symbol variation pattern selection table Ta6 (FIG. 10) while considering the current game state, the judgment result of the big win and the small win, and the presence or absence of a reach. Furthermore, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special symbol variation pattern buffer provided in the RWM 64 (FIG. 3). In addition, when the second special symbol wins a small win, it will be a big win if the player does not make an error in the operation after that, so the same special symbol variation pattern as when the small win is won is selected.
[0119] Next, the game control microcomputer 61 subtracts "1" from the first special symbol reservation number U1 (S79), and shifts each data stored in each storage area of the first special symbol reservation storage unit 64a (FIG. 11) one by one to the storage area with the oldest storage order, that is, to the side to be read (S80). Next, the game control microcomputer 61 executes the first special symbol variation start process (S81). That is, the first special symbol display device 51 performs the variation display of the first special symbol in the order in which the game control microcomputer 61 executes the hit / miss judgment based on the jackpot random number stored in the first special symbol reservation storage unit 64a (FIG. 11). Also, each time the first special symbol display device 51 performs the variation display of the first special symbol, each data stored in each storage area of the first special symbol reservation storage unit 64a is shifted to the storage area with the oldest storage order. In this first special symbol variation start process, a variation start command is set in the output buffer of the RWM 64 to start the variation display of the first special symbol. The variation start command set in the output buffer of the RWM 64 includes data of the special symbol stop pattern set in the first special symbol big win determination process (S77) described later and data of the special symbol variation pattern set in the first special symbol variation pattern selection process (S78).
[0120] In addition, in S76, when the game control microcomputer 61 judges that the first special symbol reserved number U1 is "0" (S76: Yes), it judges whether the performance display device 7 is displaying a standby screen (a demo screen for waiting for customers) (S82). If it judges that the standby screen is displayed (S82: Yes), it ends this special symbol standby process, and if it judges that the standby screen is not displayed (S82: No), it executes a standby screen setting process (S83). In this standby screen setting process, it waits for a predetermined standby time to elapse, and sets a customer standby command for displaying the standby screen in the output buffer of the RWM64. In this embodiment, the variable display of the first special pattern based on the first special pattern reservation is performed only when the second special pattern reservation number U2 is "0" (S70: Yes). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation. However, if any of the special patterns is changing, the processing after S70 is not performed and the special pattern waiting processing is terminated.
[0121] (Special pattern change processing) Next, the contents of the special symbol variation process (S19 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the special symbol variation time (variation time determined according to the special symbol variation pattern selected in S72 or S78 in FIG. 21, see FIG. 10) has ended (S90). If it is judged that the special symbol variation time has not ended (S90: No), the special symbol variation process is terminated. This allows the special symbol variation display to continue. On the other hand, if it is judged that the special symbol variation time has ended (S90: Yes), a variation stop command for stopping the special symbol variation display is set in a command buffer provided in the RWM 64 (FIG. 3) (S91). Next, the game control microcomputer 61 executes a special symbol stop process for stopping the special symbol variation display at a pattern (a special symbol jackpot pattern or a special symbol losing pattern) according to the special symbol stop pattern data set in the second special symbol jackpot judgment process (first special symbol jackpot judgment process) (S92). This determines the special symbol. In addition, the special pattern remains stopped (the special pattern remains confirmed) for the stop time (e.g., 500 ms) corresponding to the variation pattern selected in the special pattern variation pattern selection table Ta6, and then the next variation of the special pattern begins.
[0122] Next, the game control microcomputer 61 judges whether or not the special symbol has been stopped for the stop time (for example, 500 ms) corresponding to the variation pattern selected in the special symbol variation pattern selection table Ta6 (S93). If the special symbol has been stopped for the stop time (S93: YES), the process proceeds to S94.
[0123] In S94, it is determined whether the number of times the special symbol changes has reached a predetermined upper limit (for example, 900 times) without winning a jackpot. The number of times the special symbol changes reaching the upper limit is a condition for transitioning to a time-saving state (b time-saving, play time). The number of times the special symbol changes up to the upper limit is basically the number of times the special symbol has changed since the previous jackpot or since the RAM was cleared, but the number of times the special symbol has changed in a high probability state is not counted. On the other hand, if the special symbol is in a low probability state, it is counted even in the time-saving state. However, the number of times the normal symbol has changed is not counted. In addition, the number of times the special symbol has changed up to the present is stored in the RWM64. Then, if it is determined that the number of times the special symbol has changed up to the present has reached the upper limit and the transition condition for b time-saving has been met (S94: Yes), it is further determined whether the time-saving flag is OFF, that is, whether the current state is not in the time-saving state (S95). If it is determined that the game is not in the time-saving state (S95: YES), a time-saving flag indicating that the game is in the time-saving game state is turned on, and the value of the time-saving counter is set to "1000" corresponding to the number of times the game is saved in the b time-saving mode (S96). When the time-saving flag is turned on, the time-saving game state (b time-saving) is started, and the time-saving counter subtracts 1 each time the normal symbol changes (S55). When the time-saving counter becomes "0" (the change in the normal symbol ends with the time-saving counter at 1), the time-saving game state ends.
[0124] Next, the game control microcomputer 61 judges whether the big win flag is ON or not (S97), and if it is judged to be ON (S97: Yes), executes a game state reset process (S98). In this game state reset process, it judges whether the time-saving flag is ON or not, and if it is judged to be ON, it turns the time-saving flag OFF. In other words, during the execution of the big win game, it is controlled to the normal probability state and the non-time-saving state. Next, the game control microcomputer 61 performs a jackpot opening setting in order to start a jackpot game (S99), and sets an opening command for executing a jackpot opening (S100). A jackpot opening is a performance in which a performance image celebrating the occurrence of a jackpot is displayed on the performance display device 7, and music celebrating the occurrence of a jackpot is played from each speaker 8. In the opening setting, a predetermined timer is set to the execution time of the opening of the jackpot game. Next, the game control microcomputer 61 sets the value of the special electric role operation valid counter (S101) and ends this special symbol variation process. The special electric role operation valid counter is a counter that counts the remaining number of rounds in the big win game. Also, if it is determined in S97 that the big win flag is not ON (S97: No), this special symbol variation process ends.
[0125] If it is determined in S97 that the small win flag is ON instead of the big win flag, a small win game is executed to aim at the V win area in the second big win port 35. If the V win area is passed during the small win game, the big win flag is turned ON (S37) in the same way as when a big win is won, and then the processing from S98 onwards is executed.
[0126] (Special call operation processing) Next, the contents of the special signal operation process (S20 in FIG. 17) executed by the game control microcomputer 61 will be described with reference to FIG. As shown in Fig. 23, in the special electric operation process, first, it is determined whether the first large prize opening 32 (special electric device) is open (S130). If the first large prize opening 32 is open (S130: Yes), it is then determined whether the number of game balls detected by the first large prize opening sensor 32a since the start of the current round, i.e., the number of game balls that have entered the first large prize opening 32, has reached a predetermined value (for example, 10 counts).
[0127] Then, when the number of game balls detected by the first large prize opening sensor 32a since the start of the current round, i.e., the number of game balls that have entered the first large prize opening 32, reaches a predetermined specified value (S131: Yes), the first large prize opening solenoid 30a is operated to close the first large prize opening 32 (S132). On the other hand, when the number of game balls detected by the first large prize opening sensor 32a since the start of the current round reaches a predetermined specified value (S131: No), the first large prize opening 32 is maintained in an open state.
[0128] After the first big prize opening 32 is closed, the value of the special electric role operation valid counter is decremented by 1 in S133 when the round ends. The special electric role operation valid counter is a counter that counts the number of remaining rounds in the big prize game, and the number of rounds determined by the type of big prize won by the lottery of the special symbol when the big prize flag is turned on is set (S71, S77).
[0129] Then, in S134, it is determined whether the special electric role operation valid counter has reached 0, that is, whether the number of rounds determined by the type of jackpot won by the lottery of the special symbol has ended. If the special electric role operation valid counter has reached 0, that is, it is determined that the number of rounds determined by the type of jackpot won by the lottery of the special symbol has ended (S134: Yes), it is further determined whether the type of jackpot won was a jackpot that transitions to a time-saving state after the jackpot game (S135).
[0130] Then, if it is determined that the type of the winning jackpot is a jackpot that transitions to a time-saving state after the jackpot game (S135: YES), the time-saving flag is turned ON (S136). Furthermore, the time-saving counter (the upper limit number of times the time-saving state continues) is also set, and in this embodiment, it is set to "100" based on the type of the jackpot. As a result, the main fluctuation becomes a normal fluctuation and transitions to a rush state in which it is easier to win a jackpot than in the normal state. In addition, the game control microcomputer 61 sets a status command (game state designation command) including information that the time-saving flag has been turned ON (i.e., transition has been made to the time-saving state) in the output buffer of the RWM 64. The status command set in the output buffer of the RWM 64 is output to the sub-control board 100 in the output process of the main side timer interrupt process (S10 in FIG. 17).
[0131] On the other hand, if it is determined that the type of the jackpot won is a jackpot that does not transition to a time-saving state after the jackpot game (S135: No), the time-saving flag is maintained in the OFF state (S137). Also, a status command (game state designation command) including information on transition to a non-time-saving state is set in the output buffer of the RWM64. As a result, a game based on the non-time-saving state is played after the jackpot game.
[0132] On the other hand, if it is determined that the first large prize opening 32 is not open (S130: No), the special electric role operation valid counter is read and it is determined whether the number of remaining rounds in the special electric role operation valid counter is 1 or more (S138). If it is determined that the number of remaining rounds in the special electric role operation valid counter is 1 or more (S138: Yes), the first large prize opening solenoid 30a is operated and the first large prize opening 32 is opened (S139). On the other hand, if it is determined that the number of remaining rounds in the special electric role operation valid counter is 0 (S138: No), the first large prize opening 32 continues to be closed.
[0133] In the above special electric operation process, the operation process of the special electric device in the big win game was explained, but the operation process of the corresponding special electric device is also performed in the small win game that is executed after winning the small win. In the small win game, the second large winning opening 35 (V attacker) is opened for a predetermined time instead of the first large winning opening 32, and the distribution member 37 is operated to open the specific area 36.
[0134] (Sub-side main control processing) Next, the sub-side main control process executed by the performance control microcomputer 101 (FIG. 4) will be described with reference to FIG. First, the performance control microcomputer 101 executes an initial setting when the power supply of the pachinko game machine 1 is turned on (S150). In this initial setting, for example, a stack is set, a constant is set, an interrupt time is set, a CPU 102 (FIG. 4) is set, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time), and various flags, counters, timers, etc. are reset. Next, the performance control microcomputer 101 judges whether the power off signal is ON and the contents of the RWM 120 (FIG. 4) are normal (S151), and if the judgment is negative (S151: No), the RWM 120 is initialized (S152) and the process proceeds to S153. If the judgment is positive in S151 (S151: Yes), the process proceeds to S153 without initializing the RWM 120. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RWM120 are not normal (S151: No), RWM120 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of RWM120 are kept normal (S151: Yes), RWM120 is not initialized. When RWM64 is initialized (RAM clear), RWM120 is also initialized. When RWM120 is initialized, the values of various flags, counters, timers, etc. are reset. Moreover, S150 to S152 are executed only once after power is turned on, and are not executed thereafter.
[0135] Next, the performance control microcomputer 101 prohibits interrupts (S153) and executes random number update processing (S154). In this random number update processing, the initial values of various performance determination random number counters are updated. The performance determination random numbers include a variable performance pattern random number for determining a variable performance pattern, and a notice performance random number for determining various notice performances. The random number update method can be the same as the random number update processing performed by the game control microcomputer 61 described above. Next, the performance control microcomputer 101 executes a command transmission processing (S155). In this command transmission processing, various commands stored in the output buffer in the RWM 120 of the performance control microcomputer 101 are transmitted to the image control board 200, the sound control board 78, the lamp control board 79, and the like. Next, the performance control microcomputer 101 executes interrupt permission (S156). Thereafter, S153 to S156 are repeatedly executed. Furthermore, while interrupts are permitted, it is possible to execute reception interrupt processing (S157), 1 ms timer interrupt processing (S158), and 10 ms timer interrupt processing (S159).
[0136] (Reception interrupt processing) Next, the reception interrupt process (S157 in FIG. 24) executed by the performance control microcomputer 101 will be described. The performance control microcomputer 101 judges whether the signal level of the strobe signal (STB signal) given from the main control board 60 (Fig. 3) to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. Specifically, for example, it judges whether the signal level of the strobe signal has changed from high to low. If it is judged that it is not time to receive, it ends this reception interrupt process, and if it is judged that it is time to receive, it receives the various commands sent from the main control board 60 and stores the various received commands in the reception buffer of the RWM 120 (Fig. 4). The commands received from the main control board 60 include a status command specifying the current gaming state of the gaming machine (non-time-saving state, time-saving state, small win gaming state, big win gaming state, etc.), a reset command indicating that the RWM64 has been initialized (RAM cleared), a fluctuation start command indicating that the fluctuation of the special or normal symbols has started, a fluctuation stop command indicating that the fluctuation of the special or normal symbols has stopped, an opening command indicating that a big win opening is to start, an ending command indicating that a big win ending is to start, a round designation command instructing that a big win round is to start, and a normal power close command indicating that the normal variable winning device 20 has closed after a long opening, etc. This reception interrupt process is executed with priority over other interrupt processes (S158, S159).
[0137] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S158 in FIG. 24) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 executes this 1 ms timer interrupt process every time an interrupt pulse with a 1 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes input processing (S160). In this input processing, based on detection signals from the performance button detection switch 9a, the performance lever push detection switch 6g, and the performance lever rotation detection switch 6h (Fig. 4), switch data (edge data and level data) indicating that the switch is ON is created. Next, the performance control microcomputer 101 executes output processing (S161). In this output processing, a fluctuation start command that is set in the command buffer of the RWM 120 (Fig. 4) in the fluctuation performance start processing described later is output to the image control board 200.
[0138] Also, in order to illuminate the board lamp 2a, left side lamp 23a, and right side lamp 23b (FIG. 4) in accordance with the display of the performance display device 7, lamp data created by lamp processing (S173 in FIG. 26) in the 10 ms timer interrupt processing described later is output to the lamp control board 79 (FIG. 4). In other words, the board lamp 2a, left side lamp 23a, and right side lamp 23b are illuminated in a predetermined illumination mode in accordance with the lamp data. Also, in order to drive the movable body 15 (FIG. 4) in accordance with the display of the performance display device 7, drive data (data for driving the movable body 15) is created and the created drive data is output. In other words, the movable body 15 is driven in a predetermined operation pattern in accordance with the drive data.
[0139] Next, the performance control microcomputer 101 judges whether or not a fluctuation start command has been output (S162). The fluctuation start command is set in the command buffer of the RWM 120 (FIG. 4) in the fluctuation performance start process described below, and is output to the image control board 200 in S161. Here, if the performance control microcomputer 101 judges that a fluctuation start command has been output (S162: Yes), it starts measuring the fluctuation time of the fluctuation performance pattern (S163). Next, it performs watchdog timer processing to reset the watchdog timer (S164), and ends this 1 ms timer interrupt processing.
[0140] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S159 in FIG. 24) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 executes this 10 ms timer interrupt processing each time an interrupt pulse with a 10 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes a received command analysis process (FIG. 27) described later (S170), and executes a switch state acquisition process (S171). In this switch state acquisition process, the switch data created in the input process of the 1 ms timer interrupt process (S160 in FIG. 25) is stored in the RWM 120 as switch data for the 10 ms timer interrupt process. Next, a switch process is executed (S172) that sets the display contents of the button performance, lever performance, and the like displayed by the performance display device 7 based on the switch data stored in the switch state acquisition process.
[0141] Next, the performance control microcomputer 101 executes lamp processing (S173). In this lamp processing, lamp data is created to control the light emission of each lamp (such as the board lamp 2a, the left side lamp 23a, and the right side lamp 23b) in accordance with the display of the performance display device 7, and the time management of the light emission performance is performed. As a result, each lamp performs a light emission performance in accordance with the display of the performance display device 7.
[0142] Next, the performance control microcomputer 101 executes audio control processing (S174). In this audio control processing, audio control data (data for controlling the output of audio from each speaker 8) is created, the created audio control data is output to the audio control board 78 (FIG. 4), and audio performance time management is performed. As a result, audio is output from each speaker 8 in accordance with the display on the performance display device 7.
[0143] Furthermore, when it is determined that the condition for transition to the b time reduction (Yu-time) is satisfied, the microcomputer 101 for controlling the performance executes a Yu-time performance process (S175) that suggests a transition to the b time reduction, and a game history display process (S176) that displays the game history up to that point in response to receipt of a predetermined operation. Next, the microcomputer 101 for controlling the performance executes other processes (S177) and ends this 10 ms timer interrupt process. In the other processes (S177), the microcomputer 101 executes processes such as updating the variable performance pattern random number and the advance notice performance random number for determining the advance notice performance.
[0144] (Received command analysis process) Next, the received command analysis process (S170 in FIG. 26) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 judges whether or not a game state designation command has been received from the main control board 60 (FIG. 3) (S180), and if it is judged that the game state designation command has been received (S180: Yes), executes the sub-side game state setting process (S181). The game state designation command includes information indicating the game state (time-saving state or non-time-saving state). In this sub-side game state setting process, the received game state designation command is analyzed, and a game state flag is set based on the information included in the game state designation command. The game state flag is a flag indicating the game state currently set. If the information included in the game state designation command indicates a non-time-saving state, the game state flag "1" is set. Also, if the information indicates a time-saving state, the game state flag "2" is set.
[0145] Next, the performance control microcomputer 101 judges whether an opening command has been received from the main control board 60 (S182), and if it is judged that an opening command has been received (S182: Yes), executes an opening performance selection process (S183). In this opening performance selection process, the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. In detail, an opening performance pattern selection table (not shown) in which an opening performance pattern is set in correspondence with each opening command is referenced, and an opening performance pattern associated with the received opening command is selected. Then, an opening performance start command for starting an opening performance with the selected opening performance pattern is set in the output buffer of the RWM 120 (FIG. 4). Next, the performance control microcomputer 101 judges whether or not a round designation command has been received from the main control board 60 (S184), and if it is judged that a round designation command has been received (S184: Yes), executes a round performance selection process (S185). In this round performance selection process, the type of performance to be executed in each round of the big win game is selected. This performance is a performance using images displayed by the performance display device 7 and sounds output by each speaker 8, and varies depending on the type of big win. In detail, a round performance table (not shown) in which round performances are associated with each round designation command is referenced, and the round performance associated with the received round designation command is selected. Next, the performance control microcomputer 101 judges whether or not a second large prize winning port winning command has been received from the main control board 60 (S186), and if it is judged that the command has been received (S186: Yes), executes a second large prize winning port winning process (S187). In this second large prize winning port winning process, a process is performed to select a different performance depending on whether or not the game ball that won in the second large prize winning port 35 passed through a specific area.
[0146] Next, the performance control microcomputer 101 judges whether an ending command has been received from the main control board 60 (S188), and if it is judged that it has been received (S188: Yes), executes an ending performance selection process (S189). In this ending performance selection process, depending on the type of jackpot that triggered the ongoing jackpot game, the type of ending performance to be executed by the performance display device 7 and each speaker 8 at the end of the jackpot is selected. Next, the performance control microcomputer 101 judges whether a variation start command has been received from the main control board 60 (S190), and if it is judged that it has been received (S190: Yes), executes a variation performance start process (S191). In the variable performance start process, the received variable start command is analyzed, and the combination of the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R (FIG. 1) to be finally determined and displayed when the performance display device 7 displays the variable performance pattern is selected by referring to a performance pattern selection table (not shown), and the content of the performance performed in the pachinko gaming machine 1 in association with the variation of the performance patterns is selected by using the performance selection table Ta7. In addition, the pachinko gaming machine 1 of this embodiment is particularly equipped with a plurality of performance pattern variation patterns, and the performance patterns are varied according to the selected variation pattern. Furthermore, in the pachinko gaming machine 1 of this embodiment, the performance patterns are displayed in synchronization with the variable display of the special patterns in the normal game state, and are displayed in synchronization with the variable display of the normal patterns in the time-saving game state. In other words, in the normal game state, the result of the judgment of a jackpot with a special pattern is indicated by the performance (including the change in the performance pattern) performed by the performance display device 7, and in the time-saving game state, the result of the judgment of a hit with a normal pattern (more specifically, whether or not the long-opening change pattern has been won) is indicated by the performance (including the change in the performance pattern) performed by the performance display device 7.
[0147] Furthermore, the performance control microcomputer 101 judges whether or not a variable performance stop command has been received from the main control board 60 (S192), and if it is judged that a variable performance stop command has been received (S192: Yes), executes a variable performance end process (S193). In this variable performance end process, the performance control microcomputer 101 sets a variable performance end command for ending the variable performance in the output buffer of the RWM 120 (Fig. 4). When the set variable performance end command is sent to the image control board 200 (Fig. 4) by the command sending process (S155 in Fig. 25), the image control board 200 displays the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R (Fig. 1) on the performance display device 7 after passing through a predetermined stop pattern.
[0148] Next, the performance control microcomputer 101 judges whether or not a normal power closing command has been received from the main control board 60 (S194), and if it judges that it has been received (S194: Yes), executes the ball winning performance start process described below (S195). The normal power closing command is a command indicating that the normal variable winning device 20 has been closed after the long opening. In the ball winning performance start process, the change in the second special symbol and the reservation of the second special symbol currently reserved are analyzed, and a performance image in which a character takes action on the reserved image of the displayed second special symbol is displayed, and further, when the performance image is displayed, the contents of the benefits (specifically, the number of winning balls) that the player can acquire by all the reservations (including the change) are notified at once.
[0149] Next, the performance control microcomputer 101 executes other processing (S196) and ends the received command analysis processing. In the other processing (S196), processing based on commands other than the above commands (for example, a normal pattern variation start command or a normal pattern variation stop command) is performed.
[0150] (Yu-time performance processing) Next, the Yu-time presentation process (S175 in FIG. 26) executed by the presentation control microcomputer 101 will be described with reference to FIG. First, the performance control microcomputer 101 acquires the number of reserved special symbols (including the first special symbol and the second special symbol, but not including the normal symbol) currently stored in S200. The current number of reserved symbols can be acquired by a command from the main control board 60.
[0151] Next, in S201, the microcomputer 101 for controlling the performance acquires the number of times of fluctuations of the ceiling, which is the remaining number of times of fluctuations of the special symbols until the upper limit number of times, which is the condition for shifting to the b time reduction (play time) at the current time, is reached. Here, in the pachinko game machine 1 of this embodiment, if the number of times of fluctuations of the special symbols reaches a predetermined upper limit number of times (for example, 900 times) without winning a jackpot (however, the number of times of fluctuations in the high probability state and the number of times of fluctuations of the normal symbols are not counted), the game machine 1 shifts to the time reduction state (b time reduction, play time) with the start of the fluctuation of the next special symbol without going through the jackpot game. Note that the number of times of fluctuations of the special symbols since the end of the previous jackpot game (since the initialization if the RWM clear switch 66 is operated and the RWM 64 is initialized) may be acquired from the main control board 60 or may be counted by the sub-control board 100. For example, if the upper limit is 900 times and the number of times the special symbol has changed since the end of the previous jackpot game or after RAM Clear (excluding the number of times it has changed in a high probability state) is currently 825 times, then the number of times the ceiling will be reached will be 75 times.
[0152] After that, in S202, the performance control microcomputer 101 compares the current reserved number of special symbols acquired in S200 with the ceiling reach fluctuation count acquired in S201, and judges whether the current reserved number of special symbols is equal to or greater than the ceiling reach fluctuation count. Note that the current reserved number of special symbols being equal to or greater than the ceiling reach fluctuation count means that there is a reserved symbol (hereinafter referred to as a time-saving transition reserved symbol) among the reserved symbols stored at the present time, in which the fluctuation count of the special symbol reaches the upper limit count due to the fluctuation of the special symbol accompanying the consumption of the reserved symbol.
[0153] Then, if it is determined that the number of reserved special symbols at the present time is equal to or greater than the number of fluctuations at the ceiling (S202: Yes), it is determined whether or not there is a reserved symbol that satisfies the condition for winning a jackpot (including the reserved symbol itself) until the time-saving transition reserved symbol is consumed (S203). Although a small win is not a jackpot, if a V is entered without any operation errors after that, it will be a jackpot, so a small win is also considered to be a reserved symbol that satisfies the condition for winning a jackpot. That is, in the above S203, it is determined whether or not a jackpot or a small win will be won until the time-saving transition reserved symbol is consumed. Here, if the number of reserved special symbols at the present time is equal to or greater than the number of fluctuations at the ceiling, and there is no reserved symbol that satisfies the condition for winning a jackpot until the time-saving transition reserved symbol is consumed (S203: Yes), it means that the reserved symbol stored at the present time is consumed, and the transition condition to time-saving b is satisfied, that is, the transition to time-saving b is guaranteed.
[0154] Then, if the number of reserved special symbols at the current time is equal to or exceeds the number of times of reaching the ceiling, and there is no reserved symbol that satisfies the condition for winning the jackpot until the time-saving transition reserved symbol is consumed (S203: Yes), a time-saving transition performance is executed as a pre-reading performance that suggests a transition to time-saving b (S204). This time-saving transition performance may be executed only when the time-saving transition reserved symbol is stored, but it is basically executed continuously from the time-saving transition reserved symbol is stored until the transition to time-saving b. Here, various performances are conceivable as the time-saving transition performance, but as an example, a transition to a dedicated premonition zone that notifies that a transition to time-saving b has been confirmed is executed.
[0155] Specifically, as shown in FIG. 29, during the period from when the time-saving transition reservation is stored to when the time-saving transition to the b time-saving transition is transitioned to a dedicated premonition zone. Here, the premonition zone refers to a period during which the content of the performance (for example, performance symbols, background image, notice, reach performance, music, sound effects, etc.) performed in the pachinko game machine 1 is changed to a different content only for a specific period. When the game transitions to the premonition zone, for example, a shutter is closed on the display screen of the performance display device 7, and the background image is clearly changed from the previous time as shown in FIG. 29, or the output BGM is changed from the previous time to notify the player that the game has transitioned to the premonition zone. The transition to the premonition zone may be performed, for example, when there is a reservation with a high reliability of a jackpot in the reservation, but in this embodiment, the transition to the b time-saving transition is performed during the period from when the conditions of S202 and S203 are satisfied and the transition to the b time-saving transition is confirmed as described above until the transition to the b time-saving transition.
[0156] As shown in FIG. 29, in the premonition zone, the number of times the special symbol changes until the time-saving transition hold is exhausted, i.e., until the transition to time-saving b, may be notified, or the time until the transition to time-saving b may be counted down. Also, the reserved image corresponding to the time-saving transition hold may be a reserved image different from the normal one. Furthermore, the transition to the premonition zone may not necessarily occur when the conditions of S202 and S203 are satisfied, but may occur with a certain probability based on the lottery result.
[0157] (Game history display process) Next, the game history display process (S176 in FIG. 26) executed by the performance control microcomputer 101 will be described with reference to FIG. First, in S210, the microcomputer 101 for controlling the performance judges whether or not an operation for displaying the game history has been accepted based on a signal transmitted from an operating means such as the performance button 9. For example, when the pachinko game machine 1 is in a standby state (a state in which there are no reserved balls and no fluctuations), the operation for selecting the display of the game history from the menu screen using the operating button provided around the upper tray is regarded as the operation for displaying the game history. The operation for displaying the game history is operable not only by the player but also by employees of the game arcade. On the other hand, the operation for displaying the game history may be restricted to employees of the game arcade. For example, the operation for displaying the game history may be the operation of a switch located in a position that is difficult for the player to operate, such as the back side of the game board 2.
[0158] Then, when it is determined that an operation to display the game history has been accepted (S210: Yes), the game history of the pachinko game machine 1 is read out (S211). Here, the game history is, for example, a winning history of the big win on that day, including the number of times the special pattern (normal pattern in the time-saving state) has changed from the end of the previous big win game to the winning of the next big win (including small win), the type of the big win won (number of rounds, presence or absence of time-saving, number of time-saving), etc. Furthermore, in the case where the game ball does not pass through the specific area during the winning period during which the game ball can enter the specific area from the start to the end of the winning period, even if the small win is won, the occurrence of the event and the cause of the game ball not passing through the specific area are also included in the game history. The cause is identified in the main control board 60 in the above S39 and transmitted to the sub-control board 100. Furthermore, in the case where a long opening is won in the normal drawing and the game ball does not enter the second starting hole 22 during the period from the start to the end of the winning period during which the game ball can enter the second starting hole 22, the cause of the game ball not entering the second starting hole 22 is included in the game history as well as the occurrence of the event. This cause is identified in the main control board 60 in the above S63 and transmitted to the sub-control board 100.
[0159] After that, in S212, the microcomputer 101 for controlling the performance displays the game history read out in S211 on the performance display device 7. Here, FIG. 31 is a diagram showing an example of the game history displayed on the performance display device 7. As shown in FIG. 31, the game history displays the number of times the special pattern (normal pattern in the time-saving state) changes from the start of business or the end of the previous big win game until the next big win (including small win) is won, and the type of the won big win (number of rounds, whether or not the time-saving state is activated) in chronological order. For example, in the game history shown in FIG. 31, it is recorded that the game started from 0 spins and the first 5R normal big win was won on the 278th spin. Then, it is recorded that the second big win was won on the 355th spin from the previous big win, and the game shifted to the time-saving (rush) mode. Furthermore, it is recorded that the total of 26R big wins were won on the 45th spin after the game shifted to the time-saving mode. In the pachinko game machine 1 of this embodiment, as described above, in the time-saving game state, the main variation is not the special pattern but the normal pattern, so 45 rotations indicate the number of variations of the normal pattern. Also, in the time-saving game state, winning the normal pattern and especially winning the long opening as the operation pattern of the normal variable winning device 20 corresponds to a jackpot, so in other words, FIG. 31 shows that the long opening was won in the lottery of the normal pattern on the 45th rotation. Then, when the long opening is won, as shown in FIG. 15, the normal variable winning device 20 is in an open state for a predetermined period of time, and winning in the second starting hole 22 is possible. Basically, the second special pattern can be saved up to the maximum reservation. Furthermore, as described above, if the second special pattern does not win a jackpot, it will always win a small prize, and if the operation thereafter is not incorrect, the small prize will also be a jackpot 100% of the time, so if the long opening is won, five consecutive jackpots will be won, including the variation (the variation of the second special pattern that starts when the ball first enters the second starting hole 22) and the four reserved ones. Furthermore, as shown in Figure 7, the jackpots in Special Chart 2 are divided into 2R no time reduction and 10R time reduction, so that the jackpot rounds for the five jackpots range from a minimum of 10R (2R x 5) to a maximum of 50R (10R x 5) depending on the result of the division. For example, the total of 26R jackpots in Figure 31 indicates that the division of the five jackpots was 3 2R jackpots and 2 10R jackpots.In addition, a total of 34R jackpots means that the distribution of the five jackpots was two 2R jackpots and three 10R jackpots. Furthermore, depending on whether the fifth jackpot has a time shortening or not, it is decided whether the rush state will continue after the five jackpots, or whether the rush will end and return to normal play state (if the fifth jackpot has a 10R time shortening, the rush will continue, and if the fifth jackpot has no 2R time shortening, the rush will end).
[0160] In addition, in the game history shown in FIG. 31, after the transition to the rush and the total 26R jackpot and the total 34R jackpot, the long variation was won again on the 68th spin, but the game ball could not enter (pass) the second start hole 22 during the winning period in which the ball can enter the second start hole 22 from the start to the end, and the jackpot could not be acquired (a puncture occurred). In addition, the game history also displays the cause of the puncture, and "NL" stands for natural puncture, and indicates that the touch switch 92 was ON during the winning period, that is, the player was operating the handle but was unable to win, which is a "cause on the gaming machine side". On the other hand, "L" stands for lost, and indicates that the touch switch 92 was OFF during the winning period, that is, the player was unable to win without operating the handle, which is a "cause on the player side". Incidentally, the occurrence of the puncture and the identification of the cause are performed by the main control board 60 in S39 and S63, as described above. Either "NL" or "L" is displayed as the cause of the puncture, but if a more detailed cause can be specified, it may be displayed. Also, the game history in FIG. 31 is an example showing the cause when the game ball does not enter the second starting hole 22 despite winning the long opening, but similarly, even if a small prize is won but the game ball does not pass through the specific area from the start to the end of the winning period in which it is possible to win the specific area, it is displayed as the game history and the cause ("NL" or "L") is also displayed.
[0161] Here, if the player is unable to win during the winning period of the second starting hole 22 or the specific area 36 as described above (a puncture occurs), the player will be at a great disadvantage (cannot win a jackpot), which may cause trouble between the player and the hall. In the pachinko game machine 1 of this embodiment, when a puncture occurs as described above, the cause is identified, recorded, and made available as a game history. As a result, even if a puncture occurs that causes a great disadvantage to the player, it is possible to resolve the trouble between the player and the hall by clarifying whether the cause is on the gaming machine side or on the player side.
[0162] In the above embodiment, the game history is displayed on the performance display device 7 of the pachinko game machine 1, but the game history may be displayed on a hall computer, which is an information processing device provided in the hall where the pachinko game machine 1 is installed. In that case, for example, when a hall employee operates the hall computer to specify a machine and request that the game history be displayed, information on the game history is output from that machine (it may be configured to be output at regular intervals regardless of the request), and the screen shown in Fig. 31 is displayed on the display provided in the hall computer.
[0163] (Ball acquisition performance start processing) Next, the ball acquisition performance start process (S195 in FIG. 27) executed by the performance control microcomputer 101 will be described with reference to FIG. First, in S220, the microcomputer 101 for controlling the performance reads out the read-ahead jackpot flag stored in the second special symbol reservation performance storage unit 122, and obtains (reads ahead) the type of jackpot of the reserved second special symbol currently stored in addition to the change. The read-ahead jackpot flag includes a flag that identifies the type of jackpot in the case of winning (for example, specified by the jackpot symbol and the small jackpot symbol, and differs in the number of rounds of the jackpot game and the presence or absence and number of time reductions after the jackpot game). If the second special symbol does not win a jackpot, it will always win a small jackpot (Figure 5). If the small jackpot of the second special symbol is not operated incorrectly afterwards, it will be a jackpot with a 100% probability, so the change and the currently stored reservation of the second special symbol will both be jackpots.
[0164] Here, the ball winning performance start process is executed when it is determined in S194 that a normal power closing command has been received from the main control board 60. The normal power closing command is a command indicating that the normal variable winning device 20 has been closed after the long opening. In the long opening, as shown in FIG. 15, the normal variable winning device 20 is in an open state for a predetermined period of time, and winning into the second starting hole 22 is possible. Basically, the second special symbol can be stored up to the maximum reservation. As described above, the lottery for the second special symbol is essentially a 100% jackpot unless the operation is incorrect, so after the long opening, five jackpots will be consecutive, including the change (the change of the second special symbol that is started by the ball first entering the second starting hole 22) and the four reserved symbols. Furthermore, as shown in FIG. 7, the jackpot of the second special symbol is divided into 2R no time reduction and 10R time reduction, so in S220, it is determined whether the change and reservation have won in 2R no time reduction or 10R time reduction.
[0165] After that, in S221, the performance control microcomputer 101 determines the character's action for the reserved second special symbol currently stored for each reserved by using a random number lottery or the like. For example, if four reserved symbols are stored, the character's action for each of the four reserved symbols is determined. However, only one action may be determined for all reserved symbols, not for each reserved symbol. Here, multiple types of character actions are prepared, and in this embodiment, for example, three types are "kick", "punch", and "chop". Here, when determining the character's action, the action is determined by taking into consideration the content of the benefit that can be obtained by consuming the reserved symbol, rather than being determined by random lottery. For example, the better the content of the benefit, the more likely it is that "kick" will be selected, and conversely, the more difficult it is to select "chop".
[0166] For example, FIG. 33 is a diagram showing an example of the selection ratio when determining the action of the character for the reserved ball in the above S221. As shown in FIG. 33, the selection ratio of the character's action differs depending on the contents of the privilege (i.e., the type of jackpot) obtained by consuming the reserved ball. For example, for a reserved ball that will be a jackpot with "2R no time reduction" with few privileges, "chop" is selected with a 60% probability, "punch" is selected with a 30% probability, and "kick" is selected with a 10% probability. On the other hand, for a reserved ball that will be a jackpot with "10R time reduction" with many privileges, "chop" is selected with a 10% probability, "punch" is selected with a 30% probability, and "kick" is selected with a 60% probability. In other words, if the action of the character displayed on the performance display device 7 in the subsequent S233 is "kick", the player can expect a large amount of balls to be paid out for the reserved ball. Note that the example shown in FIG. 33 is just an example, and the selection ratio can be changed as appropriate. For example, for a reserved ball that will be a jackpot with "2R no time reduction", the action "kick" with a high expectation may not be selected. In addition, the type of character action may be four or more, and a special action with a premium element may be selectable. For example, an action that is selected only when all reserved positions are a jackpot with "10R time reduction" may be prepared.
[0167] After that, in S222, the microcomputer 101 for effect control displays, on the effect display device 7, an effect image in which the character takes an action on the reserved image corresponding to the reserved second special symbol currently stored according to the action of the character determined in S221. In addition, in the displayed effect image, when there are multiple reserved images, the character's action may be performed simultaneously on all reserved images, or may be performed one by one in order. In addition, FIG. 34 shows an example in which the reserved images are performed one by one in the order in which they were stored (starting from the oldest reserved image).
[0168] As shown in FIG. 34, the effect display device 7 displays a reserved image 211 corresponding to the reserved second special symbol currently stored. FIG. 34 shows a state in which the second special symbol is stored up to the maximum reserved number (4) by the long opening of the previous normal variable winning device 20. The reserved image 211 is displayed according to the winning of the second start port 22 as in normal play. The reserved image corresponding to the currently changing change may also be displayed. Furthermore, in the example shown in FIG. 34, all the reserved images 211 are reserved images with the same design before the character performs an action, but it is also possible to display the reserved image 211 in a manner that suggests the expectation of the award. For example, the reserved image 211 can be displayed in four colors, "white (normal color)", "blue", "green", and "red", and the reserved image that becomes a jackpot with "10R time reduction" can be displayed with a higher probability of being displayed in the display color of "green" or "red" than the reserved image that becomes a jackpot without "2R time reduction".
[0169] In the performance performed in S222, as shown in FIG. 34, the reserved image 211 corresponding to the reserved second special symbol is displayed on the performance display device 7, and the character 212 sequentially takes action on the reserved image 211 according to the action of the character determined in S221. The appearance of the reserved image 211 after the action is performed may be changed according to the content of the action performed, for example. This makes it possible to know whether the reserved image is a reserved image for which a high expectation action has been performed or a reserved image for which a low expectation action has been performed even after the action has been performed. The reserved image 211 after the change may specifically notify the type of the reserved jackpot or the prize ball. For example, it is possible to display the characters 2R or 10R, or to display the characters 200 (prize balls for a 2R jackpot) or 1000 (prize balls for a 10R jackpot). Furthermore, it is also possible to change the appearance of only the reserved image 211 corresponding to a specific type of jackpot after the action.
[0170] For example, as shown in FIG. 35, when the character 212 appears and performs an action on the reserved image 211 according to the character's action determined in S221, if the reserved image 211 on which the action was performed corresponds to a jackpot with few bonuses, "2R without time reduction," an image of the character 212's failed attack is displayed, and the appearance of the reserved image 211 is not changed along with the word "Failed." On the other hand, if the reserved image 211 on which the action was performed corresponds to a jackpot with many bonuses, "10R with time reduction," an image of the character 212's successful attack is displayed, and the appearance of the reserved image 211 is changed along with the word "KO (or success)." Furthermore, it is also possible to make the action of the character 212 be performed in accordance with the player's operation of the effect button 9. For example, a meter may be displayed on the screen for the operation of the effect button 9, the meter may be increased according to the number of times the effect button 9 is operated, and the character 212 may perform an action according to the increased value. This makes it possible to give the player a sense of accomplishment for winning a jackpot and winning balls through his or her own operation.
[0171] Also, the reserved image 211 displayed before the character takes an action may be, for example, the appearance of an enemy character. This allows the action of the character 212 to defeat the enemy character and obtain a prize ball. Furthermore, when a reserved image corresponding to the currently changing change is displayed, the character may also take an action on the reserved image.
[0172] Then, after the character performs an action on the reserved images 211 corresponding to all reserved second special symbols currently stored, in S223, the microcomputer 101 for controlling the performance notifies the player of the contents of the bonus that the player can obtain by all reserved symbols stored in addition to the variation at once. However, the notification at once does not necessarily require the display of the contents of the bonus that the player can obtain by all reserved symbols in a total manner, and a list of the contents of the bonus that the player can obtain by each reserved symbol may be displayed. The contents of the bonus to be notified include, for example, the number of jackpots, the number of rounds of jackpots, and the number of game balls that the player can obtain. For example, FIG. 36 is an example showing the total number of game balls that the player can obtain, and as shown in FIG. 36, the specific number of game balls that can be obtained by five subsequent jackpot games is displayed on the performance display device 7. It should be noted that the total number of game balls that the player can obtain by four reserved symbols may be displayed, excluding the prize balls of the variation (the variation of the second special symbol that is started by the ball first entering the second starting hole 22). After the above-mentioned bonus content is notified, five big win games (and small win games if there is a small win) including the change will be played consecutively.
[0173] In this embodiment, the above-mentioned ball acquisition effect start processing (S220 to S223) is performed at the timing when the normal power closing command is received from the main control board 60 in S194, i.e., when the second special chart is changing, which is initiated by the ball first entering the second starting hole 22. However, it may also be performed after the change of the second special chart, which is initiated by the ball first entering the second starting hole 22, has ended and the first jackpot game has started.
[0174] As an example of notifying the player of the number of game balls that can be acquired during a jackpot game, a fraction showing the total number of game balls that can be acquired through a jackpot game as the denominator and the number of game balls that the player has acquired from the start of the jackpot game to the present as the numerator can be displayed on the display screen of the performance display device 7.
[0175] In addition, as described above, in this embodiment, the jackpot of the second special symbol is divided into "2R without time reduction" and "10R with time reduction" (Figure 7), but even if a jackpot with "10R with time reduction" has actually been won, it may be announced as if a jackpot with "2R without time reduction" has been won before the start of the jackpot game or immediately after the start of the jackpot game, and then it may be announced during the jackpot game that the jackpot with "10R with time reduction" has actually been won rather than "2R without time reduction" (round promotion presentation).
[0176] Here, FIG. 37 is a diagram showing an example of the round promotion effect. As shown in FIG. 37, in the round promotion effect, the total number of game balls that can be acquired by the jackpot game during the jackpot game is displayed on the effect display device 7 as the denominator 215. Also, the number of game balls acquired by the player from the start of the jackpot game to the present is displayed on the effect display device 7 as the numerator 216. Then, at a predetermined timing during the jackpot game (immediately after the start of the second round in the example shown in FIG. 37), the value of the denominator 215 is increased at a predetermined speed from 200 (first value), which is the total number of game balls that can be acquired by the 2R jackpot, to 1000 (second value), which is the total number of game balls that can be acquired by the 10R jackpot. As a result, when the "10R time reduction" is won, it is suggested that the jackpot with "2R time reduction" has been won from the start of the jackpot game until the timing of the round promotion effect, and it is suggested that the "10R time reduction" has been won after the timing of the round promotion effect.
[0177] Furthermore, when the value of the denominator 215 is increased in the round promotion effect, the value of the denominator 215 is moved to the center and enlarged on the display screen of the effect display device 7 as shown in FIG. 37, and the enlarged value of the denominator 215 is increased at a predetermined speed from 200 (first value), which is the total number of game balls that can be acquired by a 2R jackpot, to 1000 (second value), which is the total number of game balls that can be acquired by a 10R jackpot, and after the increase, it is moved to the original position and reduced to the original size. As a result, the player can clearly grasp that the total number of game balls that can be acquired by a jackpot has increased from 200 to 1000. In addition, since the value of the denominator 215 is increased stepwise rather than instantaneously from 200 to 1000, there is no risk of the player misunderstanding that 1000 new game balls can be acquired.
[0178] [Effects of the embodiment] (1) When the pachinko game machine 1 of the above-mentioned embodiment is implemented, it is characterized by having: a game information acquisition means for acquiring game information based on the establishment of a start condition; a bonus awarding judgment means for judging whether or not to award a bonus based on the game information; a notification means for notifying the judgment result of the bonus awarding judgment means by using a change in a pattern; a reserve storage means for storing the game information acquired through the game information acquisition means as a reserve in chronological order up to a predetermined maximum number of reserves stored until it is used for a notification by the notification means, and for clearing the oldest reserved item when the notification by the notification means ends; a reserve image display means for displaying a reserve image corresponding to the reserve stored in the reserve storage means on an image display device; an effect image display means for displaying an effect image in which a character takes an action on the reserved image displayed on the image display device when a predetermined condition is satisfied while a reserve is stored in the reserve storage means; and a bonus notification means for notifying the contents of the bonuses that a player can acquire by all the reserves stored in the reserve storage means at the same time when the effect image is displayed. As a result, it is possible to predict the contents of the reserved bonuses that the player can obtain in the future and to notify the player in advance, while displaying a performance image in which a character takes an action in response to the reserved image, so that the player does not lose interest in the judgment results of the awarding of the bonus for each reserved bonus. (2) The bonus notification means notifies the player of the total number of game media that the player can acquire when each reserved amount stored in the reserved amount storage means is consumed. As a result, it is possible to predict the total number of game media that the player can acquire in the future and notify the player in advance. (3) The action of the character to be displayed as the effect image is of a plurality of types, and the effect image display means displays the effect image in which the character performs an action selected from the plurality of types for each reserved image displayed on the image display device. As a result, by displaying effect images in which the character performs various different actions for the reserved images, the player does not lose interest in the judgment result of the award of the privilege for each reserved image. (4) The effect image display means is characterized in that it selects an action to be performed based on the contents of the bonus that the player can obtain when the reserved image for which the action is to be performed is consumed. As a result, it is possible to display effect images in which the character performs various different actions on the reserved image, and to suggest to the player the contents of the bonus that can be obtained depending on the contents of the displayed action. (5) The reserved image is also displayed in a manner suggesting the expectation of the provision of a special benefit for the reserved image stored in the reserved image storage means before the display of the presentation image. As a result, it is possible to suggest to the player the content of the special benefit that can be obtained by the reservation before or after the presentation image in which the character performs an action for the reserved image is displayed. (6) The game machine also has a flow-down area where the game ball flows down, and a normal electric device that is provided in the flow-down area and operates based on the winning of a normal symbol, the start condition being the entry of the game ball into a special symbol entry port that is in a state where the entry is easy when the normal electric device is activated, and the effect image display means displays the effect image on the condition that the operation of the normal electric device is completed. As a result, after the operation of the normal electric device is completed, it is possible to read ahead and notify in advance the contents of the benefits that the player can obtain in the future by drawing a lottery for a special symbol that can be reserved by the operation of the normal electric device, while displaying an effect image in which a character takes an action on the reserved image, so that the player does not lose interest in the judgment result of the award of the benefit for each reserved image. (7) The game machine further comprises a flow-down area through which game balls flow down, a special symbol entrance port provided in the flow-down area and corresponding to a special symbol, game information acquisition means for acquiring game information when a game ball enters the special symbol entrance port, a hold memory means for storing the game information acquired through the game information acquisition means in chronological order as hold up to a predetermined maximum number of hold memory items, a jackpot awarding determination means for determining whether or not to award a jackpot based on the game information stored as hold, a ceiling transition means for transitioning to a special game state which is advantageous to the player when the number of times the special symbol changes reaches a predetermined upper limit number without winning a jackpot, and a transition suggestion means for suggesting a transition to the special game state when it is determined that the condition for transitioning to the special game state is met by consuming the holds stored in the hold memory means. As a result, when it is determined that the condition for transition to the special game state is satisfied by consuming the currently stored reserve, a transition to the special game state is suggested, thereby preventing a situation in which a transition to the special game state is suggested but no transition to the special game state is actually made. (8) The transition suggestion means is characterized in that, when the number of times the special symbols fluctuate reaches the upper limit number of times due to the fluctuation of the special symbols accompanying the consumption of the reserved symbols among the reserved symbols stored in the reserved memory means, and there is no reserved symbol that satisfies the condition for winning a jackpot until the reserved symbols are consumed, the transition suggestion means determines that the condition for transition to the special game state is satisfied by the consumption of the reserved symbols stored in the reserved memory means. As a result, it is possible to prevent a situation in which the transition to the special game state is not made due to the winning of a jackpot despite the suggestion of transition to the special game state. (9) The transition suggestion means is characterized in that it continuously performs a presentation suggesting a transition to the special game state during the period from when the reserved amount that satisfies the transition condition to the special game state by being consumed is stored to when the special game state is transitioned to. As a result, the player can easily grasp that the transition to the special game state is confirmed by the continuously performed presentation. (10) In addition, the transition suggestion means outputs a background image or music different from that during the period from when the reserved amount that satisfies the transition condition to the special game state is stored until the transition to the special game state. As a result, the player can easily grasp that the transition to the special game state has been confirmed by the change in the background image or the output music. (11) The game machine further comprises a flow-down area where the game ball flows down, a game control means for controlling the game machine to give a bonus to a player on the condition that the game ball passes through a specific area in the flow-down area during a winning period that starts when a predetermined condition is satisfied, a passage detection means for detecting the passage of the game ball into the specific area, and a factor estimation means for estimating the cause of the game ball not passing through the specific area when the passage of the game ball into the specific area is not detected during the period from the start of the winning period to the end of the winning period. As a result, even if a situation occurs in which the game ball cannot be passed through the specific area until the end of the winning period, it is possible to prevent subsequent trouble between the player and the game facility by identifying the cause. (12) The gaming machine further comprises a factor display means for outputting the factor estimated by the factor estimation means on the display screen of an image display device provided in the gaming machine. As a result, even if a situation occurs in which the gaming ball cannot pass through a specific area until the end of the winning period, the factor can be identified and displayed on the screen, thereby making it possible to prevent any subsequent trouble between the player and the gaming facility. (13) The gaming machine further comprises a factor output means for outputting the factor estimated by the factor estimation means to an information processing device of the arcade where the gaming machine is installed. As a result, even if a situation occurs where the gaming ball cannot pass through a specific area until the end of the winning period, the factor can be identified and output to the information processing device of the arcade, so that the arcade can grasp the factor, and it becomes possible to prevent any trouble between the player and the arcade. (14) The present invention is characterized in that the device has a handle operated by a player to launch a gaming ball and a touch sensor for detecting that the player is operating the handle, and the factor estimation means estimates the factor based on the detection result of the touch sensor. As a result, it becomes possible to determine whether the player attempted to launch the gaming ball but was unable to pass it through a specific area based on the detection result of the touch sensor, or whether the player had no intention of launching the gaming ball and therefore was unable to pass it through a specific area. (15) The predetermined condition is the start of a specific round during a jackpot game, and the game control means controls the game so that the probability of winning a jackpot after the jackpot game transitions to a high probability state, which is higher than the normal probability state, on the condition that the game ball passes through the specific area during the winning period. As a result, even if a situation occurs in which the game ball cannot pass through the specific area before the winning period ends and the transition to the high probability state cannot be made, it is possible to prevent subsequent trouble between the player and the game facility by identifying the cause. (16) The predetermined condition is that a small win has been won, and the game control means controls the game to transition to a big win state on the condition that the game ball has passed through the specific area during the winning period. As a result, even if a situation occurs in which the game ball cannot pass through the specific area before the winning period ends and a big win cannot be won, it is possible to prevent subsequent trouble between the player and the game facility by identifying the cause. (17) Also, the game machine is characterized in that it has a normal electric device that is provided in the flow-down area and operates based on the winning of a normal symbol, and a special symbol entrance corresponding to a special symbol, the predetermined condition being that the normal symbol is won in the lottery and the normal electric device is activated to make it easy for a game ball to enter the special symbol entrance, the specific area is the special symbol entrance, and the game control means controls to perform a jackpot lottery based on game information acquired with the passage of a game ball, on the condition that the game ball passes through the specific area during the winning period. As a result, even if a situation occurs in which the game ball cannot pass through the specific area before the winning period ends and an opportunity for a jackpot lottery is not obtained, it is possible to prevent subsequent trouble between the player and the game store by identifying the cause. (18) The game machine further comprises a game information acquiring means for acquiring game information based on the establishment of a start condition, a jackpot type determining means for determining the type of jackpot to be awarded to the player from among a plurality of types of jackpots with different numbers of game media that the player can acquire through the jackpot game when the jackpot is determined based on the game information, and a prize ball display means for displaying a fraction on a display screen during the jackpot game, the fraction being the total number of game media that the player can acquire through the jackpot game as a denominator and the number of game media that the player has acquired from the start of the jackpot game to the present as a numerator, the prize ball display means increasing the value of the denominator from a first value to a second value at a predetermined speed at a predetermined timing during the jackpot game. As a result, when a promotion performance is performed, the player can clearly grasp that the total number of game media that the player can acquire through the jackpot has increased from the first value to the second value. In addition, since the denominator value does not instantly switch from the first value to the second value but increases in stages, there is no risk of the player mistakingly believing that they can acquire new gaming media worth the second value. (19) The multiple types of jackpots include a first jackpot and a second jackpot that allows a player to win a larger number of game media through a jackpot game than the first jackpot, and the prize ball display means, when the second jackpot is won, indicates that the first jackpot has been won from the start of the jackpot game until the specified timing, and indicates that the second jackpot has been won after the specified timing. As a result, when a round promotion effect is performed to promote the player to a higher jackpot during a jackpot game, the player can clearly understand that the total number of game media that can be won through a jackpot has increased from a first numerical value to a second numerical value. (20) The first numerical value is the total number of game media that can be acquired by the jackpot game of the first jackpot, and the second numerical value is the total number of game media that can be acquired by the jackpot game of the second jackpot. As a result, when a round promotion effect is performed to promote a jackpot game to a higher jackpot with a larger amount of game media that can be acquired during the jackpot game, the player can clearly grasp that the total number of game media that can be acquired by the jackpot has increased from the first numerical value to the second numerical value. (21) The prize ball display means is characterized in that it enlarges the denominator value on the display screen at the predetermined timing, increases the enlarged denominator value from a first value to a second value at a predetermined speed, and reduces the denominator value to its original size after it has increased to the second value. As a result, the player can clearly recognize that the denominator value has increased in stages.
[0179] Other Embodiments (1) In the above embodiment, the present invention is applied to a one-type two-type mixed machine, but it can also be applied to a probability loop machine, a V-certain machine, or a V-ST machine. In a V-certain machine or a V-ST machine, the V area (specific area) is opened on the condition that a specific round during a jackpot game is started, and if a game ball passes through the V area during the opened winning period, the probability of winning the jackpot after the jackpot game transitions to a high probability state that is higher than the normal probability state. When the present invention is applied to a V-certain machine or a V-ST machine, for example, if the game ball cannot pass through the V area during the winning period, the cause is identified (S38, S39), and the cause is displayed in the game area display process of FIG. 30. (2) In the present embodiment, the game machine in which the performance symbols displayed on the performance display device 7 in the time-saving state are synchronized with normal symbols has been described, but the present invention can also be applied to game machines in which the performance symbols are synchronized with special symbols. The present invention can also be applied to managed game machines (also called "smart pachinko") in which game balls enclosed inside the machine are circulated by an internal ball circulation mechanism. (3) The present invention can also be applied to gaming machines other than pachinko gaming machines, such as reel-type gaming machines (also called slot machines or pachislots). When the present invention is applied to a reel-type gaming machine, for example, the round promotion effect shown in Fig. 37 is performed during a bonus or AT, and the number of medals that can be acquired during the bonus or AT is indicated in the denominator, and the number of medals acquired by the player from the start of the bonus or AT to the present is indicated in the numerator, and the value of the denominator is increased at a predetermined speed from a first value to a second value at a predetermined timing. [Explanation of symbols]
[0180] 1. Pachinko machines 2a Panel Lamp 4 Handle 7 Performance display device 8 Speakers 9R Right performance pattern 9C Medium performance pattern 9L Left performance pattern 12 General map starting gate 20 Normal variable prize device 22 Second starting point 60 Main control board 61 Gaming control microcomputer 92 Touch Switch 211 Pending Images 212 characters
Claims
1. a game information acquiring means for acquiring game information based on the establishment of a starting condition; A bonus award determination means for determining whether or not to award a bonus based on the game information; a notification means for notifying a result of the determination means for granting the bonus by using a change in a pattern; a reserve storage means for storing the game information acquired through the game information acquisition means in a time series manner up to a predetermined maximum number of reserved storage items until the game information is notified by the notification means, and for depleting the oldest reserved information stored when the notification by the notification means is finished; a reserved image display means for displaying a reserved image corresponding to the reserved image stored in the reserved storage means on an image display device; an effect image display means for displaying an effect image in which a character performs an action on the reserved image displayed on the image display device when a predetermined condition is satisfied with a reserved image stored in the reserved storage means; The gaming machine is characterized by having a bonus notification means for notifying the player of the contents of the bonuses that the player can obtain by all the reserved items stored in the reserved storage means at once when the presentation image is displayed.
2. 2. The gaming machine according to claim 1, wherein the bonus notification means notifies the player of the total amount of gaming media that can be acquired by the player when each reserved amount stored in the reserved amount memory means is consumed.
3. There are a plurality of types of character actions to be displayed as the performance images, The gaming machine described in claim 1 or claim 2, characterized in that the effect image display means displays the effect image in which the character performs an action selected from the multiple types for each pending image displayed on the image display device.
4. The gaming machine according to claim 3, characterized in that the effect image display means selects an action to be performed based on the content of the benefit that the player can obtain when the reserved amount that is the subject of the action is consumed.
5. The gaming machine described in claim 1 or claim 2, characterized in that the hold image display means displays the hold image in a manner suggesting the likelihood of a bonus being awarded for the hold stored in the hold memory means before or after displaying the presentation image.
6. A flow area where the game ball flows down; A normal electric device is provided in the flow area and operates based on the winning of a normal pattern. The starting condition is the entry of a game ball into a special symbol entry hole that becomes easy to enter by the operation of the normal electric device, 3. The gaming machine according to claim 1, wherein the effect image display means displays the effect image on condition that the operation of the normal electric role device has been completed.
Citation Information
Patent Citations
Game machine
JP2015033489A